Professional Documents
Culture Documents
Credits
Lead Developer
Elizabeth Chaipraditkul
Writing
Elizabeth Chaipraditkul, Steffie de Vaan
Additional Development
Steffie de Vaan
Editing
Carol Darnell, Robert M. Everson
Art
Claudia Cangini, Lorena Lammer, Glynn Seal, Willow
Layout
Elizabeth Chaipraditkul
angryhamsterpublishing.com
Faithful friends who watch over humanity, care for it, protect it.
It’s about being the generation who must heal the world.
Roleplay
Familiars of Terra is a roleplay game, meaning you take on the
persona of your character and in the case of FoT your familiar
too. You talk as they talk, choose their actions, and play through
the awesome adventure your GM creates for you. Our book
assumes you have a base knowledge of what a roleplay game is,
but if you don’t, that’s OK! There are plenty of resources online
to explain anything you want to know about a roleplay game and
Familiars of Terra is easy to learn. The first and most important
rule is always to have fun!
Hope
Tír is a continent healing from a terrible war and as Seekers you
play a beacon of hope in the darkness. You will lead Tír into a
new age of peace and prosperity. Striving for peace is difficult and
your character will face difficult choices, but you can do it! Your
Seeker questions, struggles, and perseveres for all the creatures in
Terra - from the smallest ant to the largest tyrannosaur.
Exploration
Part of being a Seeker is adventuring. No Seeker ever became
legendary by sitting at home and doing nothing. So, seek out the
unknown, travel to far off lands, and always ask questions. And
don’t forget - exploration is always better with friends. Whether
you just want someone to witness your epic deeds or you know
adventuring is safer with other Seekers, bring a few friends along
on your exploits.
Unification
Seekers help solve problems no one else can and one of the most
complicated problems is understanding one another. There
are many distinct cultures in Tír, each of them with their own
unique sub-groups who think very differently from one another.
As a Seeker, you play the mediator. You find the meaning behind
people’s words and help two warring parties reach a consensus.
Empathy, kindness, and understanding are the strongest weapons
in your arsenal.
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11
The war did not leave the continent without its scars. Substantial
amounts of land, mostly in Endrill, were devastated by the
destructive bombs dropped on it. Filled with pockets of radiation
and horrible mutated beasts, these areas are known as Badlands,
places no sane person would dare go. Sometimes, creatures
wander outside of the Badlands and attack villages, but these
horrid creatures are quickly put down lest they spread.
Amirland
Amirland is a country filled with water and birds. The
Amirese live in giant glass skyscrapers and focus on
upholding tradition and propriety. The richest nation in Tír,
the Amirese are all highly educated and make no income for
themselves. Instead, they make income for one of the five
great dynasties ruling Amirland.
12
Endrill
Before the Vast War Endrill was one large swath of plainlands.
Now, it is split into three parts divided by two overwhelmingly
large areas of Badlands. Before the war, the Drill were nomadic,
migrating with their Ancestors, gigantic immortal animals who
are said to be the embodiment of a human and animal soul who
have reached perfect harmony.
Since the war the Drill are no longer nomadic but are
desperately trying to hold on to their spiritual roots. Their
top concern is the Ancestors. Since the war, no new Ancestors
have presented themselves and this could spell disaster. Many
believe the solution to this problem lies deep within the
treacherous Badlands.
Fendair
Fendair is the political centre of Tír. Fendarians are known to be
kind, warm, and easy going. It is the most progressive of all the
countries in Tír and the first country to join the Vast War when
Endrill was invaded. The south of the country, Sou, has productive
and picturesque farmlands. The middle of the country, Midden, has
three gigantic cities. And the north, Nor, has soaring mountains.
Ratha
Ratha is a harsh land covered in giant forests. Rather than being
bound to a family, Rathans are bound to a hometree, and each
person in the tree is their family even if they are not related by
blood. Rathans are a race of fierce warriors, they believe every
person has their own unique strength and must use that strength
to better society.
The World
Terra is similar to Earth, but there are differences. Technology is
at the same level as what we have on Earth but uses green energy
and environmentally friendly renewable fuels. People don’t carry
weapons in Terra and there aren’t any guns; if there’s a fight,
familiars fight - not people - because familiars are much stronger
than people and feel extremely protective over their human
companions. Parking accommodates cars and animals alike,
people eat little to no meat, groomers and hairdressers work in
the same business.
When imagining what Terra looks like think about what our
world would look like if we could take our pets everywhere, if we
respected their lives as much as our own, and if we cared for the
Earth enough to protect it from things like global warming.
Badlands
Terrans care for the earth so deeply because they’ve seen first-
hand what happens when it’s destroyed. Badlands dot Tír—
scarred, bombed, tragic—lands where the bloodiest parts of
the Vast War were fought and were unable to recover from the
devastation. Nothing can survive the Badlands for long, save the
twisted beasts who call it home.
The suffix -kin is also used for legendary or historic animals who
exist out of time. For example, Inther has quite a few dinokin,
dinosaur animalkin who’ve survived to the modern age. Dinokin
are special to Inther and extinct everywhere else and therefore
get the suffix -kin. Read more about animalkin in our ‘World’
chapter.
Spirits
Another thing that makes Terra unique are spirits. Unlike
Earth, the reality of spirits isn’t contested in Terra. Every
person knows spirits, called veins, are real and have most likely
encountered one at least once in their life. Veins are not spirits
of the dead, but spirits of nature or locations who embody the
features of where they inhabit or live. Read more about veins in
our ‘World’ chapter.
16
Seeker Creation
First create your Seeker, the human companion who will travel
with your familiars throughout Terra.
19
»
»Familiar Creation
1. Mark 5 points in each Attribute (Agility, Awareness,
Charm, Might, and Wit), then distribute 15 extra
points across them.
2. Pick three Traits.
3. Record starting Hand Size: 4
4. Record starting Health: 4
5. Distribute three levels across any Powers of
your choice.
20
Within Terra, true Seekers are known by their Calling: the Seeker
of Hope, the Seeker of Fortune, the Seeker of Immortality. Some
Seekers can take on Callings others left behind, while others take
on Titles entirely their own. Every Seeker has only one Calling
but can earn Titles and Trophies to add to their glory; these are
explained later in character creation.
In FoT, Callings serve many purposes, but mainly they get your
character into a story. They are the reason you’d walk right into
the Badlands rather than run from them. Or the reason you’d
rush into the eye of an oncoming storm rather than hide from it.
Secondly, they develop your character’s backstory allowing you
to explore who this person is and how they grow wiser and more
powerful. Finally, performing acts in line with your Calling’s
Promise also helps your character advance.
21
»
»Adventure
Terra is a vast and beautiful place, which you must explore. With
thousands of mysteries in the world you hardly feel as if there is
enough time to experience them all. You wish no more than to
drink deep from the cup of life, meet new people, discover new
animals, and have an exciting time doing it.
»
»Beauty
You know your soul’s Calling is to bring beauty to the world and
make it a better place. Everything you have done is in the pursuit
of joy.
»
»Bonding
Your goal is to reach perfect harmony with your familiar. When
you both pass from this mortal world your joined soul will travel
to the Green Lands to rest forever. Or, perhaps when you pass
your soul will reunite with your familiar and become the first
living Ancestor since the Vast War - only time will tell.
»
»Heroism
You have the heart of a legendary Seeker. All your life you have
heard a call to something greater, to become something more
than who you are. When they tell your story, it will be one of the
great epics of history. You strive to be someone people look up to,
to be a good person, and always do the right thing.
»
»Vengeance
You have a burning desire to exact vengeance on someone
who has wronged you. This goes deeper than a vendetta, it has
changed who you are and how you view the world. Achieving
your goal won’t be easy or quick, but you’ve made it your life’s
goal to get your vengeance.
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24
When you start the game, your character already has a claim
to fame and you should think of a cool story built around their
Titles and Trophies.
» Amirland
»Of
Family, trade, and art. The Amirese treasure family more than
anything else and know the creation of beauty is its own reward.
25
» Endrill
»Of
Spirituality, exploration, and community. The Drill understand
the bond between human and familiar, respecting nature and all
it has to offer.
» Fendair
»Of
Peace, kindness, and humility. The Fendarians enjoy living a
good, simple life surrounded by those dearest to them.
» Inther
»Of
Ingenuity, humour, and survival. The Inth excel at creative
problem-solving using whatever’s on hand to thrive.
» Ratha
»Of
Pride, wit, and strength. The Rathans know that excelling in your
chosen field brings glory to your community.
Then, pick one additional Title and one Trophy for yourself,
based on your backstory and who your character is. Alternatively,
you may pick two Titles or two Trophies, pick what fits your
character best! For information on creating your own Titles and
Trophies check out the GM Chapter.
26
The more Titles Seekers have, the more respect they are afforded,
the more tales are told of their deeds - but also the more a Seeker
has learned. Each Title comes with a bit of Wisdom you’ve
learned. Once per session, you can use the Wisdom you’ve
learned from earning each Title to give yourself a bonus on
different checks.
Call out when you want to use your character’s Wisdom and
your GM has last say on whether the bonus applies to a given
situation. For example, if you have the Title “Liberator” and want
to use its Wisdom to give yourself a +1 to picking a lock to free
a prisoner, that makes total sense and your GM should allow
it. However, if you want to use the same Wisdom to ‘liberate’
someone from their wallet, your GM would rule this not
possible, because it doesn’t uphold the sentiment of the Wisdom.
»
»Brave
Nothing scares you. Rampaging Plinthian cyborgs? Lumbering
undead? You don’t flinch.
Wisdom: You thrive when others run. Once per session, gain +1
to one Attribute check when you face a truly terrifying threat.
27
»
»Confidante
A whisper here, a shoulder touch there, and people tell you
all sorts of interesting things. You never betray a secret from a
friend, but sometimes enemies tell you things too.
Wisdom: When you use this Title, name if the person you’re
speaking to is friend or foe. Once per session, gain +1 to one
Attribute check enticing them to share a secret with you.
»
»Counsellor
The spotlight is too harsh for you. You prefer a more withdrawn
role, counselling those who chart new paths.
Wisdom: Wounds take many forms and you soothe all. Once
per session, gain +1 to one Attribute check to heal physical,
emotional, or mental trauma.
»
»Indomitable
No one thought you were going to win, but you did. Now
everyone knows there is nothing that can stop you.
Wisdom: Being the underdog is the best thing for victory. Once
per session, gain +1 to one Attribute check when the odds are
against you.
»
»Jubilant
You did the most important thing, you made someone happy.
Where there was sorrow there is now joy.
»
»Leader
Your fellow Seekers come from all Nations and levels of society.
You unite them under your banner.
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Wisdom: You get people aiming in the same direction. Once per
session, gain +1 to one Attribute check when you lead a group,
be they fellow Seekers or ordinary citizens.
»
»Liberator
You freed someone from a life of servitude or oppression. Free to
live a life of liberty, they spread your tale far and wide.
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Wisdom: Can’t stop you if they can’t spot you. Once per session,
gain +1 to one Attribute check when you’re using speed to get
the drop on someone (e.g. swiping that key off the table in the
second before the guard comes in).
»
»Reckless
Danger isn’t just part of the job - it’s the biggest perk. You always
leap before you look.
Wisdom: Don’t think. Just go. Once per session, gain +1 to one
Attribute check when you rush into danger rather than consider
an actual plan.
»
»Saviour
You saved a small group of people from a terrible fate. They owe
you their lives and would gladly return the favour if they could.
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Wisdom: You can always rely on books. Once per session, gain
+1 to one Attribute check when researching knowledge from a
book or on an action you prepared for with your research.
»
»Scourge
You caused a great trouble for someone, but it meant you won the
day. It was a hard-fought battle, but you did what you had to do.
»
»Shadow
There is no evidence you were ever there, but somehow your
legend spreads. If the tales were ever confirmed you could be
endangered, luckily you have “no recollection of that epic deed
obviously performed by someone else.”
Wisdom: The direct approach isn’t always the right way. Once
per session, gain +1 to one Attribute check when trying to fool
someone else.
»
»Unbroken
Against the greatest odds you triumphed. No one thought you
could do it, but you knew your only choice was to succeed.
»
»Wizened
Perhaps your feat was not epic, but it was supremely smart. There is
no need for flashy actions when you have intelligence on your side.
