Wild Cards’ Compendium to Khorvaire

Carmen Bianca Bakker

2022-08-17

Contents

Credits

Written & designed by Carmen Bianca Bakker

Inspired by Eberron for Savage Worlds by Kristian Serrano

Eberron created by Keith Baker and others

Savage Worlds written & designed by Shane Lacy Hensley, with Clint Black

Wild Cards’ Compendium to Khorvaire is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Dungeons & Dragons, D&D, Eberron and its respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at https://www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group.

Portions of this work are copyright Kristian Serrano, and used with permission under the condition that the author be attributed. See the hyperlink to Eberron for Savage Worlds above.

All parts of this work over which the author holds copyright are licensed under a Creative Commons Attribution 4.0 International License. © 2020 Carmen Bianca Bakker

Foreword

I fell in love with Eberron when I first encountered it in 2019. A noir-pulpy world of international politics, magical technology, cyberpunky oligarchical corporations, ancient dangers, airships, LARPing elves, and dinosaur-riding halflings? Sign me up! I love that Eberron makes the mundane so utterly fascinating. I am enthralled by the existence of its magical economy and magic-as-modern-technology. I love that its monsters aren’t objective evils to be vanquished, but a political entity of their own. I like that gods probably don’t exist, allowing a world in which the villains can be morally grey, and the gritty reality that the heroes don’t always win. And although Dungeons & Dragons is an excellent game, I struggled a lot with translating many of these mundane concepts into actual play as soon as the players reached its second tier of play.

So when I discovered Savage Worlds through Kristian Serrano on Manifest Zone, I fell in love with it like I fell in love with Eberron. It addressed the issues I had with running Eberron campaigns using D&D, and then some. I also discovered his Eberron for Savage Worlds, and greatly enjoyed thumbing through it, but it wasn’t a precise fit for me.

Wild Cards’ Compendium to Khorvaire, therefore, is my spin on this thing. Specifically, I am trying to achieve the following things:

Whether or not I succeed at these things is ultimately for the reader to decide. I am not a professional designer or writer, but I do my best.

Special thanks to Kristian Serrano for his Eberron for Savage Worlds. Not-insignificant portions of this document are borrowed from or inspired by his work. I highly recommend to check it out—Kristian Serrano is doubtlessly a more experienced writer than I am, and a lot more eyeballs have gone over his work.

With kindness,
Carmen

Namespace

The name of this document is Wild Cards’ Compendium to Khorvaire, which sounds a lot fancier than it ought to. The reason I chose the name is to avoid a namespace collision with the much more sensibly named Eberron for Savage Worlds.

Source and sharing

The source code for this document is available at https://gitlab.com/carmenbianca/compendium-to-khorvaire. It is written in a single Markdown file, and should be really easy to fork and change. Pandoc is used to generate all file formats.

You can find hosted versions of this document at:

The Wild Cards’ Expanded Compendium to Khorvaire can be found at:

As stated in the credits, all parts of this document over which I have rights are released under an attribution licence. If you wish to create a derivative version of this document, you are more than free to. In fact, you are encouraged to. While I love and appreciate feedback, one document can never possibly account for everybody’s tastes and preferences.

When you do create a derivative version, you must at a minimum attribute all authors of this document, preferably in the relevant section at the top. Also, please be mindful about not including material for which you have no permissions from the copyright holders.

Archetypes

Sometimes you want to quickly create a character or gather inspiration for a certain type of character. The list of archetypes below might help you.

None of the archetypes have any racial bonuses. Simply choose a race afterwards and add their bonuses, then choose your gear to finish the character.

Alternatively, the GM can use these archetypes as a bestiary for opponents and allies.

Aristocrat

Attributes: Agility d4, Smarts d10, Spirit d8, Strength d4, Vigor d4
Skills: Academics d8, Athletics d4, Common Knowledge d6, Gambling d4, Notice d8, Persuasion d8, Research d4, Riding d4, Stealth d4, Taunt d4
Pace: 6; Parry: 2; Toughness: 4
Hindrances: One Major, two Minor
Edges: Aristocrat, Connections

Artificer

Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills: Athletics d4, Common Knowledge d6, Fighting d4, Notice d6, Persuasion d4, Repair d8, Research d6, Science d8, Shooting d6, Stealth d4
Pace: 6; Parry: 4; Toughness: 5
Hindrances: One Major, two Minor
Edges: Arcane Background (Artificer), Mr. Fix It
Powers: Bolt, lock/unlock; Power Points: 15

