Draconic archers with tan scales, crimson crests and black wings, at home near the valley’s volcanoes.
The adventurer’s field guide
Saerka scorecard
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Attribute aptitudes
Higher aptitude means cheaper training and greater racial potential. Humans have 4 in every attribute. Your actual stats grow with levels, training and equipment.
STR5/10
Strength
Carry more, hit harder with heavy weapons, and gain endurance.
Training cost 5
DEX7/10
Dexterity
Improve accuracy, dodging, attack speed and light-weapon damage.
Training cost 3
CON5/10
Constitution
Gain health and endurance, and resist disease and stunning.
Training cost 5
INT2/10
Intelligence
Gain spell points, strengthen attack spells, and learn skills faster.
Training cost 8
WIS3/10
Wisdom
Gain spell points and strengthen healing and religious powers.
Training cost 7
CHA3/10
Charisma
Get better shop prices and lead adventuring parties more efficiently.
Training cost 7
Aptitude = 10 − racial training cost. Lower cost makes an attribute easier to train.
Racial abilities & survival
Deep-dark vision
You can see in deep darkness without carrying a light.
Fly Major
Can take flight and travel the outworld by air.
Carnivorous digestion Major
Raw meat and fresh kills make a safe meal.
Uncanny precision Major
Lands far deadlier shots with a bow.
Natural resistances
Fire +10
Positive resistance ratings reduce damage of that type; negative ratings mean vulnerability. Ratings are not percentages of damage blocked.
Recovery & resources
Higher recovery ratings help refill your reserves. These are racial baselines; your stats, skills, condition and surroundings also affect recovery.
HP
Hit points
15
Above human · Human 13
Health keeps you alive when you take damage.
EP
Endurance points
16
Above human · Human 11
Endurance fuels movement and physical exertion.
SP
Spell points
9
Below human · Human 15
Spell points fuel your magic.
PSP
Psi points
10
Human baseline · Human 10
Psi points fuel psionic disciplines when you learn them.
Two guilds to explore
Two possible paths for your character. Their skills and abilities develop as you train.
Saerka Firepriest
Priests of Fire
Fight with a spear and sacred flame. The spellblade manoeuvre brings weapon combat and fire magic together as your training develops.
The Saerka are strange creatures, usually living very near the main volcanos of the valley. They are slightly taller than humans, and have thick tan scales, piercing black eyes and a crimson crest along the head and nape. Their elongated, ridged heads and projecting muzzles are distinctly draconic. Two great leathery black wings rise from their backs, and a long scaled tail curves behind them. They can be seen flying around the volcanos at night-time, guarding their territory and attacking anything that comes close to their habitats in the edges of these fire-spitting pits. In the process of living close to the hot flames, they have grown to be quite resistant against fire. Their bodies are quite lean, with clawed reptilian hands and feet.
A rumour goes by that the Saerka were once the guardians and creations of the great dragon Alzurienchamal, but apparently if you suggest so to one of the Saerka, you will probably end up dead, they are very secretive about their origins, but it is written that they appeared around the same time than the great dragon was finally defeated.
The Saerka's weapon of choice is a bow, usually a short recurve bow that gives them ability to shoot accurately while flying. Training of young Saerka in the art of archery starts very early and thus every Saerka has a great ability with the bow, their rituals making them the best archers in the valley, despite their fairly mediocre physical abilities.