33
Then, assign the Trophy a Quirk. Quirks help you in game. You
need your Trophy on your person for them to work and it is
assumed your Seeker carries their Trophies with them. As with
using a Title’s Wisdom, GMs have the last say on whether a
Quirk would work in any given situation.
The player should pick the Quirk they feel fits the Trophy best
based on how their character earned it and how they’ve defined
it. If the player is unsure, the GM can pick the Quirk, or the
player may choose one Quirk randomly from the list below. If
none of the listed Quirks fit your Trophy, create your own based
on the explanation given in the GM Chapter.
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36
• The Inth revere the scale, as they believe Kal’esh’s last batch
of eggs still survives
• To the bearer it represents the burden and privilege of
hailing from the last dragonrider
This Trophy negates all damage from natural sources of heat, but
not from attacks that inflict heat damage.
»
»Queen’s Jelly
A Seeker found this fossilized piece of honeycomb after braving the
forests of Ratha. The comb is perfectly preserved, shining amber in
the sun, with droplets of queen’s jelly hidden as pearls within.
This Trophy breaks into six small pieces. Each piece provides a
full, if bland, daily ration for one adult. If the bearer keeps at least
one piece, the Trophy regrows overnight.
»
»Wings of Paradise
Spun from gossamer and technology, these large and colourful
wings unfurl from the bearer’s back at their command to cast a
rainbow of light.
Stash
Your starting Stash is 1.
»
»Charity
Giving even 1 point of Stash to a person is giving them a
significant amount of money. How much one Stash is worth to
NPCs varies from nation to nation.
»
»Bribes
Taking Bribes is often dangerous, so if you want to convince an
NPC to take your bribe, your GM is likely to ask you to make
a Charm check. Bribes are often insignificant compared to the
price of one Stash, so unless a Seeker is throwing around bribes
left and right, GMs shouldn’t ask them to remove Stash for it. If
a Seeker opts to bribe someone with one Stash or more, it is an
automatic success on their Charm check.
38
Attributes
Familiars start with 5 points in each Attribute - Agility,
Awareness, Charm, Might, and Wit. Then, distribute an extra
15 points between any Attributes you like. You may also
voluntarily lower an Attribute to below 5 to get extra points to
distribute elsewhere; for every two points you remove from one
Attribute you get one point to spend elsewhere.
Wit is how smart your familiar is. Familiars have a different type
of intelligence than humans. It is based on instinct, experience,
and some say a mystical force tying the animal to Terra. A
familiar with a high Wit is wise beyond its years, intelligent, and
has a keen sense of self.
Traits
Now, pick 3 Traits for your familiar. When a familiar bonds
with a human, both creatures go through a profound spiritual
change. Traits are special mutations your familiar has that makes
them unique. You could have a blue catkin with wings, a giant
quilled hamsterkin, or a floating hippokin who can put people to
sleep. As your Seeker adventures through Terra their familiar will
evolve and gain new Traits.
In game, you use Traits for roleplay purposes, but you can also
activate Traits to add bonuses to your familiar’s check or to
automatically succeed in an action. Traits also help you define
what your Familiar’s combat powers look like. Both a pikakin
with the Trait: Electric and a dogkin with the Trait: Wings may
both have the Power Bash. However, because of their Traits, in
combat, the pikakin’s Bash looks like arcs of electricity bashing
into his opponents and the dogkin’s Bash looks like her buffeting
back her opponents with giant gusts of wind.
41
»
»Black
The familiar turns a dark charcoal or obsidian colour. Once per
day the familiar can step into one shadow and exit from another
shadow in sight.
»
»Blue
The familiar’s skin, fur, etc. turns blue and they can freeze items
with an icy breath. Once per session, pick an item (wheel, lock,
hand) to freeze - that item is frozen for one scene. Familiars are
unwilling to freeze another creature in this manner.
»
»Body Double
Your familiar can split itself in two to become two fully
functioning albeit Powerless versions of itself. Both are bonded
to you and will finish any instructions you set them to as well as
they can. When this power ends, they mystically re-merge into
the version physically closest to you.
»
»Burrow
Your familiar can easily dig through rock, stone, packed earth,
and walls and floors made of such materials. It digs at normal,
non-running speed and chooses whether the tunnel behind
it is stable (remains until collapsed on purpose, or through
an earthquake), unstable (will collapse behind the familiar in
random card # rounds), or volatile (immediately collapses two
meters behind the familiar as it digs).
»
»Camouflage
Choose a habitat during familiar creation, such as urban, swamp,
or forest. Your familiar has natural camouflage in this habitat,
and automatically succeeds at hiding and moving unseen unless
antagonists are actively looking for it. Even in the latter case,
your familiar adds +3 to its opposing check. The power extends
to anyone fully hidden behind the familiar, but they only gain +1
on opposed checks to evade detection.
42
»
»Double Trouble
Your familiar has two heads. They take turns sleeping, meaning
one of them always stands guard. Once a day, you may state
that both heads are awake and looking in opposite directions to
perfectly defend against surprise attacks, traps, or ambushes. You
can invoke this defence retroactively, immediately after your GM
declares a trap is sprung (but before any further rolls are made).
»
»Dreamwalker
Once per session, your familiar can step into the dreams of one
sleeping person. Dreams are a mysterious place full of enigmas
and hidden secrets. The familiar may not understand everything
they experience there but can walk through the dreams at will.
»
»Earth Blessing
Your familiar can spend a day (or longer) in a place to bless
the earth. Barren fields become suitable for farming and lands
that were already fertile yield larger crops than ever before.
This supernatural effect lasts one harvest season, but clever and
sustainable farming could extend the effect mundanely beyond
that. This Trait has no effect on Badlands.
»
»Electric
Your familiar hums with static electricity. They can zap people
with small bursts of electricity and in combat their attacks buzz
with lightning. Once a day, they can zap a person/animal(kin)
and the person must make a Might check. If the person fails,
they are stunned and can’t move for roughly a minute. If they are
attacked during this time, they can make another Might check to
see if they snap out of it and on every subsequent time they are
attacked until they succeed in their check or the minute is over.
43
»
»Glow
Your familiar sheds a bioluminescent glow that it can dim to
darkness or raise to the brightness of day at will. This light
extends in a circle up to 15 metres around it and can even dispel
magical or supernatural darkness.
»
»Green
The familiar turns a deep forest green or a lush jade colour.
Once per day, the familiar can animate a small plant such as
a rose bush or a trellis of ivy. This plant is animate until the
familiar goes to sleep and can move around carrying small
items it might be able to hold if it was stationary. The plant
is not strong enough to grapple people or familiars (small
familiars are too fast for it). In combat, when the familiar would
take damage, this plant can take the Hit instead, reducing the
damage by 1 and then being destroyed.
»
»Heart Sight
Your familiar can see the goodness of a person’s heart. Once per
session, the player may ask whether a character the familiar can
currently see has bad or good intentions regarding a topic of
their choosing. The GM must answer truthfully.
»
»Iron Stamina
Your familiar is immune to mundane poisons and diseases and
can eat rotten food, drink, and even polluted water, without ill
effects. It gains a +3 bonus on checks to resist poison and disease.
»
»Loose Limbs
Your familiar can remove their arms, legs, and tail. When
removed, their limbs function as normal and can crawl, hop, and
inch separate places. Your familiar is always in complete control
of their removed limbs and once they are back at its body, can
re-attach them, as if by magic.
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»
»Pink
The familiar turns from a baby-pink to a bright magenta. The
familiar can lift items into the air. To lift an item the familiar
should make a Wit check. On a success, the familiar lifts the
item in the air and can manipulate it for a scene. If the familiar
wishes to lift a creature, or if someone grabs the item, they
should make an opposed check. The familiar uses Wit and
the opponent uses Might. In combat, creatures who are
lifted into the air can make an opposed check at the
start of their turn to see if they can break free.
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»
»Poisonous
The familiar may voluntarily secrete, spit, or ooze a virulent
poison once per day. A victim infected with this poison loses 1
HP per day until they are cured. To resist the poison, the victim
should make a Might check each day, if they succeed they don’t
take the -1 HP that day but must still be cured to be rid of the
effects for good.
»
»Purple
The familiar turns from a bright amethyst to a dark aubergine.
Once per session, they can darken an area equal to (Wit x 2)
metres. This area is unnaturally dark and impossible to see
through unless a creature has a way of seeing in the dark. The
darkness ends when another creature hits the familiar or the
scene ends, whichever comes first.
»
»Red
The familiar’s skin, fur, scales, or quills turn red as they are
imbued with the powers of fire. Once per session, they may burn
or melt one item no larger than themselves with a fiery blast.
If it is attached to other flammable objects they may also catch
on fire, unless the familiar makes a successful Agility check.
Familiars are unwilling to burn another creature in this manner.
»
»See in the Dark
Your familiar can ‘see’ in the dark, whether through night
vision, sonar, technology that grants heat vision, or mystical
powers of sight. This power doesn’t extend the range of its
vision, nor does it grant a bonus, but it is always on and works
even in complete darkness.
46
»
»Song of Peace
Once a day, your familiar can sing, chirp, or hum a signature
song that puts people at ease. People who hear this song cannot
enter combat even if they are hostile to each other, but the
song cannot end combat if it has already started. Citizens who
are naturally relaxed or happy might even break into song and
dance, though neither carries the effects of Song of Peace.
»
»Tech: Hackbox
Through a robotic limb, the familiar connects with different bits
of machinery and assists their human in hacking. They give their
human a +1 to checks when hooked up to the same device the
human uses to hack.
»
»Tech: Hands
The familiar has a robotic hand that grabs and manipulates items
like a human hand. They can use it to perform dexterous feats
like lockpicking or pickpocketing.
»
»Tech: Voicebox
A voice box has been installed in the familiar allowing it to speak
simple words based on what it wants and thinks and wishes to
convey to others who can understand it. By default, the Voicebox
speaks in your Seeker’s native tongue.
»
»Tech: Wheels
The familiar has a set of wheels it can rest on instead of walking.
On smooth terrain it gains a +2 to checks where they need to
outrun something or speed away somewhere.
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»
»Tremor Thoughts
Your familiar causes the earth to shake and glass to break by
focusing its psychic energy. Once per session, your familiar can
make a Wit check and on a success either: make the ground
tremble causing a person to fall over, shatter a roughly 1-square-
metre pane of glass, or accomplish an equivalent feat through
psychic vibrations. If you are trying to knock down a particularly
tough foe, your GM may allow them to make an Agility check to
stay standing.
»
»Undead
Your familiar died and came back to life; or it was never alive
to begin with. It appears as a dead animal would, even with a
skeletal limb or bit of missing fur. Once per day, it can summon
its undead power to intimidate an enemy (or just someone you
really wanna scare!) On a successful Charm check, the person or
animal flees from your familiar as their eyes glow bright with an
undead flame. If your familiar uses this Trait in combat, the other
familiar may make a Wit check to ignore its effects.
»
»Wall Walk
Your familiar has tiny hooks or suckers on its feet, allowing it to
walk across walls and ceilings as easily as on the ground. While
using Wall Walk, it can carry what it normally could.
»
»Water Breath
Your familiar can breathe underwater and use breath from its
lungs to create underwater air bubbles for companions. The
amount of air in these bubbles is equal to twice its health points.
For example, a mouse with health 3 could create one bubble
containing six hours of air, two bubbles containing three hours of
air, three bubbles containing two hours of air each, and so on.
48
Aquatic familiars with Water Breath use their second set of lungs
to breathe on land, as opposed to underwater. They can still use
the Trait to create air bubbles as normal.
»
»White
The familiar turns paper-white or a warm ivory. By making a
Charm check, the familiar may touch a poisoned or diseased
item and purify it, making it safe to eat or drink. They can purify
stagnant water and turn rotten fruit to a delicious, ripe state. If
the familiar is trying to purify foodstuff that has been poisoned
or otherwise tampered with, GMs should give them a -1 to -3 on
their check depending on how virulent the poison is. Purifying
a living creature from disease is extremely difficult and may only
be attempted by familiars once a year.
»
»Wings
Your familiar has wings, where a normal animal of its kind
would not. They easily fly around with these wings and can carry
the same weight as on land.
»
»XL
Your familiar is double the size of a ‘normal’ animal of their
species. They get a +1 to contests of Strength. This Trait can be
taken multiple times and the bonus is cumulative.
»
»XS
Your familiar halves in size. They get a +1 to Stealth-related checks.
This Trait can be taken multiple times and the bonus is cumulative.
»
»Yellow
Your familiar is a deep amber to bright neon-yellow colour.