Barbarian

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d8, Common Knowledge d4, Fighting d10, Intimidation d6, Notice d4, Persuasion d4, Riding d6, Stealth d4, Taunt d4
Pace: 6; Parry: 7; Toughness: 5
Hindrances: One Major, two Minor
Edges: Berserk

Bard (Magical)

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Skills: Academics d6, Athletics d4, Common Knowledge d6, Intimidation d6, Notice d4, Performance d8, Persuasion d8, Stealth d4, Taunt d6
Pace: 6; Parry: 2; Toughness: 5
Hindrances: One Major, two Minor
Edges: Arcane Background (Bard), Charismatic
Powers: Boost/lower trait, sound/silence, empathy; Power Points: 10

Bard (Non-magical)

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Skills: Academics d6, Athletics d4, Common Knowledge d6, Intimidation d6, Notice d4, Performance d8, Persuasion d8, Stealth d4, Taunt d6
Pace: 6; Parry: 2; Toughness: 5
Hindrances: One Major, two Minor
Edges: Charismatic, Reliable

Beast Master

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Skills: Athletics d4, Common Knowledge d4, Healing d6, Notice d6, Persuasion d8, Riding d6, Shooting d6, Stealth d6, Survival d6
Pace: 6; Parry: 2; Toughness: 5
Hindrances: One Major, two Minor
Edges: Beast Bond, Beast Master

Cleric

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Academics d6, Athletics d4, Common Knowledge d6, Cosmology d4, Faith d8, Fighting d6, Healing d4, Notice d6, Persuasion d6, Stealth d4
Pace: 6; Parry: 5; Toughness: 5
Hindrances: One Major, two Minor
Edges: Arcane Background (Cleric)
Powers: Healing, light/darkness, relief, sanctuary, smite; Power Points: 10

Druid

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Skills: Athletics d4, Common Knowledge d6, Cosmology d4, Faith d8, Fighting d4, Healing d4, Notice d6, Persuasion d6, Riding d4, Stealth d4, Survival d6
Pace: 6; Parry: 4; Toughness: 5
Hindrances: One Major, two Minor
Edges: Arcane Background (Druid), Beast Master
Powers: Beast friend, environmental protection, havoc, shape change, summon animal; Power Points: 10

Fighter (Melee)

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d8, Battle d4, Common Knowledge d4, Fighting d10, Intimidation d4, Notice d4, Persuasion d4, Riding d4, Stealth d6, Taunt d4
Pace: 6; Parry: 7; Toughness: 5
Hindrances: One Major, two Minor
Edges:

Fighter (Ranged) / Wandslinger

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d6
Skills: Athletics d8, Battle d4, Common Knowledge d4, Fighting d6, Notice d6, Persuasion d4, Riding d4, Shooting d10, Stealth d6
Pace: 6; Parry: 5; Toughness: 5
Hindrances: One Major, two Minor
Edges: Trademark Weapon

Inquisitive

Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d4
Skills: Academics d6, Athletics d4, Common Knowledge d6, Notice d8, Persuasion d6, Research d8, Stealth d6, Thievery d6
Pace: 6; Parry: 2; Toughness: 4
Hindrances: One Major, two Minor
Edges: Alertness, Investigator

Monk

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Common Knowledge d4, Fighting d10, Notice d6, Persuasion d4, Research d4, Stealth d6, Taunt d6
Pace: 6; Parry: 7; Toughness: 5
Hindrances: One Major, two Minor
Edges: Martial Artist

Paladin

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Academics d4, Athletics d6, Common Knowledge d4, Faith d6, Fighting d8, Healing d4, Notice d4, Persuasion d6, Riding d6, Stealth d4
Pace: 6; Parry: 6; Toughness: 5
Hindrances: One Major, two Minor
Edges: Arcane Background (Cleric), Champion
Powers: Boost trait, healing, light, sanctuary, smite; Power Points: 10

Psion

Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills: Academics d6, Athletics d4, Common Knowledge d6, Cosmology d6, Fighting d4, Notice d6, Persuasion d6, Psionics d8, Stealth d6
Pace: 6; Parry: 4; Toughness: 5
Hindrances: One Major, two Minor
Edges: Arcane Background (Psionics), Charismatic
Powers: Confusion, mind link, mind reading; Power Points: 10

