![]() So, while I heard of places like Skara Brae, I knew absolutely nothing of the lore going into this fourth installment in the series. In the ’80s I was a console kid, and didn’t own a gaming PC until 1990. I’ll admit that The Bard’s Tale IV: Barrows Deep is my first foray into the Bard’s Tale universe. WTF Why is my rogue better at combat than my fighters? This may happen only once per turn.HIGH The atmosphere, lore, and characters. Really, they’re just ordinary folk, trying to get along as best they can – which sometimes means taking advantage of human generosity.Įver the opportunists, the party gains one Opportunity when a Trow adventurer lands a killing blow. The Fatherites, however, say they are dirty thieves who will sicken babies in their cribs. The old tales say a Trow around the house is good luck. Short, scrappy, and mischievous, trow are both loved and feared by the people of Caith. Elves have +30% Intelligence and +1 maximum Spell Points. Some, however, care deeply for humankind, and leave their own land behind to help and protect their younger cousins.Įlves are a well-educated race with innate magical abilities. The elves live in the realm of Arboria, a place of endless forests and abundant magic than can only be reached by magic portal, and generally they stay there, engaging in internecine intrigues and ignoring the human realm entirely. Dwarves cannot be stunned, rooted, or forcibly moved. They are an insular race, but some find the hold life dull and claustrophobic, and so venture to the world of men, where their skills in metalwork and stonework are in high demand.ĭwarves are a stubborn and sturdy people who are almost supernaturally tenacious. ![]() ![]() They’re immune to poison, fire, and bleeding.ĭwarves come from the realm of Kinestia, where they live in vast underground holds. The trials they faced in coming to Skara Brae have made them hardy and unflappable. Outlanders may come from a variety of cultures, but they all share one trait. They all share the common struggle of being strangers in a strange land. Many races and peoples come over the sea to Caith – mercenaries from Ambardy, traders from Lestras and Attia, scholars from far Barabi. Once per battle, a Fichti will absorb damage from an ally that would otherwise kill them. The Fichti are fiercely protective of their friends and family and will give their life for them if need be. They are small and dark-haired nature worshipers who are organized into matriarchal tribes and clans. The most secretive of Caith’s people, the Fichti live in the northwestern forests and survive mostly by hunting and gathering. Each time they’re struck in combat, they gain +1 Strength for the remainder of the fight. These tall and powerful people have a legendary ability to hold a grudge. Geographically separated from the Baed, they continue to worship the gods of their northern ancestors. They are the tallest, fairest, and most sea-loving of all the people of Caith. Gains 1 bonus Skill Point at level 3, 10, and 18.ĭescending from the raiding peoples beyond the north sea, the Einarr live on the east coast of Caith, and the many islands that dot the sea beyond it. The Baed people are well-educated and clever. Until recently, the Beads worshipped the traditional gods of Caith, simple deities of harvest, hearth, and hedgerow, but the growing influence of the Fatherites has pushed the old cults underground. They are a stocky, ruddy race of farmers and craft-folk who live in small towns and stone-walled towns ruled by hereditary lords. Occupying the southern lowlands, the Baed are the most “civilized” of Caith’s people. Each culture carries with it a powerful passive trait that can define your character. You may play as any of the seven proud cultures that populate Caith.
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