They can control the ambient temperature in an area making it
warmer or colder. On a successful check Might check, they can
raise or lower the temperature +/- 30 degrees Celsius. The area
they can heat up or cool down is equal to their Awareness x 5
metres in diameter. They can use this Trait once per session.
49
50
Health
Your familiar’s starting Health is 4.
Powers
Familiars use Powers in combat to give themselves an edge in a
fight. You start the game with three Power levels. These levels
can be taken in any way: you can take three levels in one Power,
three Powers at the first level, or one Power at the first level and
another Power at the first and second level.
Each Power has three levels. You can use each level you’ve
unlocked once in combat. You can always choose to use a lower
level of a Power in place of a higher level, but the higher level is
then ‘spent’.
When you reach Level 3 in any two Powers you unlock an Epic
Power (pg. 62).
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»
»Bleed (A)
Level 1 - After you’ve done damage, do one extra damage to
your opponent.
Level 2 - After you’ve done damage, do two extra damage to
your opponent.
Level 3 - After you’ve done damage, do three extra damage to
your opponent.
»
»Burn
Level 1 - Discard a random card from your opponent’s hand.
Level 2 - Discard two random cards from your opponent’s hand.
Level 3 - Discard three random cards from your opponent’s hand.
»
»Charity
Level 1 - Use this Power during another person’s turn; you may
not use a Power during your next turn. Give the person a card
from your hand; they may use this card in addition to any cards
they play during their turn.
Level 2 - As Level 1 but do this for two people before your next turn.
Level 3 - As Level 1 but do this for three people before your
next turn.
»
»Cheat
Level 1 - Look at the top ten cards of your deck and reorder them.
Level 2 - Look at the top ten cards of an ally’s deck and reorder them.
Level 3 - Look at the top ten cards of your opponent’s deck and
reorder them.
»
»Dig
Level 1 - Put the top card of your discard pile in your hand.
Level 2 - Put the top two cards of your discard pile in your hand.
Level 3 - Put the top three cards from your discard pile in your hand.
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»
»Dodge (B)
Level 1 - Take no damage and deal no damage this turn.
Level 2 - Move out of the way and let an ally fight this round for you.
Level 3 - Move out of the way and let an ally fight this round for
you. If they lose, they take no damage.
»
»Heal
Level 1 - Heal 1 damage done to yourself or to someone else. You
may not heal over a character’s HP maximum; all extra health is
simply lost.
Level 2 - As Level 1 but heal 2.
Level 3 - As Level 1 but heal 3.
Your familiar may use Heal outside of combat, but the Power
level they used is considered spent until the next combat or they
get a good night’s rest, whichever comes first.
»
»Hypnotize (B)
Level 1 - Take the top card from your opponent’s deck, look at
it, and place it down in front of you. You may play this card in
addition to a card from your hand in one of your subsequent
turns this combat. Once you have used the card, or if combat
ends, place it in your opponent’s discard pile.
Level 2 - As Level 1 but take the top two cards.
Level 3 - As Level 1 but take the top three cards.
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»
»Rage (B)
Level 1 – Double (x2) the number on the card you play.
Level 2 – Triple (x3) the number on the card you play.
Level 3 - Quadruple (x4) the number on the card you play.
»
»Shield (A)
Level 1 - Block all damage to you.
Level 2 - Block all damage to an ally, this Power should be used
during an ally’s turn after the cards have been turned over.
Level 3 - Block all damage to you, as well as the next ally to take
damage in combat.
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And that’s done! Lebron, Nura, and Malik are ready to start
their adventures!
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Thresholds
Each character, familiar and human, has thresholds. A threshold
defines how many Advancement Points (AP) you need in order
to Advance in any given Attribute, Familiar Power, or to gain a
new Trait (which will be explained later).
Advancement
Attributes (Human) - Once you have as many AP as your
threshold in any of your human Attributes, you spend that AP
to increase the Attribute by one. Then, you start saving AP to
advance again in that Attribute.
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When you reach Level 3 in two Powers you unlock an Epic Power.
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Traits - For every two Titles or Trophies (or a Title and Trophy)
a Seeker gains a familiar develops one new Trait. This can be
a spontaneous mutation or something a familiar has been
exhibiting for awhile - for example their fur slowly turning pink.
Legacies - When your familiar has two Epic Powers they start
the path towards their Legacy. Read more about Legacies at the
end of the chapter.
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Sarah wants an Epic Power for her familiar Opus with Bash
Level 3 and Heal Level 3. She picks hearts as the suit for
this power - it matches nicely with the healing theme. Bash’s
defining trait is ‘playing extra cards’ and Heal’s defining trait
is ‘healing damage’. Sarah combines these two traits to make
‘Health Surge’ - Your party heals a number of HP equal to
the number of cards you played this turn. Healed points over
your maximum HP are lost. Healing the entire party is a
mighty task, but it is balance by the fact that she’ll need to
still use Bash 3 to make it hyper effective. It combines both
traits well and her GM agrees with the power.
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Steps
Each Legacy has three steps the familiar must complete. These
steps aren’t based on mechanics, but role play. Each step
represents part of the story of your familiar’s Legacy—epic trials
they must complete before achieving their destiny. It is your
Seeker and familiar adventuring into the great unknown and
making Terra richer for their efforts.
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To create your own Legacy Trait, think about what the end goal
of your familiar’s Legacy is - what will it do for your familiar?
What is required for their Legacy to become a reality? Work
together with your GM to create this Trait and the GM has final
say on whether the Trait works in the game or not.
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»
»Step 1
Face an insurmountable test with one another, realize you are
one and the same.
»
»Step 2
Make a meaningful contribution to the Drill, help to return what
the war stole.
»
»Step 3
Journey into the Badlands and release a deceased Ancestor’s soul
so it may pass on to the next life.
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»
»Step 1
Discover your familiar’s element.
»
»Step 2
Your familiar passes three tests having to do with the element,
which need not be deliberate or consecutive.
»
»Step 3
Your familiar travels to the pinnacle of their chosen element,
such as the deepest cave on Tír or the highest mountain top,
to become one with it. This journey must contain a danger to
overcome, designed by the GM: the cave lies deep within Plinth’s
territory, or a dangerous lesion patrols the mountain.
»
»Step 1
Train with the wisest teacher, increase your familiar’s knowledge
of battle.
»
»Step 2
Face your deepest fear, for it only weighs you down.
Legacy Trait: Your familiar faced its worst fear and came out
triumphant. It now has an innate sense of their enemies. Before
combat your familiar knows what Familiar Powers its foes have.
It also gains a +2 to an Attribute of its choice.
»
»Step 3
Beat the most powerful animalkin in combat.
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»
»Step 1
Find an item or place which bequeaths meaningful knowledge.
An opening of a once closed mind.
»
»Step 2
Enlighten or heal a deeply hardened soul, once closed from the
beauty of the world.
»
»Step 3
Drink from a forgotten well of knowledge, embrace your new life.
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A deck is your cards, shuffled and face down on the table. Your
discard pile sits face up next to your deck; after you play a card,
you place it in your discard pile. There are also Familiar Powers
that allow you to make an opponent discard a card or require
you to discard one. At the end of the scene or when your deck
is empty, you shuffle your discard pile and place it face down
as your deck. Drawing a card (draw a card) means picking up
a card. Your hand size is how many cards you can draw when
you draw up to a full hand of cards. Fielded cards are cards
you place in front of you for future use. Other cards you are
playing for direct use are considered ‘in play’. Finally, if a card
is ‘removed from the scene’, meaning there is no way for you
to get it back, it is still shuffled back into your deck at the end of
the scene. There may be special occasions when cards you have
removed from the scene must stay away for longer periods of
time, but these are rare.
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Someone who draws a five and Queen (total 17) has more
than someone who draws a five and a Jack (total 16).
Making Checks
There are two times you’ll draw cards in Familiars of Terra: when
making a check and in combat.
When you are asked to make a check, your GM will tell you
which Attribute your check will be based on: Agility, Awareness,
Charm, Might, or Wit. If you make a check, it is based on your
Seeker’s Attributes; if you make a check for their familiar, it is
based on their Attributes. Then, you draw the top card of your
deck and if it is equal to or lower than your Attribute your
action is a success. If it is higher, your action fails.
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Penalties
If you are trying to perform a particularly difficult action,
the GM may give you a temporary penalty: a -1 to -3 to your
Attribute rating depending on the situation:
• -1 difficult
• -2 extremely difficult
• -3 nearly impossible
Bonuses
Sometimes your actions warrant a bonus, a way to make your
check easier. Maybe an ally helped you by making a check before
yours, or maybe you have a special trick up your sleeve. In
this case, your GM may give you a temporary +1 to +3 to your
Attribute rating depending on the situation:
• +1 a small advantage
• +2 a large advantage
• +3 a fantastic advantage
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Familiar Points
When you have described something suitably epic, accomplish a
fantastic feat, or fulfil your Seeker’s Promise, your GM can award
you a Familiar Point (FP). This point should be awarded for role
play that goes above and beyond the call of duty - an epic story
of a battle move, a moving speech to allies, or a tear-inducing
confession to a loved one. In game, it represents the strength
both human and familiar get from their bond with one another.
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Once your use your FP, it is gone, and you need to earn another.
You can save up as many FPs as you’d like and are allowed to give
your FP to other players. Familiar Points never expire, so if you
don’t feel like using the point for five sessions after earning it, you
don’t have to.
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Combat
Sometimes words don’t solve a conflict and it escalates to a fight!
In Terra, familiars fight instead of their human companions.
Familiars are extremely protective of their humans and even the
most aloof familiar will not allow their human to be harmed if
they can help it.
»
»Familiars Fighting
When familiars fight, arcs of lightning fly and giant beasts battle,
it is extremely dangerous for humans to join in, because they
cannot martially compare to familiars. A tiny mousekin can
battle a cougarkin and win by jumping gracefully from place to
place and blasting the cougarkin with psychic energy. Familiars
have many fantastic weapons in their arsenal.
Initiative
The round starts with the character with the highest Agility
acting first, then the second highest, and so forth. If there is a
tie for who goes first, the players can decide between themselves
who will act first. If you are in a one-on-one fight, there are no
turns; both you and your opponent act at the same time.
Your Turn
At the start of your turn, you draw up to your full hand of cards.
You play one card face down and your opponent plays one card
face down. Once you have both played a card, you both flip them
over and see who has the highest number. Whoever has the
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At the end of your turn, if your hand is empty, you may draw
new cards up to your hand size. Then, it is the next person’s turn.
If you are unhappy with your hand, you can take a mulligan;
you skip your turn, neither dealing nor taking damage, discard
any cards you have in your hand and draw up to your hand size
-1. So, if your hand size was 4, it would now be 3 for the rest of
combat. This -1 is cumulative so, if you were to take another
mulligan after the first, your hand size would be 2 for the rest of
the combat.
The round ends when all players have had a turn; then a new
round begins, and so on until combat is over.
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»
»Keep Up the Excitement
One very important aspect of combat in FoT is how you describe
your actions. Use your Traits to flavour your attacks, if your
familiar has quills, they don’t use Bash (that’s a boring game
term) they perform an epic quill barrage! When it is your turn,
be as descriptive as possible about what you want to do. Don’t
say, “Ting attacks you.” Say, “Ting jumps in front of me and
lets out a blood-curdling cry. You see her backing up on her
haunches, ready to strike. The moment Hu’s familiar gets close,
Ting launches herself at him, striking him with her barbed tail!”
Combat as a GM
Unlike a player, during a fight you do not have a turn. Instead,
you deal damage to the characters during their turn. Like players,
you use the same order of play, explained above, except you play
against the players during each of their turns, going through your
deck at a quicker pace.
When your hand is empty, at the end of the current player’s turn,
draw up a full hand of cards. You may take a mulligan: discard any
cards you have in your hand and draw up to your current hand size
-1. Don’t skip a turn and continue to react on each player’s turn.
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At the start of combat, shuffle your deck and place it face down
like normal. You’ll still act in initiative order like the other
characters in combat. During your turn, you may make a check
as described below. If you decide to stop making checks and
join the fight, at the start of your turn draw up to your full hand
of cards and join the battle following normal combat rules. If
you want to make a check after you’ve been fighting for a time,
discard your hand of cards at the start of your turn and draw the
top card of your deck.