Ranger

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Fighting d6, Notice d6, Persuasion d4, Shooting d8, Stealth d6, Survival d8
Pace: 6; Parry: 5; Toughness: 5
Hindrances: One Major, two Minor
Edges: Woodsman

Rogue

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d4
Skills: Athletics d8, Common Knowledge d4, Fighting d6, Gambling d4, Notice d6, Persuasion d4, Shooting d4, Stealth d8, Thievery d8
Pace: 6; Parry: 5; Toughness: 4
Hindrances: One Major, two Minor
Edges: Assassin, Thief

Sorcerer

Attributes: Agility d4, Smarts d6, Spirit d10, Strength d4, Vigor d8
Skills: Athletics d4, Common Knowledge d6, Cosmology d6, Fighting d4, Focus d10, Notice d6, Persuasion d6, Research d4, Shooting d4, Stealth d4
Pace: 6; Parry: 4; Toughness: 6
Hindrances: One Major, two Minor
Edges: Arcane Background (Sorcerer)
Powers: Burst, dispel, havoc; Power Points: 15

Warlock

Attributes: Agility d4, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Academics d6, Athletics d4, Common Knowledge d6, Cosmology d6, Fighting d4, Notice d6, Persuasion d8, Spellcasting d8, Stealth d4
Pace: 6; Parry: 4; Toughness: 5
Hindrances: One Major, two Minor
Edges: Arcane Background (Warlock/Witch), New Powers
Powers: Bolt, fear, light/darkness; Power Points: 10

Wizard

Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d4
Skills: Athletics d4, Common Knowledge d6, Notice d4, Persuasion d4, Research d8, Science d6, Shooting d6, Spellcasting d10, Stealth d4
Pace: 6; Parry: 2; Toughness: 4
Hindrances: One Major, two Minor
Edges: Arcane Background (Wizard), Scholar
Powers: Arcane protection, bolt, detect/conceal arcana, dispel, illusion, lock/unlock; Power Points: 15

Races

The below races are examples of ordinary physiology. A character may differ from that for any reason. Features that are considered especially malleable are marked with an asterisk (*) for your convenience. Each racial feature has positive or negative points associated with it. The function of these points can be found in Making Races in Savage Worlds. The below races are balanced to have 4 points.

If a racial feature does not work for your character, you can remove it, and acquire that feature’s points, then find an appropriate replacement.

If you want to adjust your character’s Size, you can do that without tweaking your character’s race, using the Small Hindrance, the Obese Hindrance, or the Brawny Edge.

Bugbears

Changelings

Drow

Dwarves

Elves

Gnomes

Goblins

Half-elves (Khoravar)

Half-orcs

Halflings

Hobgoblins

Humans

Kalashtar

Lizardfolk

Orcs

Shifters

Warforged

Hindrances

Prohibited Hindrances

Outsider

The Outsider Hindrance is removed. In its place, the Tolerance and Prejudice Setting Rule applies to everyone.

Skills

Removed Skills

The following skills are not used in Wild Cards’ Compendium to Khorvaire: Electronics, Hacking, and Occult.

Modified Skills

Science (Smarts)

Specialized knowledge of magic is part of the Science skill in Eberron. This substitutes Occult.

New Skills

Cosmology (Smarts)

Eberron is surrounded by many other planes. In the night sky, the ring of Siberys is always visible, and twelve moons dot the sky. Beneath the surface, Khyber lurks. Outside of the material plane, a dozen other planes are connected to Eberron through manifest zones. Characters roll Cosmology to know properties of these things outside of Eberron.

Edges

Prohibited Edges

The following Edges are prohibited in Wild Cards’ Compendium to Khorvaire: Double Tap, McGyver, Rapid Fire, Rock and Roll!, Two-Gun Kid.

New Edges

Dragonmark

Requirements: Novice, no other dragonmark

The character has a dragonmark appropriate to their race. It grants the ability to use dragonmark focus items and a bonus to specific skills. See the Dragonmarks table.

Additionally, they gain access to 10 dedicated Power Points using the rules of the Mystic Powers Edge (Savage Worlds Fantasy Companion). Their package depends on their specific mark. Unlike with the Mystic Powers Edge, dragonmarked characters can take an Arcane Background and cast their dragonmark’s powers using the background’s Power Points.

The Epic Mastery Edge may be used with Dragonmark.

