Humanoids can spend their CPs on the normal skills (unless specified otherwise in the Skill Table section).
Drow are Elves cursed and banished underground for a great wrong they perpetrated millennia ago. Information is scarce, but it is believed that they attempted to enslave all the other Elven races. Drow typically make their homes in the ‘Underdark’, a vast web of interconnecting tunnels and caverns.
Drow are a matriarchal society and are usually divided into Houses. The leader of each House holding the title of ‘Matron Mother’.
Attribute | Value |
Rank | 0.5 – Any |
Skill Table | Elf (Warrior, Scout, Priest, Mage) |
Life | 27 (27) |
DT | 3 |
Standing | 1 (40) |
Path | Might |
Mana | 7 (280) |
School | Earth, General, Dark, Spellsword, Necromancy |
Damage | 1H Weapon 4 |
Abilities | 1H Weapon Proficiency |
Roleplaying | Wear dark blue/wine red/purple face-paint with white hair |
Drow society also has the equivalent of the Kingdom Guilds though these are limited due to its more ordered and restricted nature.
Drow are allowed to be multi-classed. Multi-classed Mages always belong to a Mage Guild. All other multi-classes can choose to which of the Guilds they belong.
Dwarves are short, stocky with a fine beard (including females). Any dwarf who has lost his beard is shunned by dwarven society. Dwarves are particularly skilled at manufacturing weapons and armour out of metal and treasure gold and precious stones. Dwarves have a dislike of Elves ever since they were recorded in the ‘Book of Grudges’ (a record of all the terrible wrongs and treacherous deeds ever perpetrated against the Dwarf race).
Attribute | Value |
Rank | 0.2 – Any |
Skill Table | Dwarf (Warrior, Scout, Priest, Mage) |
Life | 33 (30) |
DT | 5 |
Standing | 3 (80) |
Path | Justice, Life, Freedom, Order, Balance, Chaos, Might, Death, Anarchy |
Mana | 0 (20) |
School | Fire, Earth, Air, Water, General, Light, Dark, Necromancy, Demonology |
Damage | 1H Weapon 4 |
Abilities | 1H Weapon Proficiency |
Roleplaying | Wear beard |
Duergar are thankfully a rare sight in the Kingdom, typically making their homes in the Underdark and alternating between working in concert with the Drow and being at odds with them (the Drow believe themselves superior to the Duergar). They have a deep-seated grudge against Dwarves due to their exile in the Underdark.
Attribute | Value |
Rank | 0.2 – Any |
Skill Table | Dwarf (Warrior, Scout, Priest, Mage) |
Life | 33 (30) |
DT | 5 |
Standing | 3 (80) |
Path | Order |
Mana | 0 (20) |
School | Fire, Earth, Air, Water, General, Dark, Necromancy |
Damage | 1H Weapon 4 |
Abilities | 1H Weapon Proficiency |
Roleplaying | Wear dark blue/wine red/purple face-paint with white hair and beard |
The Hassani are the original Human inhabitants of the land, before the Kingdom of Exiles came into existence.
The Hassani group themselves into Companies, with a General as the leader of each one. The Companies fought each other in a great civil war. None of them can remember why the civil war broke out and they still fight because that’s all they know.
An Hassani Company is well organised and its members are highly trained. Most companies will kill each other on sight, but occasionally alliances are made.
In the early Kingdom years, Hassani Companies regularly attacked the fledgling Kingdom, but as the Defenders became more organised, such attacks have become less frequent. Wanderers outside the Kingdom should still be wary, however.
Attribute | Value |
Rank | 0.3 – Any |
Skill Table | Human (Warrior, Scout, Priest, Mage) |
Life | 30 (30) |
DT | 10 |
Standing | 5 (180) |
Path | Justice, Life, Freedom, Order, Balance, Chaos, Might, Death, Anarchy, Animal, Tree, Weather, Seasonal |
Mana | 2 (60) |
School | Fire, Earth, Air, Water, General, Necromancy, Demonology |
Damage | 1H Weapon 4 |
Abilities | 1H Weapon Proficiency |
Roleplaying |
Each Hassani has a title based on his Rank as follows:
Rank | Title | Notes |
1-10 | Private | |
11-15 | Corporal | |
16-30 | Sergeant | |
31-50 | Lieutenant | |
51-100 | Captain | |
101-150 | Major | |
151+ | Colonel | |
201+ | General | There is only one General in a Company. The method for choosing a General ranges from trial by combat once a year amongst the Company Colonels, to being passed from father to son. |
Some companies effectively belong to the equivalent of a Kingdom Guild. In which case all members of the company belong to the same guild, having to meet the requirements and gaining the bonuses.
A Hassani scouting company treated as if they belonged to a guild equivalent to the Pathfinders.
A Hassani defensive heavy infantry company, strongly dedicated to the principles of Justice, the Eagles are long standing allies of the Kingdom. They have their own established realm to the east of the borders of the Barony Van Heusen which is centred around a large mountain city, a powerful defensive point.
Eagle citizens are easily recognised by their upper class British accents and are all treated as if they belonged to a guild equivalent to the Guards
A Hassani light scout company, dedicated due to their role to the principles of Chaos. The Jackals are long standing antagonists of the Kingdom who regularly raid up and down the Kingdom borders.
Jackal citizens are easily recognised by their strong West Country accents. Their patrols usually consist of lightly armoured scouts, particularly dangerous when supported by a Chaos priest.
A Hassani heavy infantry shock company, strongly dedicated to the principles of Order. The Rhinos live as mercenaries for hire and have worked for and against the Kingdom in the past. Patrols of Rhino troops have not been encountered, however the individuals that have been met have single-handedly turned the fights in the favour of their side time and again – in particular the man only referred to as Him.
Small company of stealth-based scouts encountered in the Johen Barony. Opposed to the Hassani Scarabs and according to the recently resurrected, easily recognised by their all-black garb.
A company of Druidic sun worshippers, easily recognised by their white turbans.
A light skirmishing company that follows the principle of Death in the form of protecting the dead from those that might abuse them.