Foe Penalty
Easy 0
Moderate -1
Difficult -2
Epic -4
Legendary -5
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Many items are general items you define once you want to use
them. When you use an item and define what it is, it stays that
way permanently.
Erik purchases Building Plans and says they are the plans
for an Inther base his Seeker wants to sneak into, that is
then set in the fiction of the story. He can’t then change
them later to something else. Instead he’d have to purchase
more Building Plans.
Reading Items:
Item Name | Stash Cost
Item Description
Aid Items
»
»Antitoxin | Stash: 2
This vial of antitoxin cures one poisoned person when ingested.
The person will feel groggy for the next few hours but makes a
full recovery from the effects of the poison. When you want to
use the item, define for which venom it is an antitoxin, and how
you obtained it. This is a single-use item.
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»
»Kibble | Stash: 1
You have a small stash of familiar treats. When eaten, the kibble
restores one of the familiar’s ‘one use a day’ Traits so they may
use the Trait again.
»
»Herbal Tincture | Stash: 3
A vial of beautiful swirling liquid with a thin glass pipette, this
Tincture has three uses. The first time you want to use this item,
define how it helps someone; it calms a person, or if taken by two
people makes each more amenable to the other’s opinion. To make
this item cheaper you can remove 1 point of Stash per use you
remove. So, a Stash 2 Herbal Tincture would have 2 uses and so on.
»
»Spirit Bane | Stash: 3
This charm worn around the neck repels a lesion or vein. When
you use the item define: what your character’s special connection
to the spirit is, and why must they obey the charm? The Spirit Bane
then keeps your chosen spirit out of the immediate vicinity for a
day. Afterwards the spirit must succeed at a Might check to be near
the charm. If the item is destroyed, its abilities no long work.
Martial Items
»
»Light Protection Armour | Stash: 2
Gives a +1 HP when worn. Seekers often wear armour to protect
themselves. Armour is advanced, thin, and fairly light-weight. A
full suit of body armour the equivalent weight of a leather outfit
and light helmet. What varies is the protection your armour
provides; the more expensive the armour, the more protection.
Wearing armour provides your characters with extra Hit Points
and it’s generally assumed you keep your armour in good order
and repair it when it is damaged.
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»
»Medium Protection Armour | Stash: 4
As Light Protection Armour but gives a +2 HP when worn.
»
»Heavy Protection Armour | Stash: 6
As Light Protection Armour but gives a +3 HP when worn.
»
»Light Weapon | Stash: 4
Weapons beyond staves and small knives are extremely rare
and illegal in Tír, but you’ve managed to get your hands on
one. Light Weapons can be concealed on a person’s body.
When you buy this item, define what your Light Weapon is
and how you came by it. Carrying a Light Weapon reduces
your penalty to fighting familiars by 1 (it cannot reduce the
penalty to below zero) and gives you +1 damage when you
successfully hit any creature.
»
»Heavy Weapon | Stash: 6
As Light Weapon, but Heavy Weapons are impossible to conceal
on your person, they may be hidden under a long jacket, badly,
and it will be obvious you are carrying something. Carrying a
Heavy Weapon reduces your penalty to fighting familiars by 2 (it
cannot reduce the penalty to below zero) and the Heavy Weapon
gives you a +1 damage when you successfully hit any creature.
Skulduggery Items
»
»Building Plans | Stash: 1
You have a set of building plans for a specific location. When you
buy this item, you don’t have to define where the building plans
are to. When you want to use the item, define where the building
plans are to and from whom you got them.
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»
»False Identity | Stash: 3
You have an entirely fictitious second identity along with
matching documents to prove it. When you buy this item, define
who this other person is and how you came by this identity.
»
»Lockpicks | Stash: 1
You have a set of lockpicks which gives a +1 to Agility checks
when trying to unlock locks.
»
»Cheater’s Hand | Stash: 2
You own a set of loaded dice, a deck of marked cards, or similar
item. Each time you use them tell your gaming group a story of a
person your character cheated using the items and it grants +2 to
Wits checks on games of luck.
Spiritual Items
»
»Epitome Likeness | Stash: 2
You have the likeness of a Lliathist Epitome as a small statuette
or perhaps a necklace. This item gives you a +1 on social checks
with Lliathists.
»
»Natis Letter | Stash 2
You have a Natist letter, left for you by a cluster passing through
an area or perhaps given to you by a best friend. This item gives
you a +1 on social checks with Natis followers.
»
»Offerings | Stash: 1
You have offerings to appease a vein of a particular location.
When you buy this item, you don’t have to define what the
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»
»Ur-Soul Spark | Stash: 2
You have a small bottle containing a small spark of light said to
be the pure essence of the Ur-Soul. This item gives you a +1 on
social checks with Seratists.
»
»Vein Charm | Stash: 4
Not many charms to ward-off veins are real, but yours is. The
charm wards off veins and makes them think twice before messing
with you as they gauge you as much more powerful than you are.
Tech Items
»
»Eyes and Ears | Stash: 3
You planted a secret recording device or bug during one of your
past exploits. At any time, name the place and whether it was a
recorder or bug. The recorder recorded one past scene of your
choice, but needs to be retrieved; if your chosen scene never
happened, the recorder contains a scene of the GM’s choice
instead. The bug is currently in place and will broadcast one
ongoing scene, to start when you activate it.
»
»Nibblers | Stash: 3
Nibblers are small independently moving round spheres. No
larger than the size of a marble, they come equipped with a small
camera and a microphone. Nibblers are controlled via a person’s
MD from up to 2km away.
»
»Souped-up MD | Stash: 1-5
You have an amazing MD that can do practically anything aside
from making you breakfast. When you purchase this item, pay
1 to 5 Stash. For each Stash you pay you unlock one ‘upgrade’,
you don’t have to define the upgrade(s) right away. During the
game when you want to use one of your upgrade spaces, define
it and what the upgrade should do. Your MD now permanently
has this upgrade.
86
»
»Stray Code | Stash: 2
You have a USB with a stray bit of code. It could help to stop a
virus, hack a computer, or cut security cameras when plugged
into a security system. When you use this item define who
designed this code (or helped to design it) and what you owe
them for their help.
»
»Tech Goggles | Stash: 2
Tech goggles allow their wearer to view into the beyond. When
you buy this item, define what the goggles allow you to view: a
person’s vital signs, familiar’s traits, or maybe their Powers. Also
define what happens when the goggles fail.
Badlands
Badland is a Terran term for land made uninhabitable by the Vast
War. Bombarded, destroyed, barely anything grows on this land.
Within a Badland it is difficult to see the sun through low-hanging,
chemical clouds, whipped into a frenzy by the winds and ready to
choke anyone who walks through them. During the night, the winds
die down and it’s safer to go outside — from the weather at least.
Seekers
Early Seekers travelled for their own, and their familiar’s,
enlightenment. They sought to become their best selves, however
they interpreted that state. Oren the Brave ascended to become
one with the sky and is now a great vein and the patron of air
travel. Nihanu the Wise was the first seeker to find spiritual unity
with her familiar: the first recorder Ancestor. Jarad the Clever,
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For all the expectations placed on them, still no one knows what
makes a Seeker. The Lliath and Natist religions believe Seekers
are those people who worked hard in their previous lives and
are now close to achieving the oneness of killij. Seratists claim
Seekers were simply born with a larger shard of the Ur-Soul: it’s
not something they did, but a birth gift. Most ordinary people
never really think about it: a Seeker simply is stronger, cleverer,
and more dedicated than other people; they are living legends.
Judges
Some Seekers do fall. They erroneously believe their wisdom will
save the world, or that power is only safe in their hands. Rather
than Seek, they Judge: their ways are superior to all others.
Judges are dangerous, they rarely come back from their fall and
they serve as villains in Familiars of Terra.
91
For her last words and the wisdom they held she was
awarded her final Title — Martyr of Fendair.
93
Devastation
A long-time ally of Endrill, the Ratha Republic, horrified at the
UPA’s actions, joined the Vast War to aid the Plinth. Endrill and
Ratha formed ‘the Coalition’ and pushed the UPA out of Drill
lands. Then the UPA revealed a new war machine known as the
Devastator. The war machine, like a tank but five times larger,
was not designed for open warfare but to bulldoze anything in its
path, including Rathan hometrees. The UPA turned most of their
focus towards Ratha, using hundreds of Devastators to destroy
the Westernmost forests of the Republic, while most of the Ratha
forces were engaged near Hanill.
94
Hybrids Revealed
A decade from the start of Tír’s Vast War, over half of the Endrill
Ancestors were slaughtered, two of Ratha’s great forests were
Badlands, and Inther suffered an excruciating famine. Seeing its
alliance in its final death throes, Plinth enacted a plan to end the
war once and for all.
Hybrids were the dark secret of the Plinth: humans spliced with
other animals’ DNA; these twisted creatures were created to help
Plinth win the war. In addition to breaking every ethical law Tír
had on genetics, the Plinth did not test the Hybrid Project on
their own people, but prisoners of war and Inth soldiers who
exchanged their freedom for shipments of food sent to their
families. When the secret of what Plinth had done came to light,
Terra was appalled.
What’s Left
Plinth erected a great wall around their borders, and strict
embargoes were placed on them by the other countries. In light
of their hand in the war, Inther was occupied by Rathan and
Amirese forces. Hanill, the original contested land, was given
to Endrill as a symbolic gesture, as it was made into a totally
uninhabitable Badland during the war.
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96
The Boding
Bonding is the process by which each person finds their animal
familiar and this normally happens during childhood or
adolescence. Depending on where a person is from the ritual
and meaning behind the Bonding is very different (see nation
information starting on page 115).
Many things, such as fashion, are not limited by the same gender
stereotypes that we have on earth. Men wear skirts, women shave
their heads, everyone uses the same bathroom, and professions
are not seen as inherently male or female. Likewise, sexuality is a
non-issue in Terra. Terrans can love and marry whom they wish,
as long as the person is a consenting (human) adult.
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Language
Each nation has its own unique language, but Drill is known as
the universal tongue in Tír. Most people speak, read, and write
Drill, but some older generations never learned the tongue.
Currency
The universal currency adopted in Tír, after the Vast War, is
called the chry (pronounced: cry). All nations adopted this
currency, except for Plinth, which still uses a currency known
as the Ket. Coins and paper money are rarely used in Tír. Most
people pay by card or use their MD for remote payment.
98
99
Animalkin
Terrans often use the word animalkin when they talk about
familiars. Familiars are animals, but also something more,
hence the word animalkin. The suffix -kin is also attached to
different types of animals like dogkin, catkin, elephantkin. This
means that the animal is a familiar. In Terra this is an important
differentiation, because there are a lot of animals in the world
and people also have pets. So there can easily be a dogkin
(someone’s familiar) in the family and a dog (someone’s pet).
Familiars
In Terra each person has a familiar, an animal who they find (or
who finds them) and who will be with them until they die. There
are many views on familiars in Terra some people consider the
animals part of their souls, some consider the animals their best
100
Familiars come in all shapes and sizes. They can be any beast
from an ant to a hippo. When a familiar bonds with a human, the
animal goes through a transformation. Whether this is mystical
or biological, one thing is always the same - the animal becomes
something more. They may gain the ability to fly, start to glow a
fluorescent colour, or even double in size - and throughout their
life with their human they will continue to evolve.
Dinokin
One notable difference between Terra’s Animal Kingdom and
Earth’s is that there are still dinosaurs on Terra. Dinosaurs are rare
and live mostly in Inther, but they do exist. Feathered, scaled, and
clawed, Terrans know these creatures as dinokin. The dinokin alive
today possess an ancient wisdom and indomitable spirit. They
work alongside their Inth companions to rebuild their nation and
strive for the ability to once again thrive on the Inther plains.
Vein
Veins are spirits who live all over Terra. Every Terran has
encountered at least one in their life, and the spirits are treated
with the utmost respect. Each vein is tied to a location. These
sentient creatures are non-corporeal and invisible to the naked
eye but may choose to make themselves visible and solid if they
wish. Some veins have the ability to communicate with corporeal
creatures, but many choose not to.
101
Veins are neither good nor bad — they inhabit and protect their
homes and have a sentience which is barely comprehensible
to mortals. Terrans do their best to appease veins and avoid
angering them. For most veins, this means being respectful to the
area they inhabit and kind to the creatures who inhabit it. Small
offenses like being rude to a homeowner, or redecorating a room,
are far below a vein’s concern. However, deforesting a vein’s forest
or demolishing their treasured building is likely to awaken an
unstoppable fury. Veins tend to be more protective over animals
(and animalkin) than Terrans.
