Trees of Prophecy
Zanthian Race Info
Humans from the Zanthian Empire are proud, strong, and prone to song. They are intolerant of religions and beliefs other than their own, although they are perfectly accepting of other races (so long as they share beliefs about “the important stuff”).
The Zanthian knowledge of the workings of the human body is the deepest. This ability can be used for all sorts of purposes, including performing major surgery on those grievously injured (helping with a Healing Check), performing cruel acts of torture while keeping a subject alive, or bizarre piercing and grafting acts.
This ability is used to craft and use small boats that could carry one to ten men. These craft are used mainly on inland waters, and are difficult, but not impossible, to use as sea vehicles.
Farming is used for the cultivation of plants.
Knowledge of one’s lineage is of great importance for a Zanthian bard. Being able to find a common ancestor with a stranger automatically grants you kinship with her, and can turn an enemy into a stranger. This ability is used for recalling this sort of knowledge, and giving proper greetings to strangers, especially chiefs of other tribes.
This is the use of larger swords and axes and metal armor, as well as working as part of a fielded army.
Secret of the Perfect Chord, Joy
With a successful Music ability check, which can be resisted with a Resist ability check, your character can evoke swellings of joy in all listeners, no matter their disposition. Cost: 1 Vigor.
Secret of the Perfect Chord, Sorrow
With a successful Music ability check, which can be resisted with a Resist ability check, your character can evoke tears of sorrow in all listeners. Cost: 1 Instinct.
Secret of the Perfect Chord, Sleep
With a successful Music ability check, which can be resisted with a Resist ability check, your character can put all listeners to sleep. Cost: 2 Reason.
Key of the House
Your character is a member of and dedicated to a House, one of the mercantile or religious entities of Zanthia.
Gain 1 XP every time your character does something to benefit her House.
Gain 2 XP every time she does something to benefit her house that causes her discomfort or inconvenience.
Gain 5 XP every time she acts to benefit her House at the great risk of her body, reputation, or wealth.
Buyoff: Act against the interests of one’s House.