Race / Culture – The Bard’s Tale IV: Barrows Deep
You may play as any of the seven proud cultures that populate Caith. Each culture carries with it a powerful passive trait that can define your character.
Baed – Human
Occupying the southern lowlands, the Baed are the most “civilized” of Caith’s people. They are a stocky, ruddy race of farmers and craft-folk who live in small towns and stone-walled towns ruled by hereditary lords. Until recently, the Beads worshipped the traditional gods of Caith, simple deities of harvest, hearth, and hedgerow, but the growing influence of the Fatherites has pushed the old cults underground.
Passive: Baedish Studies
The Baed people are well-educated and clever. Gains 1 bonus Skill Point at level 3, 10, and 18.
Einarr – Human
Descending from the raiding peoples beyond the north sea, the Einarr live on the east coast of Caith, and the many islands that dot the sea beyond it. They are the tallest, fairest, and most sea-loving of all the people of Caith. Geographically separated from the Baed, they continue to worship the gods of their northern ancestors.
Passive: Einarr Temper
These tall and powerful people have a legendary ability to hold a grudge. Each time they’re struck in combat, they gain +1 Strength for the remainder of the fight.
Fichti – Human
The most secretive of Caith’s people, the Fichti live in the northwestern forests and survive mostly by hunting and gathering. They are small and dark-haired nature worshipers who are organized into matriarchal tribes and clans.
Passive: Fichti Watch
The Fichti are fiercely protective of their friends and family and will give their life for them if need be. Once per battle, a Fichti will absorb damage from an ally that would otherwise kill them.
Outlander – Human
Many races and peoples come over the sea to Caith – mercenaries from Ambardy, traders from Lestras and Attia, scholars from far Barabi. Some stay and settle. Others become adventurers. They all share the common struggle of being strangers in a strange land.
Passive: Outlander’s Resilience
Outlanders may come from a variety of cultures, but they all share one trait. The trials they faced in coming to Skara Brae have made them hardy and unflappable. They’re immune to poison, fire, and bleeding.
Dwarf
Dwarves come from the realm of Kinestia, where they live in vast underground holds. They are an insular race, but some find the hold life dull and claustrophobic, and so venture to the world of men, where their skills in metalwork and stonework are in high demand.
Passive: Dwarven Stubbornness
Dwarves are a stubborn and sturdy people who are almost supernaturally tenacious. Dwarves cannot be stunned, rooted, or forcibly moved.
Elf
The elves live in the realm of Arboria, a place of endless forests and abundant magic than can only be reached by magic portal, and generally they stay there, engaging in internecine intrigues and ignoring the human realm entirely. Some, however, care deeply for humankind, and leave their own land behind to help and protect their younger cousins.
Passive: Elven Wisdom
Elves are a well-educated race with innate magical abilities. Elves have +30% Intelligence and +1 maximum Spell Points.
Trow
Short, scrappy, and mischievous, trow are both loved and feared by the people of Caith. The old tales say a Trow around the house is good luck. The Fatherites, however, say they are dirty thieves who will sicken babies in their cribs. Really, they’re just ordinary folk, trying to get along as best they can – which sometimes means taking advantage of human generosity.
Passive: Trow’s Advantage
Ever the opportunists, the party gains one Opportunity when a Trow adventurer lands a killing blow. This may happen only once per turn.
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