Most veins don’t particularly enjoy living the rogue lifestyle and
will return to their home once they’ve accomplished their goal.
The best way to remove a rogue vein is to speak with it, see what
it wants, and try to appease it — or get a Seeker to help you.
Many shops in Terra sell charms to ward off rogue veins, but it’s
unclear as to whether these charms are actually effective or the
work of con-artists trying to make easy chry.
102
Lesions
The Vast War saw the creation of Badlands and with it the
creation of lesions — ghosts of the dead who turned into vein-
like creatures who roam the wastes. Before the Vast War, lesions
were more stories to scare children; the idea of ghosts is a hard
one to swallow for most Terrans. However, since the Badlands
were created, lesion sightings are on the rise. Twisted, empty
bodies filled with fury and hunger, these ghosts seek the living’s
vitality to calm the gaping wound of rage within them.
Since veins are such a real part of Terran life, many Terrans don’t
believe in lesions. If a person is hunted, it must be by a rogue
vein or a vein angered by a person’s actions in their territory.
Veins are just another type of being on Terra and to most, the
idea of lesions is impossible.
103
When Cyrus came upon the giant veins they were deep
within the plains of Endrill raging up and down the Kahotia
Way. As the veins were about to rip into another caravan
Cyrus’ falconkin Glenn let out it’s fierce battle cry and ran
for the furious giants.
The brutal battle was only moments old when Glenn was
swept up into the whirling winds with Cyrus soon following.
The winds beat Cyrus upwards to dizzying heights, but his
resolve held and the mighty Seeker focused his mind. The
giant whirlwinds were not two veins, but many small ones all
fighting over a perfectly formed rose in the eye of the storm.
If you ever take the Kahotia Way and admire the rose
bushes growing along the side of the trail, remember Cyrus’
lesson—that often those problems that seem the largest are
often the smallest.
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Lliath
Lliath is centred around the belief that people are born with ki,
half a soul, and when they go through the bonding they find
llij, the other (familiar) half of their soul. Lliathists spend their
lives in search of achieving perfect harmony with their familiar.
When perfect harmony is achieved, ki and llij unite, forming
killij—a united soul. When the killij’s mortal bodies die it passes
on to the Greenland.
The Greenland is the final resting place for all killij, a lush paradise,
calm and peaceful. Before the Vast War, Lliathists believed there
was an entrance to the Greenland on Terra in a region known
as Hanill. The land was so beautifully unspoilt there, the barrier
between this world and the other was practically non-existent.
Hanill served as an earthly gate to the Greenland.
Some humans and familiars obtain killij before they die - they
are known as Epitomes. Each Epitome has a different story and
teaches the followers of Lliath a different lesson. Terrans of this
faith often have a favourite Epitome, memorizing their stories,
and sometimes wearing a small figure of them around their neck.
When Hanill was destroyed in the Vast War and became the
first Badland, the faith was devastated. An order of warrior
priests, known as the Discord Delvers, have dedicated their
lives to venturing into Hanill’s Badland to see if they can
recover artefacts lost in the war and perhaps even find an
entrance to the Greenland.
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»
»Beliefs
Lliathists spend their lives trying to reach harmony with their
familiar. Training their familiars, learning to think as one
another, and exploration all aid in the achievement of harmony.
The more stress the relationship between human and familiar
is put under, the stronger the bond becomes, and the half-souls
resonate with one another.
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Seratism
Seratists, a religious group following the teachings of an ancient
(and long dead) guru named Sera, believe all souls stem from the
Ur-Soul, a great enlightened vein that encompasses all sentient
life on Terra. The Ur-Soul knows all the secrets of the universe,
the passage of time and stars, but it does not understand itself as
looking inward is the hardest skill of all. So it broke itself into a
billion little pieces, incarnating as the divine spark - the soul - all
Terrans have. This way, the vein can learn about the intricacies of
life and, eventually, unlock the riddle of its own nature.
»
»Organisation
As the Ur-Soul lives in everyone, Seratism has no need for a
central authority or organisation. Even so, they acknowledge
that many people are confused by their own bodies and minds,
believing they are separate from others, when in fact all people
are one. To resolve this confusion, enlightened Seratists travel
Terra to teach others how to see past the self and into divinity.
Teaching others and learning for oneself are key tenents in
Seratism, and most believers find themselves continually
advancing and regressing in their road to enlightenment.
»
»Beliefs
Peace and harmony with all people is the Seratists’ greatest goal.
All Terrans are manifestations of the Ur-Soul - hurting another
is equal to harming oneself. They acknowledge that violence and
strife exist, but attribute this to confusion in the Ur-Soul.
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»
»The Flesh
Discussions and theories about the Ur-Soul’s confusion led to
a schism in Seratism. Clearly it is confused - how else could
the Vast War happen - but the cause remains unknown. To
mainstream Seratists, it doesn’t matter - they are focused on
soothing the pain, confident the Ur-Soul will work through the
source of its confusion on itself. Directly after the Vast War, a
teacher named Yajna felt differently though, and took a good
chunk of Seratists with him. Yajna believed the hate and pain
carried to the Ur-Soul during the Vast War threatened to corrupt
the divine vein, and the Seratists must find the source of the
confusion lest another war broke out.
Natism
Natis was founded by an early adherent of Lliath and shares its
belief in ki and llij. However, it adds a cycle of reincarnation,
stating souls must pass through several lives as ki (human) and
llij (familiar) before reaching the Greenland.
Nati, a Seeker living in Ratha, lost her familiar and her wife Zhi
when they diverted a rampaging wildebeest herd away from a
small farming village. Nati and her wife’s familiar bonded over
their mutual grief and became familiar and companion. This
development gave Nati solace, but also shocked her - could she
have two familiars? She wrestled with the answer, and eventually
decided that yes, her soul had multiple companions - not just the
two familiars, but also her late wife.
»
»Organisation
One person has multiple soulmates and it’s important to meet as
many people as possible. Natist priestesses throw some of Terra’s
biggest and wildest parties, and even non-Natists attend just for
the good time. A Natist’s spiritual journey is also quite literal -
first they make the acquaintance of everyone in their local area,
then they travel to meet as many people as possible beyond. If a
Natist encounters a soulmate, they form a circle to re-forge and
deepen their bond.
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»
»Beliefs
While Nati initially thought the bond she felt with her wife’s
familiar was an expression of grief, she later realized it was
genuine; she had a second familiar, and the familiar a second
companion. She examined exactly what she felt toward her first
and second familiars, and found a great deal of overlap with the
emotional connection to her wife. At this moment, Nati’s heart
opened to the truth: souls alternate between bodies on their
journey to the Greenland.
Natists believe ki and llij aren’t parts of a soul but forms a soul
must take to reach enlightenment. This cycle doesn’t hold to
a strict pattern; one soul may strictly alternate, while another
quickly learns their lessons of ki and then spends the majority
of its cycle as llij. All souls must pass through at least one ki -
human - and one llij - familiar - life.
At the end of the cycle lies balance - not by bonding and forming
killij with a familiar, but by achieving perfect harmony in one’s
own soul. At this stage, the person enters the Greenland and
reincarnates no more. A person may find balance before their
soulmates do, meaning they enter the Greenland without them.
Natism holds a certain amount of fatalism - if a person and their
familiar are meant to enter the Greenland together, they will.
If not, then not.
111
112
Amirland
The United Dynasty of Amirland is the smallest, richest land in
Terra. The country is home to dense cities filled with gigantic glass
skyscrapers and lush pockets of marshland. There are five dynasties
in Amirland: the Laansun, the Branlu, the Delian, the Frot, and the
Meisaid. Each dynasty is made up of tens of thousands of members.
History
Originally, Amirland was formed by five city-states. Each was ruled
by a Monarch who was half-Terran and half-familiar. When a
Monarch died, their soul was said to reincarnate into a new body,
often one of their children. The newly named Monarch would
develop animalistic traits and would never receive a familiar.
»
»Before the Tide
Compared to the rest of the populace, Monarchs and their staff
lived in extreme wealth. In giant megastructures built in their
likeness, Monarchs ruled without ever having to experience what
115
A strict caste system meant the poor were never able to rise from
their position and the rich always maintained power. The ruling
caste set up a system of loans and money-lending so that the
poor could live their lives with more luxury, but when they were
not able to pay their debts were forced into indentured servitude.
Many of these servant’s debts were sold to the Monarchy for
higher titles and positions within the caste system. So the
Monarchy had a large population of people to build their cities
and fight their wars.
»
»The End of the Monarchs
The Monarch political system remained well into the first
century. During this time, Amirland saw its first great peasant
uprising. While the uprising was quickly quashed, a spark of
rebellion was lit in the Amirese peasants’ hearts. Anang Zhelaat,
known as the Grandmother of Amirland, was a revolutionary
who preached a new concept - Si’lo (equality for all). She
travelled from one city to another with a group of loyal followers
inspiring all she met to follow Si’lo.
Part of the teaching of Si’lo stated the people of your land were
your family, and so five main states (known as dynasties) were
created - the Laansun, Frot, Delian, Meisaid, and Branlu. Many
great structures from antiquity still remain in Amirland, a
testament to the dark period in their history. Within the fertile
waterlands, tourists can boat past monoliths half sunk into the
water, covered in moss and birds.
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Civility
Most Amirese believe that they do
everything for the dynasty and their family.
The best way to respect those around you
is manners, and Amirese have strict social
etiquette rules.
The Frot are the most militarily minded of the Amirese. The
Frot maintain many positions within Amirland’s military, police
force, and hospitals. They are known as the most serious dynasty
and the most isolationist. In the Council, the Frot are constantly
pushing to close Amirland’s border and were against joining the
Vast War. Many Frot believe that Amirese society has become
bloated and decadent. Being a member of the Frot means
keeping a stiff upper lip and a sober view on society.
120
The Branlu are the smallest and most dynamic Amirese dynasty.
They pushed Amirland into the Vast War and they have the most
contact with other countries. Currently the dynasty is petitioning
the council to allow foreigners Amirese citizenship, but so far
have been turned down. Many Branlu marry foreigners and
take years abroad exploring Terra. The Branlu wealth comes
from dynasty members who are explorers and inventors. Being
a member of the Branlu line means a thirst for novelty and the
need for change.
The Bonding
Compared to many other lands, familiars are bred in Amirland
rather than found. Many Amirese know their familiars from
a very early age and grow up with them. The Amirese have no
formal Bonding ceremony with their familiars, but instead throw
large, extravagant graduation parties for both the child and
familiar when they are done with school.
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Endrill
The rolling plains of Endrill give way to large swaths of
blackened, bombed land. Badlands break the country into three
distinct pieces separated by uninhabitable land filled with all
manners of monsters. No land was more warped by the Vast War
than Endrill, and now the Drill fight to reclaim their homeland.
The most precious land lost, Hanill, lies with the very first
Badland. The Drill believe this once breath-taking location to be
the entrance to the world beyond and the loss of it has devastated
the country. Without Hanill, enlightened souls cannot reach the
Greenlands and are therefore stuck in the cycle. For Endrill to
heal, for the land to be whole, Hanill must be saved.
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»
»Neighbourly Advice
In the early 1600s the Drill met the Inth for the first time. Inth
explorers, who are said to have reached every end of the world by
the 1800s, shared their customs and technology with the Drill;
and Drill society, which had remained majorly unchanged for
thousands of years, took major leaps forward.
Rather than living aside their familiars, the Inth owned them.
Slowly but surely this idea crept into Drill society and Ancestors
were split up between different kin for their own protection. The
Inth sought to ‘civilize’ the Drill and kins halted their nomadic
lifestyle to live in towns and cities mimicking the Inth. Rival kins
who remained nomadic charged each other fees for travelling
with their Ancestor and hostilities mounted. By the time battles
broke out between the kins in the late 1600s, each kin was tied to
only one Ancestor. Drill fractured.
»
»Uncle’s Last Laugh
The Ancestors silently watched as their beloved people tore one
another apart. In 1690, during the largest battle of the kins in
Sar-ha, Laughing Uncle - a bearkin Ancestor who was only the
size of a large building at the time - saw his entire kin decimated.
Their lives, their ways, and their culture were lost forever.
Spurned by the violence he stepped into the field of battle,
mauling friend and foe with in an indiscriminate rage. The kins
only had one option to survive such an overwhelming foe - they
banded together to stop Laughing Uncle.
