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Wings above the volcanoes

Saerka

Draconic archers with tan scales, crimson crests and black wings, at home near the valley’s volcanoes.

The adventurer’s field guide

Saerka scorecard

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

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.

Explore Firepriests
Saerka Airpriest

Saerka Airpriest

Priests of Air

Heal injuries and keep companions fighting. Priests of Air combine restorative spells with the offensive power of their element.

Explore Airpriests

Explore all guilds

Appearance and culture

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.

Create a character

Explore race traits, professions and training choices in the builder.

Race reference in the wiki