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Jewel-Delvers of Nagor Kadir: Ancestries

Character creation page featuring sections on character name, levels, ancestry descriptions, and an ancestry table for a tabletop role-playing game.
Ancestries

There are 10 ancestries to play, each bringing its own strengths and weaknesses:

Clan Raggad Dwarf

These short and stocky humanoids are considered tall at 4-1/2 feet. They favour plaited beards and facial markings to distinguish their clan allegiances. They are usually dour and short tempered, but their demeanour changes when discussing mining, gold, ale, and stonework. Dwarves have slightly longer lifespans than humans, commonly extending to 120 years.

Golden Scale Dragonkin

Averaging 6 feet tall, dragonkin are bipedal dragons with pot bellies, short tails, and vestigial wings. Their bulk makes them less than agile, but they make up for it with thick leathery scales, and a long snout filled with sharp teeth. They can live to be 500 years old.

Inner Sea Fishfolk

These bipedal fishfolk are commonly 5-1/2 feet tall, and lean. Their bodies are covered in silver, blue, green and russet scales. Their hands and feet are webbed to better aid swimming, and their heads and backs are often spined or finned, and they have gills at their necks. Their eyes are large, and their mouths are wide, some filled with long thin teeth. They can live for 60 years.

Jaegarland Human

The most common ancestry on Nagor Kadir are the humans. Versatile and resourceful they can usually thrive in any location. Typically 6 feet tall.

Plaguelands Ratkin

Ratkin are the short in stature at up to 5 feet tall, but lithe and quiet. They can squeeze through the tightest of gaps and prefer to skulk in dark places. They are at home scampering through the sewer systems beneath large cities or sneaking through old crypts. Their noses twitch furiously when handling poisons.

Red Sign Half-Ogre

These commonly 7 feet tall, muscular humanoids are quick to anger and often settle disputes with shouting, threats and violence. They live hard lives within tribal groups. Their facial features are human with mottled skin tones of greys, browns and blacks. They have pronounced tusk-like lower teeth. They can live as long as humans.

Six Orders Yakfolk

These highly resourceful large-framed bipedal yaks, often reach 6 feet stooping. Their heads and bodies are covered in fur of light and dark browns. Despite their large frames, the yakfolk are frail and bruise easily with delicate skin. Their horns are a source of pride decorated with trinkets and bells of ornate crafting. Considered mystical folk by those from outside, yakfolk prefer high altitudes and elegant magics. They are expert scavengers and crafters. They can live to 150 years old.

Swinelands Pigfolk

Pigfolk are portly bipedal pigs, averaging 6 feet tall, often covered in the crumbs and juice of their last meal. They will eat anything. They do not move to action quickly, and grunt and groan whenever expending energy. They are learned in surviving outdoors and skilled in healing, especially with fungal remedies.

Ten Shires Halfling

These short and podgy humanoids commonly reach 3-1/2 feet tall. They are mostly pleasant and friendly, preferring the simple pleasures in life such as tobacco and food. They are adept at showing up without any notice, and are generally less skilled at combat than the other races in Nagor Kadir. They have similar lifespans to humans.

Yithmyr Elfin

These pale-skinned, black-eyed humanoids are tall and slender, commonly reaching 61/2 feet. Their conversations are minimal, choosing their words wisely. They are drawn to magical things and forested landscapes where they seem attuned to nature. They can live more than 300 years.

Each ancestry provides the following:

  • Attribute Modifiers. Bonuses or penalties to the six Core or six Secondary attributes.
  • Special Features. Things such as modifiers to armour ratings, seeing in the dark, being aquatic, etc.
  • Areas of Knowledge. These provide a dice reroll on related tests.

Grab the Current Rules

If you want to grab the current version of the play-test rules, then head to the feedback form here and download them from the link provided:

Thanks all, Glynn

3 thoughts on “Jewel-Delvers of Nagor Kadir: Ancestries

  1. Not a fan of these race choices and not a fan of calling them “ancestries”. I’m out.

    1. That’s fair enough. Thanks for letting me know 🙂

    2. Out of interest and as the feedback is valuable…
      What’s the reason for the objection to ancestries?
      Are the ancestry choices too animalistic? Any ones that are specifically objectionable?

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