123
His hulking, battered body bled red in the moonlight, the scars of
war laid bare for all to see. The kins watched the Ancestor depart
and realized what they’d lost. By adopting Inth society, they had
erased their own.
This tragedy marked the kins returning to the old ways, making
amends to both the Ancestors and to one another. The weight
of a rushed industrialization borne on the backs of the Drill
animalkin would never happen again. The kins formalized
the Treaty of Sar-ha, preventing Drill from using Ancestors in
any future wars and reaffirming their companionship to their
familiars.
» Soul Freed
»A
When war came to Drill once again, it left only three Ancestors
standing. The Drill did their best to hide the Ancestors during
the Vast War, but most were found and murdered. Worse, since
the Vast War no new Ancestors have presented themselves. The
Drill say this is because the corpses of their deceased Ancestors
exist in the Badlands and their spirits cannot return to the cycle.
With the cycle halted, the power cannot pass from one Ancestor
to the next.
»
»Those Left Behind
The other two Ancestors left are in East and West Endrill. The
Gold Hare lives in East Endrill. She is a small golden hare that
appears once a year in the Lyilan Hills to bless the people who
live in her land. Terrans who bring their familiars (and who can
find her) during this time, will receive her blessings for the next
year. The Gold Hare survived the war by tunnelling deep within
her lands when invading forces arrived. Her tunnels, surprisingly
large enough for humans to move through, were used by Drill
forces during the war to surprise UPA forces, many tunnels
appearing overnight as if by magic.
When the UPA bombed the Jintill Range to oust the Drill forces.
The bombs only served to wake the gigantic sleeping Ancestor
whom they had mistaken for a mountain. No stranger to battle,
Laughing Uncle awoke from his slumber, decimated all troops
(Drill and UPA), and fell back into hibernation. The Drill
consolidated their forces to the range and the UPA were forced to
use ground troops in fear of truly waking Laughing Uncle from
his hibernation.
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Kins
Unlike other places in Terra who’ve mostly
given up the separation of people into
kins, the Drill still hold fast to their ancient
tradition. Each family traces their heritage
back to one kin or another, all existing
before the Vast War far back into history.
There are nearly 100 different kins named
after various Ancestors through history,
each with unique cultures and customs.
Spirituality
The Drill’s core belief system, Lliath,
centres around the idea that people are
born with half a soul and by finding a
familiar they meet the other half. When
a person dies, and their familiar soon
after, both souls are united forming
killij. If a person and their familiar
A Bad Problem
Badlands make up more of Endrill than any other country
and they are a constant problem. Strange warped animals
often wander out of the Badlands attacking cities, towns, and
the hapless traveller. Drill rangers patrol the Badlands trying
everything they can to keep people safe, but their efforts are often
in vain and Seekers are routinely hired to aid in more dire cases.
128
The Pilgrimage
After the war, the Drill were given special leave to make
pilgrimages between their lands through the countries of Ratha
and Fendair. At least once in their life, a person from Drill makes
a pilgrimage between the three lands of their people and visits
the three remaining Ancestors. This connects a person with their
routes and mimics the migration their kin would have taken
many year ago.
129
Drill Names
Drill have simple, three-word names. Given names are qualities
parents admire in others or traits they would like their children
to have. These more formal names are often shortened into
nicknames - Prudence to Pru, Steadfast to Sted, Strength to Ren,
etc. Then comes the Drill’s kin name followed by the surname of
their eldest parent.
130
History
Fendair is a nation formed from pieces of others. Picking and
borrowing the best bits of culture from the nations around
them it is a true melting pot of cultures and ideas. These varying
viewpoints make Fendair one of the most progressive lands in
Terra filled with people from all walks of life.
131
In that moment Maja knew her people must take a different path.
She came to this new land to escape the traditions of Ratha, not
build a new one, and so she spared the Plinth. Over the years the
two cultures intermarried and formed their own people, their
country taking the name Fendair, named after the mountain
range next to where they built their home.
»
»Iron and Wheat
Ousboom blossomed from a settlement of two misfit peoples
into a full-blown city. Eager to prove themselves, the Plinth set
about mining operations and shared their knowledge of metal
working with the Rathans. In return they were given land and
shown how to farm it.
132
»
»Sacred Herds
The speed of Fendair’s expansion meant many animals were
displaced by people. These animals formed herds of predators
and prey alike, which ran across the Fendarian countryside
devastating villages, trampling them to the ground. For many
years Fendarians considered this an unsolvable problem until
Seeker Hidi Schim took up the task of saving the small village of
Leide from an attack.
Charging headlong into the oncoming horde, sat atop her night-
black steed, Hidi rode to the heart of the chaos. Along the way
her familiar Wout threw off the most vicious of attacks, dodging
and bashing his way to the centre. Within the centre of horde
Hidi came eye-to-eye with a giant wolfkin.
»
»Invasion
As the Fendarian nation grew, so did
their concepts of equality, directly
clashing with the old Rathan ideology
that only the strongest should survive.
Three centuries ago, Fendair invaded
Laskhi, a region belonging to the
Rathans. Home to a group of Rathans
who believed themselves to be more
members of Fendair than Ratha, Fendair
attempted to liberate the locals from an
unfair political system. The war, known
as the Laskhi Dispute, lasted only a year
but was one of the bloodiest in history.
»
»Nor
Nor contains all Fendair’s mines and
mass production of non-agricultural
goods. Its capital city is Bergsted, which
is located high in the mountains. The
quickest way to reach the city is via cable
car, which runs 24-hours a day. It is also
possible to drive to the city, but locals
rarely take the scenic route. Bergsted is
the hub for all mining activities and also
houses a few tech development firms.
»
»Midden
Midden is the smallest state in Fendair and contains three gigantic
cities. Each city’s border runs up against one another, but it can
take a full day to drive from one end to the other. Most transport
within Midden is done via the free high-speed train service and
cars are taxed heavily to keep pollution to a minimum.
The cities in Midden are always buzzing with life. They are home
to restaurants, clubs, and theatres. No matter what time it is, you
can always find something to do in Niested and somewhere to
eat. Coming from Midden means working and playing hard.
»
»Sou
Sou Fendair is mostly hilly farmland. There are a few large cities
within its borders, but most of the land is devoted to farms and
suburbs. The people in Sou live a more relaxed lifestyle than the
rest of the country. A popular saying in Sou is doe mee lach,
meaning ‘done with a smile’ or happy to help.
Politics
Fendair is a democratic state run by a Minister whom the people
elect. The Minister serves a four-year term and may run for office
as many times as they wish. The Minister works directly with the
Small Senate who are voted in by their respective States. Often
the opinions of the Small Senate are split between the states of
Nor and Sou, Midden being the swing vote and therefore holding
a distinct political advantage.
While, technically, the Minister has last say in all matters, they
may be voted out by the Small Senate, if the bodies have no faith
in the Minister’s leadership. After the Vast War, this has yet to
happen.
The Bonding
Familiars find Fendarians from an early age. Often children will
note seeing the same animal follow them to school or sitting
outside their window, a phenomenon known as aangesee. When
a child turns 15 or 16, this changes. Once a week, the teenager
spends time with their parents in search of their familiar. Some
are easy to find, while other familiars make a game out of trying
to find them.
Once the teenager finds their familiar they spend the rest of the
year in school learning how to care for their new friend. They
attend classes on nutrition, athletics, and general care. After the
year each teen returns to normal classes to complete their degree.
137
Horses, dogs, and cats are the most common familiars in Fendair
followed closely by other traditionally domesticated animals.
Fendarians tend to have very loyal, if slightly mischievous
familiars. Familiars often fit their human’s personalities and it
is not uncommon for an entire family to have the same familiar
animalkin type.
Fendarian Names
Fendarians have three names. A first name, a middle name, and
a surname. Middle names are based on the names of beloved
family familiars who have passed on.
Inther
Inth is a small country with very little in the way of natural
resources. It’s home to many of the factories of Tír and the
dumping ground for much of the continent’s trash. Despite its
faults, Inther is on the eve of change.
138
Even now, Plinth agents work their way into Inth society. While
the Inther government struggles to stand on their own, they must
also contend with spies undermining their efforts. Only time will
tell if the great nation of Inther will rise to the occasion or fall.
History
Inther is a harsh land to survive. Barren mountains and arid
plains make up most of the landscape. In times long past, the
dissonant peoples who lived in these lands were kins of hunter/
gatherers with little in terms of territories, moving where there
was food and water. Life was hard and the Inth were survivors.
»
»The Great Dragon
Things changed when a leader by the name of Jo Gerelis
Tombatoror took over Inther and united his people. With his
band of dragonriders, a group of men and women with flying
lizardkin, Jo Gerelis swept through Inther claiming all land for
himself and demanding fealty from the kins. Jo Gerelis formed
the country’s capital Tombatotorum, which remains Inther’s
capital to this day, and named himself Emperor.
139
»
»The Vast War
At the start of the 20th century, Inth society began to dwindle
due to years of crippling drought. Located in a more fertile
region, Plinth aided its neighbour and soon Inther’s economy
became dependent on Plinth trade. The two societies grew
in tandem until Plinth and Inther formed the United Plinth
Alliance and the Vast War began.
When the Vast War ended, Inther’s lands were decimated. The
country was spared from Badlands, but their infrastructure was
destroyed. Relief efforts to help the Inth recover from the loss of
their land built hundreds of giant apartment complexes so people
would have a place to live. Three large areas were designated
dumping grounds for the remnants of buildings and Inther was
occupied by Amirese and Ratha as part of the peace accords.
»
»Consequences of War
From the end of the Vast War until a decade ago, Inther was
occupied by Amirese and Rathan forces. The country was split in
two and each side developed rather differently.
South Inther was controlled by the Amirese, who did the exact
opposite of the Rathans. They built factory upon factory on
Inther land to restart the country’s economy. Using the Inth’s
knowledge of technology, they invested millions of chry to
invigorate the economy. South Inther saw a small boom to its
economy and adopted Amirese culture.
141
Society
Inth society is based around hard work and
survival. Unlike Rathans who believe it is
a person’s duty to be strong for family the
Inth believe ster Inth ba liff, ‘Inth must be
strong to survive.’ With the multitudes of
factories and heaping trash dumps, Inther
cities are difficult to navigate. Rural areas
are not much better, filled with barren
deserts, plains, and mountains. Most
people born in the countryside of Inther
flock to the large cities to find work and
shelter, only heading home for the holidays
with the money they’ve earned in the city.
Scrappers
Families are dependent on their young,
healthy children for support and to bring
in income for the family. Children are
only required to attend school until their
13th birthday, but even before then are
expected to work on their time off. Like
in most countries there are numerous
occupations children can choose when
coming out of school. However, most
people work in one of the many factories
in the country or as ‘scrappers’.
Dinokin
Luckily, many Inth have dinokin
familiars to help in their work—gigantic
lizards or birds who through the years
have evolved into beasts of burden.
These creatures are such a part of Inther
that in recent years, they’ve begun to
occur naturally rather than evolving
when bonded with a human.
Inventive Technologies
Being allowed to wade through other nations trash means the
Inth have discovered a wealth of technology. Disused prototypes,
old MDs, each and every piece of tech scrap with a secret to
unlock. Inther inventors use these technologies to advance their
own and improve the lifestyle of everyday folk.
144
The Bonding
Most Inth find their familiars at a young age while at work
rummaging through one of the major dumps. When a child
finds their familiar, they keep the animalkin with them until
the child comes of age. Inther is harsh land and part of a child’s
bonding is proving they can take care of an animal and deserve
to have a familiar.
When the teen turns 18, they get their first set of formal clothes
and their family throws a giant party. Before the Vast War this
party was thrown when the child turned 16, but because of the
costs many families must save up for years before they can afford
to throw one. All the teen’s friends and family are invited, along
with neighbours, their parent’s colleagues, and even anyone who
wanders off the street with some merriment to share.
Inth Names
Inth have two given names and one surname. Inth children’s first
given name is their own. Their second given name is the surname
of the parent with the wealthier family, and their surname comes
145
Given names: Li, Heni, Ro, Jeslin, Bu, Waru, Tset, Neri, Jo, Vee,
Gui, Gerlad, Dori, Kat, Mesili, Zan, K’lii, Vivir
Rather than wait for the Senate decision she withdrew Accipi from
the republic and called on her neighbours to do the same. If the
Republic cannot find a way to unite before the sickness in Accipi
spreads to all districts it could spell the end for the Rathan people.
