Planeswalker:
Usually earned through lives of awful power or great
goodness, very few beings in the multiverse are born with ‘the spark’. Many of
these rare few live their lives completely oblivious to the hidden powers they
possess, until one day, usually in times of immense stress, they accidently
step through space to other worlds and planes. You are one of these special
individuals.
Having never plane stepped before, your first step to
Zendikar came as a great surprise to you. All around you are lands and
creatures that fascinate you in their beauty and frighten you in their
brutality. You quickly stand out from other humanoids, and while some quickly
offer you their assistance, others appear to wish you harm. It is apparent that
you are not the first creature to have planeswalked to this strange world.
Planeswalkers are the only background subclass allowed to be
a race not native to Zendikar. They may also worship Deities from their
original world, using their spark to channel their god’s energy to this plane.
Planeswalkers also receive a +3 Knowledge(Planes), +3 Knowledge(Arcana).
Planeswalkers have a given feat called Planes Spark.
The player will need to choose a plane or world that their
adventurer stepped from as well as the event on their home planet that caused
them to step.
All Planeswalkers may start the game having purchased their gear from their home plane or world.
Adventurer:
You were born on Zendikar and grew up your whole life in immense
anticipation for when you could venture out on your own into the untamed world.
You seek for glory, treasure, and the challenge that every new day brings. You
wish to cut out a name for yourself from the dense tangle of woods and growth
of the forests bellow to the towering hedron that float above. The world is
yours to claim.
Adventurers tend to watch out for each other. You will find
friends among almost any of the Kor and humans that you run into on your
journeys. With care, goblins and Tajuru Elves will also come to your aid… for a
price of course.
Adventurers also have many humanoids that they have learned
to avoid on their journeys. The Guul Draz Vampires always enjoy company, but
they make very poor hosts, often devouring their guests themselves or taking
bets as their nulls tear the adventurers apart. The Jorga elves are no friends
to adventurers and have been known shoot on sight. The merfolk, though not
hostile to adventurers, see adventurers as a hindrance to the pursuit of knowledge,
often bringing back priceless artifacts broken due to lack of care.
Adventurers must select one of the following continents as
their place of birth: Akoum, Bala Ged, Guul Draz, Murasa, Ondu, Sejiri, and
Tazeem.
Adventurers receive +3 to Knowledge(Dungeoneering), +3 to
Knowledge(Nature) when rolling knowledge checks in or pertaining to their
continent of birth.
Adventurers receive a +3 in Profession(Guide),
Profession(Trapper), or Profession(Miner)
All Adventurers start the game with a free 50 foot Silk Rope.
Ruin Sages:
You grew up on Zendikar different from the other children. Rather
than hunting and foraging like the others your age, you remained with the
village shaman, the town priests, or the wise ruin priest, Anowon. You learned
the language and the history of the ancients. This study has left you with a
thirst for more knowledge and a hunger to find out even more of the ancient’s
great secrets. Not all ruin sages are spellcasters. Many great sages could match
any warrior with their knowledge of swordplay.
You will always find welcome among the Merfolk. Your special
insight and knowledge opens many doors that would be closed to other
adventurers. Even the gates of the vampire city of Malikar would open to you in
exchange for your knowledge and association. Many nobles take pride in having
their halls graced by a Ruin Sage. They are viewed as a symbol of history and a
token of wisdom. Be careful though, demons have much use for ancient knowledge
and will pursue your insights.
You will not find much welcome among the Kor however. Their
culture resists settlement, and you are a symbol of the old empire which led to
the creation of the world’s chaos and the withdrawal of the three great gods:
Kamsa, Mangeni, and Talib. Many adventurers do not trust Ruin Sages. More
superstitious adventurers, especially elves, see the pursuits of ancient
knowledge as witchcraft and displeasing to nature.
Adventurers receive a +3 to Knowledge(Religion), +3 to
Knowledge(History) when rolling knowledge checks pertaining to the Ancients.
Ruin Sages receive a +3 in Profession(Librarian),
Profession(Scribe), or Profession(Translator)
All Ruin Sages begin the game with a free Pathway Stone.
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