146
»
»Planting of the Vein
Trees in Ratha were not always alive with spirits as they are
today. In fact, Ratha was once a desolate, empty land. A tale older
than written language tells of how the veins came to be.
Once the land was a flat and barren land as its neighbours. Only
the strongest folk could survive the harsh lands and they formed
one kin. Wandering their lands in search of food they came upon
a stranger laying broken on the ground. They took this stranger
back to their home, nursed them to health, shared what little
food they had to offer.
Soon the stranger was well, strong, and proud like the kin who
nursed them. The stranger admired the kin’s hospitality and
asked to stay as one of its own. The people agreed and welcomed
the stranger into their family.
»
»Birth of the Republic
The Ratha Republic originated from the grouping of many
diverse kins. The kins banded together six centuries ago during
a war known as the Laskhi Dispute when Fendair invaded their
lands. Unable to cope with the overwhelming Rathan force, the
Fendarians had no choice but to retreat.
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»
»Trouble in Accipi
A year ago, hometrees began dying en-masse in the
northernmost district of Ratha. Overnight the trees turned black,
their bark crumbled, and their veins disappeared. Disaster after
disaster struck as trees collapsed, killing hundreds in the process,
each of them whirring with a strange almost-metallic noise.
Reeling from the loss of hundreds of trees and thousands of
citizens, Accipi’s Senator Fiko Zala kom Agathis travelled to the
Senate in the south to demand aid.
Aid was sent to Accipi, but the Senate was split over what to do
in the long run—where would the refugees go? How could they
stop this from happening? Dark rumours whispered over the
Senate floor spoke of culling Accipi’s remaining healthy trees to
stop the spread to the south. Unwilling to let her people face such
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Her withdrawal was not met lightly and Fiko defended her
district’s right to succeed by a familiar duel against her most
outspoken opponent from the south – Orta Benu kom Lumni.
Fiko’s serpentkin struck down Orta’s pantherkin with a startling
blow which left the patherkin comatose for days, and Accipi left
the Republic.
Society
Rathans are a strong and proud people. They prize physical and
mental prowess over all else and this is marked by the mandatory
army service all citizens must take after their Bonding. Rathans’
need for excellence is contrasted by a relaxed home life where
people separate who they are professionally from who they are
within their family. A popular saying in Ratha goes, “Inna vor
busa, kin vor civit,”—inside before outside, family before state—
meaning home is always most important.
The Bonding
When a child turns twelve in Ratha their family sends them into
the forest alone and without any provisions. The child is expected
to fend for themselves and survive. During this time Rathan
children meet their familiar and go through their Bonding
by surviving the wilderness. If a child never returns from the
Bonding, Rathans believe they are fluo - still somewhere in the
forest trying to prove themselves to their family.
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A Life of Duty
When the child returns from their
Bonding they enter into military service
until they are 19, when they are an adult -
truly entering society and deciding which
path they wish to follow. There are no
exceptions to this rule, even for those with
health conditions or people who are seen
by other countries as unfit for military
service. The Rathan military provides
many services to its people that do not
require physical strength. Every Rathan
citizen is worthy of serving their country,
every citizen has something to offer.
Hometrees
Ratha is almost exclusively covered in
trees, except for the barren lands near
Inther left after the war. The eldest trees
in Ratha are the size of skyscrapers and
contain multiple homes, shops, and
facilities. The tallest trees are outfitted
with lifts and ladders, but many prefer to
climb to their homes.
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Spirituality
Since antiquity most Rathans are secular rather than religious—
believing each person only has one life and it must be lived
well. They must make the most of the life they have, fight for
every moment of it, because it can always be taken away at
any moment. Any worship-like practices centre around their
hometree veins and the forest wildlife—making sure they were
cared for.
Over the last century as Rathan social structure loosened and the
country truly stepped into international politics, some people
adopted Natism as a belief system. The religion spoke to the
Rathans familial structure and the Rathan ideal that one must
always improve themselves. After the Vast War the idea that people
had multiple lives gave many believers hope – they hadn’t lost their
loved ones in the war, and they would meet again in the next life.
Rathan Names
Rathans have three names - the first is a given name, the second
is the given name of their birth parent, and finally the suffix
‘kom’ (from) and the name of their hometree’s vein. Most
Rathans don’t use their second name except during formal
occasions as a person’s ‘birth parent’ has very little meaning in
Rathan society. Still, it is often useful if children from the same
hometree have the same name.
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History
Plinth’s history is one of fascism, from its earliest nationalist start
to the rule of Emilia. Everyone, Seeker and familiar alike, serves
as a cog to the greater good of the nation.
»
»One Nation
Plinth sits atop a wealth of metal and mineral mines, but its early
history saw the nation divided by bands and families at constant
war with each other. This made Plinth both an immeasurably
valuable trading partner, and a risky and unstable one as new
regimes rarely honoured bargains made by the last. When
Warlord Inoue Kyo began consolidating the bands behind her,
merchants from other countries eagerly backed her believing one
ruler would increase stability and make for easier profits.
»
»The Vast War
Plinth, ruled by Inoue’s descendants, was a nation equally
wealthy and arrogant. Its metal-rich lands yielded rich bounty,
which scientists turned into great machines to make life easier:
replacing familiars such as the rhinokin with massive digging
machines. The Manifester religion was all-pervasive, leading
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»
»The Baden Badlands
Once a prosperous research city, Baden before and during the
war was filled with gleaming metal buildings housing advanced
laboratories. Broad white lanes led out in spokes from the city
centre, lined with perfectly trimmed trees. Now the trees are
charred stumps, and the buildings etched with human shadows
burnt into metal by the extreme heat of the blast. Skeletons
remain where they fell, no one daring to brave the Badlands to
clean away the dead. Baden is home to a plethora of ghosts, from
weeping parents to vengeful spectres. A terrifying ghost named
The Doctor claims the Badlands’ centre as its own, chaining
other ghosts to itself to increase its power. The spectre appears as
a seven-foot humanoid wearing a bloodied lab coat, arms so long
that sharp talons rake the ground.
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Discordant Notes
A few cults evade Emilia’s control. Most notable are the
Agrarians, a group founded after the Vast War which abandoned
Plinth’s military ways and technology and seeks a simpler life.
Their lifestyle holds appeal, and many young Plinth join before
Emilia can implant them: a series of Agrarian villages dot the
wooded areas of Plinth. The Divinity of the Jointure form a much
smaller group: a cult that worships three hybrids who survived
the war and now live in Plinth’s remote wilderness. The cult’s
followers seek to rediscover the secret of gene splicing, lost after
the war, so they may become hybrids.
158
The hybrids are aware of the cult built around them but have no
hand in it. One and Three, in their good moments, do appreciate
the company of humans. Two doesn’t much care, though he feels
remorse seeing the rent bodies whenever he comes out of a rage.
The cult’s human leader, Ayeto Ikan, genuinely believes the hybrids
are divine. The child of a Plinth and Drill, Ayeto heard tales of the
Ancestors, and he transfers these legends onto the hybrids.
Plinthian Names
Plinthians have given names and surnames, like most people in
Tír. Unlike other nations, they also have a designation in letters
and numbers assigned by Emilia. Plinth list surnames before
given names: Inoue Kyo, for example.
»
»Designations
The first two letters of a designation indicate power, then use. For
example, AG is a powerful (rank A) diplomat (class G), whereas
AT is a powerful soldier and CG a weak diplomat. Sometimes a
third letter is added to indicate a double assignment, such a ATG
for a powerful warrior-diplomat. This is followed by a 16-digit
string of numbers based on date of birth and DNA. While the
numbers remain the same, the letters can change. The system has
near-endless variables, and only Emilia knows what they all mean.
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160
Finally, as a GM you are the person who runs the game for
your table; this means you have a lot of power, but also a lot of
163
164
Best Practices
Following all the mechanics and lore can be overwhelming.
We’ve compiled a few best practices for running and playing
Familiars of Terra below. These best practices aren’t only for
you, but also your players since they take an active part in the
atmosphere at the table.
As a GM
» your Seekers’ biggest fan
»Be
Your #1 job as a GM is to be your players’ biggest fan. You are
there to help them create an epic story and watch their Seekers
grow into legends. Sometimes that is difficult as a GM, because
you want to ‘win’ too. Just remember, ultimately winning as a
GM is having your players really enjoy the story you’re telling,
not squashing the entire party with a foe they’d never be able to
defeat in the first place.
»
»Award Familiar Points
This point goes hand-in-hand with ‘be your Seekers’ biggest fan’.
If someone has played their Calling or Promise well or done
some epic role play, don’t forget to give them a Familiar Point!
Familiar Points are an in-game way for you to show your players
that you see the effort they’re putting in and enjoying the story
they’re helping to create.
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»
»Don’t be stingy with Trophies and Titles
Make sure to award your players with Trophies and
Titles whenever they finish a quest or earn a significant
accomplishment. If you play a big story once a month, it’s
likely your players will gain a Trophy or Title each time you
play. If you play every week, they will probably get one every
few sessions. All players don’t have to earn a Trophy or Title
at the same time, and don’t be afraid to shine the spotlight on
a Seeker who has done something awesome. Progress is fun,
and stagnation is frustrating. There is always something bigger
and more important to fight, so let your players enjoy their
accomplishments.
»
»Mechanics are important, but story is king
Don’t get bogged down in trying to remember every rule
for every instance. It is OK for you to admit you don’t know
something and to check the rulebook. Knowing mechanics
should never get in the way of telling an interesting story and it
is your game - if there is something you don’t like, don’t use it.
As a Player
»
»Share the spotlight
As a Seeker you are essentially a wandering knight who
performs epic deeds, but you aren’t the only player at a table.
Make sure you allow other players to have the epic moments in
a game and encourage other players to take the spotlight. The
easiest way to do this is to roleplay your character and allow
others to do the same.
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»
»Respect boundaries
If you are doing something that another player doesn’t like, you
should stop. Every person at the table has the responsibility to
provide a safe, fun experience for everyone else. If you aren’t
sure if what you want to do is okay, ask the other players or the
GM. No one will be upset with you for considering someone
else’s feelings, and sharing your plans with others means they can
help you. A doomed love story is so much more fun when both
players get to live in the drama and play off each other’s schemes.
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Erik: “I can’t believe you did that. I get it, but we’re guests in
the city and what you did… You were totally irresponsible.”
Erik: “Yeah, sure Rayne. That’s all. I’m not going to cause a
scene here, just leave it.”
»
»Get to know your PG-13 audience
Getting to know your players is always a good idea, but it’s an
absolute imperative when playing with children. Ask them what
their favourite book or tv-show is, and why they like it. Figure
out what they like, and where their boundaries lie.
»
»Regulate content
Familiars of Terra deals with adult content, like war, pollution
and discrimination. Some of these are pretty easy to understand
or explain, others are harder. You don’t have to tiptoe around
children, but you do want to stick to things that make sense to
them because that’s how you keep them engaged. Pro tip: If it’s
something you’d give adult players a content warning for, just
don’t use it with kids.
»
»Drop the horror
Familiars of Terra has some amazing horror stories waiting to
happen with lesions and Badlands, and even body-horror with
Plinthian cyborgs. Unfortunately, you’ll have to nix that when
you’re playing with younger children. If you think it’d go well in
Halloween or Silent Hill, don’t use it.
» kind
»Be
If a Seeker does something that you’re sure will lead to trouble,
but you also think the child didn’t spot it, give them a heads up.
When bad things do happen, emphasize there’s always a way
out. Creative problem-solving is a great life skill, but kids new to
RPGs might need a little more encouragement to go for it.
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Animalkin in Play
Familiars are integrally important to the game and your players
will most likely want to use their familiar whenever possible,
and rightfully so. Animals are one of the coolest parts of Terra’s
settings and key to capturing the heart of the game.
»
»Inject familiars where you can
Players will spend the majority of their time controlling their
Seeker and familiar. However, as a GM, you can also think
of cool situations where a Seeker’s familiar may interject. For
example, maybe a Seeker fails at picking a lock—but their
mousekin familiar could easily squeeze under the door—
suggest this to the player: “Robbie scratches at the bottom of the
door anxiously and his whiskers mischievously twitch”. Being
sometimes surprised by their own familiar makes the animalkin
more real to you players. Just remember, no familiar would ever
betray their human companion.
»
»Use other animals too!
Think of creative ways to use animals in your game. What would
it look like if a bus driver had a chimpkin familiar? The chimpkin
could take people’s bus tickets as the driver steered the bus.
Injecting animals performing special tasks in the game will drive
home to your players that they’re not playing a game on Earth
and really make Terra come alive.
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»
»Keep them mysterious
A character should never know everything there is to know
about veins. They operate on a different plane of thought and
it is important to represent this in your story. Players may wish
to play a ‘vein’ expert or scholar and that is a very cool idea, but
make it clear to that person they will be left with more questions
than answers. While their Seeker may know better ways to
approach veins than others, their knowledge shouldn’t be a
blanket auto-success for every encounter. Each vein is unique.
»
»Warn your players
If the vein your Seekers encounter isn’t hostile from the start--
players should know they are taking actions to anger a vein of
a particular area. Don’t trick your players out-of-character into
making mistakes in-character. Veins are mostly neutral and care
most about their location. So, if making a Seeker trip a couple of
times will stop him from destroying a shrine in a vein’s domain,
that is way less effort for the spirit than plaguing the Seeker for
all eternity and would be a more logical choice than raining
fiery doom down on the player who didn’t know he was doing
anything wrong. These spirits are real and there is no reason they
won’t make themselves known if someone is messing with things
they shouldn’t be. Veins should add excitement to the game, not
exist only to punish your players.
»
»Make them unique
Each vein has a unique personality, not every spirit will be
an omnipotent semi-kind nature-loving wisp. A vein may
love taking mortal form and living among those who live in
its domain. Another may be a dark, glowering creature that
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»
»Flirt with magic
Many of a vein’s abilities seem like magic, but magic doesn’t exist
in Terra (beyond fairy tales). Seekers should experience a vein’s
powers as profound and mysterious. They should never truly be
sure if what they are seeing is real, or some manifestation in their
mind. Running a game with veins is a delicate balancing act of
presenting players with a strange creature with weird abilities
that are very much based in the reality of the world they are
playing in.
»
»Challenge what’s “good”
Every story told in Familiars of Terra is about making hard
choices. What is right for one person may not be right for
another—the Vast War is a prime example of this. When using
a vein in a story, this grey area doubles. Veins do not adhere to
traditional morality and their loyalty is to the area they inhabit.
Therefore, it is possible for a vein to perform very ‘evil’ acts for
what they see as an entirely legitimate reason. The job of a Seeker
is to attempt compassion and understanding with a creature with
which they won’t be able to completely relate. How will Seekers
deal with a vein who is flooding a village, because one of its
rivers was dammed? The village needs the diverted water to feed
their crops or they’ll starve, but the river belongs to the vein.
How will the Seekers solve this problem?
Corrupting a Vein
Using a corrupted vein in your story is a powerful storytelling
tool. It is a way to GM an adventure with a bit of creepy mystery
in it and also challenge how far Seekers will to go in order to
save others. We’ve created a few guidelines to help create the
corrupted vein for your game.
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Changing Callings
Sometimes once the game starts, the Calling a player has picked
doesn’t actually fit their character. Other times, a character
goes through a change and sees the world differently. When
this happens, players may want to switch Callings. Switching is
easy, all players need to do is write their new Calling on their
character sheet and pick a new Promise. If a player decides to
switch Callings because their character went through a change in
game, make sure to play with that as a GM. How will the Seeker’s
peers feel when they switch from a Seeker of Beauty to a Seeker
of Vengeance? What does that mean for their legacy and the
story sung of them for years to come?
Legacies
Unlike Callings, it is not possible to switch Legacies once started.
Since picking a Legacy happens later in the game, your players
will likely be more concrete on what they want to achieve.
However, make sure you talk through a chosen Legacy with your
player to understand what they want out of it and to make clear
what you see for the Legacy as well.
Creating Callings
If none of the Callings fit what a player wants for their Seeker
you can, together with the player, create a new Calling for them.
To create a Calling:
• Discuss what a Seeker’s goals are and the type of person
they are.
• Pick one word which perfectly encapsulates what the
Seeker’s main goal in life is.
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If a Calling fits a Seeker, but none of the Promises make sense for the
character, you can create a new Promise using the above guidelines.
Creating Items
Items can be anything useful a Seeker buys to help them on
their travels. Don’t bother creating items people could normally
buy in a town or city, the game assumes Seekers have income to
purchase those things. Each Item you create should add to the
story you’re playing. Connect it to the Seekers, who they know,
and ask your players to make up fiction around the Item.
Each Item costs Stash—to determine the amount of Stash it costs
use the following guidelines:
• Stash 1: Single-use items or items with a negligible effect
• Stash 2: Items with a small effect, which might still require a
player to make a check
• Stash 3: Items that can affect multiple people and are useful
without a check
• Stash 4: Extremely helpful items that are repairable
• Stash 5+: Supremely helpful item that is repairable or an
Item with multiple small effects, etc.
Creating Quirks
Trophies by nature are created by you and the player. You
should feel free to create new Quirks if none of the Quirks listen
in Character Creation fit the item you give the player. When
creating new Quirks keep the following in mind:
• Quirks don’t give static bonuses to Attributes, they give a
weird, unique effect.
• Quirks should encourage player creativity; how can they use
the strange effects of their Trophy in different situations?
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Creating Titles
Titles can be just about anything and creating a Title unique to
the story you are telling is fun. To create a Title:
• Think of a sufficiently epic name like “The Glorious…”
• Pick two key facts for your player to name when they
get the Title. These should be related to the deed they
performed. Players defining these key traits should give you
as a GM new information to use later in the game.
• Create a Wisdom - Wisdoms give +1 to any check once per
session when the players perform deeds related to what they
learned when earning their Title.
Adventures in Terra
There are a plethora of stories you can tell in Terra. Themes can
be sad, adventurous, or heart-warming. Most importantly, they
should give your players something to explore, heal, and discover.
»
»Something Lost
During the night, familiars have gone missing in a small Inther
town. Despite city-wide searches, no trace of them is found and
their humans are desperate. A strange smoke hangs over the
town each morning and people fear the worst. Only one familiar
has returned, but not as it was–now the sad creature is half
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»
»Something Found
An ancient Fendarian artefact is discovered. It dates back to
the time when Fendair was first settled. This artefact is the key
to understanding an ancient, lost language written on many
ancient ruins. If this language is deciphered, people may be
able to discover the true origins of the bond between familiar
and human. Obviously, this artefact is highly prized, and many
factions are after it: artefact collectors, treasures hunters looking
to sell it to the highest bidder, and the players. Can they get to
the artefact before it is too late?
»
»Terror from the Badlands
Small Inth towns are torn apart, people are dead. Hybrids from
the Badlands are spotted in Inther. Terrifying rumours from the
war, these half-human, half-beasts are ravenous with bloodlust.
Or at least, that is what is assumed, as they leave no one alive in
their wake. Are the tales of these horrid creatures true? Are they
the ones wreaking this havoc?
» Soul Awoken
»A
Rumours have spread that an Endrill Ancestor has awoken,
deep in a forgotten mountain range. If this is true, it could be
the resurrection of hope for the Drill people, a confirmation
that their old ways are not lost. These rumours are substantial
enough to have the Plinth curious—a new Ancestor means a new
creature to discover, study and dissect. Can the players reach the
Ancestor in time? Are the rumours true?
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Pick the type of encounter you want to play then draw four cards,
one at a time. Match the first card’s suit with the corresponding
row in the ‘Who’ column, then draw another card and do the
same for the ‘Where’ column, and so on.
»
»Dastardly Deeds
Threats from humans dealing with greed, corruption, and cruelty.
»
»Ferocious and Free
Encounters with wild animalkin. For these encounters, feel free
to substitute the ‘who’ section for animalkin of comparable size.
179
»
»The Might of Tír
What happens when a force of nature comes the Seekers’ way?
»
»Otherworldly
Strange encounters that don’t quite fit.
180
Out of Combat
Create NPCs using character creation rules at the start of the
book. If they are a Seeker, give them Titles and Trophies as well.
»
»Humans
If the character isn’t a Seeker, but you still want them to have
a mechanical advantage (like Titles and Trophies), give the
character three points in bonuses to Stats once a day, split any
way you like.
For example:
Giving a +1 to three different Attributes once each day.
Giving a +3 to one Attribute once each day.
Giving a +1 to one Attribute three times a day.
»
»Familiars
If the familiar isn’t a familiar of a Seeker, it may not be destined
for greatness and get cool Traits. However, there are exceptions
to every rule and feel free to add Traits as they fit the familiar
you’re GMing.
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Unlike players who may only use each Power Level once per
combat, you may use the points you have to purchase Power
Levels to use multiple times in combat.
182
Antagonists
Antagonists can come from various places in Terra. Below we
have statted up a few antagonists and antagonist groups to use in
your game. We also explain how to use a ‘Dummy’ NPC.
»
»Dummy
Sometimes you want a foe (or NPC) on equal footing with your
players without the foe being too difficult or too easy. In this
case - we suggest keeping a ‘Dummy’ NPC during your games.
Dummy NPC trackers are located at the back of this book.
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Brutish Intelligent
A foe focused on crushing, A foe focused on scheming,
lifting, and intimidating. planning, and befuddling.
»
»Human »
»Human
Agility: 9 Agility: 7
Awareness: 7 Awareness: 8
Charm: 5 Charm: 8
Might: J Might: 7
Wit: 7 Wit: 10
»
»Familiar »
»Familiar
Agility: J Agility: 6
Awareness: 7 Awareness: 10
Charm: 5 Charm: 8
Might: Q Might: 5
Wit: 5 Wit: J
Health: 4 Health: 4
Hand size: 4 Hand size: 4
Traits: Cut, Smash, XL Traits: Dream Walker,
Powers: Bash Levels 1 & 2, Ephemeral, Tech: Voicebox
Heal Level 1 Powers: Dig Level 1, Rage
Level 1, Shield Level 1
184
»
»Human »
»Human
Agility: 7 Agility: J
Awareness: 7 Awareness: 7
Charm: 10 Charm: 8
Might: 5 Might: 5
Wit: 10 Wit: 8
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Balanced Brutes
A balanced group of foes with Foes focused on dealing as
a few different specialities. much damage as possible.
»
»Easy »
»Easy
Agility: 6 Agility: 6
HP: 10 HP: 10
Powers: Bash Level 1 (3x), Powers: Bash Level 1 (3x),
Heal Level 1 (3x), Burn Level Bleed Level 1 (3x), Bleed Level
1 (2x), Dig Level 1 (2x) 2 (2x), Sabotage Level 1 (2x)
»
»Moderate »
»Moderate
Agility: 9 Agility: 9
HP: 15 HP: 15
Powers: Bash Level 1 (2x), Powers: Bash Level 1 (2x), Bash
Bash Level 2 (2x), Heal Level Level 2 (2x), Bleed Level 1 (2x),
1 (2x), Heal Level 2 (2x), Bleed Level 2 (2x), Sabotage
Burn Level 1 (2x), Burn Level Level 1 (2x), Sabotage Level 2
2 (2x), Dig Level 1 (2x), Dig (2x), Shield Level 1 (2x), Shield
Level 2 (1x) Level 2 (1x)
»
»Difficult »
»Difficult
Agility: Q Agility: Q
HP: 20 HP: 20
Powers: Bash Level 1 (2x), Powers: Bash Level 1 (2x),
Bash Level 2 (2x), Bash Level Bash Level 2 (2x), Bash Level
3 (1x) Heal Level 1 (2x), Heal 3 (1x), Bleed Level 1 (2x),
Level 2 (2x), Heal Level 3 (1x) Bleed Level 2 (2x), Bleed
Burn Level 1 (2x), Burn Level Level 3 (1x), Sabotage Level
2 (2x), Burn Level 3 (1x) Dig 1 (2x), Sabotage Level 2 (2x),
Level 1 (2x), Dig Level 2 (2x), Sabotage Level 3 (1x), Shield
Dig Level 3 (1x) Level 1 (2x), Shield Level 2
(2x), Shield Level 3 (1x)
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»
»Moderate
Agility: 9
HP: 15
Powers: Bleed Level 1 (3x),
Bleed Level 2 (2x), Cheat
Level 1 (2x), Cheat Level
2 (2x), Cheat Level 3 (1x),
Discover Level 1 (2x),
Discover Level 2 (1x), Shield
Level 1 (2x)
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Items
Traits Powers
Dummy NPC
Dummy NPC