Dragonmarks
Mark Race Skill Bonus Package
Detection Half-elf +1 to Notice rolls Detect/conceal arcana (detect has the Self Limitation), mind reading, object reading, scrying.
Finding Half-orc, human +1 to Survival rolls Darksight, farsight, locate, scrying. All have the Self Limitation.
Handling Human +1 to Riding and Persuasion rolls when dealing with animals Beast friend, boost trait (animals only), relief (animals only), summon animal.
Healing Halfling +1 to Healing rolls Boost trait (Vigor only), healing (PP cost of Greater Healing and Crippling Injuries reduced by 5), relief.
Hospitality Halfling +1 to Persuasion rolls when dealing with creatures of human intelligence Conjure item (food and water only), empathy, relief, slumber.
Making Human +1 to Repair rolls Conjure item, detect/conceal arcana (detect has the Self Limitation), dispel (targeting items only), smite.
Passage Human +1 to Driving and Riding rolls Speed (Self Limitation), telekinesis, teleport, wall walker.
Scribing Gnome +1 to Research rolls Arcane mark, mind link (Long Distance Link immediately available), speak language (Self Limitation).
Sentinel Human +1 to Athletics, Fighting, and Shooting rolls related to combat Deflection, protection, sanctuary, warrior’s gift (Self Limitation).
Shadow Elf +1 to Performance and Stealth rolls Darkness, disguise, illusion, sound/silence.
Storm Half-elf +1 to Boating and Piloting rolls Elemental manipulation (air and water only), environmental protection (air, storm, and water only), havoc, stun.
Warding Dwarf +1 to Thievery rolls related to locks and traps Barrier, lock/unlock, protection, ward.

Improved Aberrant Dragonmark

Requirements: Seasoned, Arcane Background (Aberrant Dragonmark)

The bearer of an aberrant dragonmark ignores an additional 2 points of shorting penalties to Focus rolls when casting powers granted by their mark.

Improved Aberrant Dragonmark may be selected more than once, but only once per Rank. Each time the character selects this Edge, the dragonmark changes into a larger, more complex pattern and increases in power.

Improved Integrated Armor

Requirements: Novice, Warforged

The warforged underwent a procedure to reinforce their armor. They gain another Armor +2.

Gear

Simplified Currency

To maintain compatibility with other Savage Worlds resources, the currency system in Wild Cards’ Compendium to Khorvaire is simplified compared to standard Eberron. While Eberron has copper crowns, silver sovereigns, gold galifars, and platinum dragons, Wild Cards’ Compendium to Khorvaire’s currency is exclusively expressed in sovereigns.

If you want to, you may use the other three currencies as well, but it is generally easier to keep track of a single currency.

Prices from official Eberron resources, when converted to silver sovereigns, may not make sense in Wild Cards’ Compendium to Khorvaire. Some discretion on the part of the GM is required here.

An advice for GMs who stress out over prices is to simply peg the silver sovereign to your local real-world currency. If a loaf of bread costs one Euro where you live, it costs one sovereign in Eberron. All other prices should then be ballparked along those lines.

New Melee Weapons

Scimitar, Double-Bladed: The double-bladed scimitar is the signature weapon of Valenar elves.

New Ranged Weapons

Boomerang: Boomerangs, commonly found among the halflings of the Talenta plains, are curved, polished sticks designed to return to the thrower. On a critical failure, the boomerang deviates from the thrower, including behind the thrower (see Deviation under Area Effect Attacks in Savage Worlds).

Melee Weapons
Type Damage Min Str. Weight Cost Notes
Boomerang Str+d4 d4 1 50
Scimitar, Double-Bladed Str+d6+1 d6 4 1,000 Two hands
Ranged Weapons
Type Range Damage AP ROF Min Str. Weight Cost
Boomerang 6/12/24 Str+d4 1 d4 1 50

Miscellaneous

Dragonshard, Eberron: Eberron dragonshards can be used to fuel almost any magic. They contain Power Points dependent on the size of the shard. Anyone carrying one in hand can use its Power Points as an action (incurring a Multi-Action penalty) to cast a spell or recharge a wand. The dragonshard does not recharge.

Everbright Lantern: A lantern containing an Eberron dragonshard that sheds light in a 4" radius (Dim Light up to twice that), or a Cone Template if the lantern focuses the light in a single direction. The dragonshard never stops shedding light, but one can screen the lantern.

Feather Token: A small metal disk engraved with the symbol of a feather. When the bearer falls 3" while the token is on their person, their rate of descent is slowed to 10" per round and they take no damage from falling. The feather token’s magic is then expended.

Wand of Bolts: This wand grants the wielder Bolt with the buyer’s choice of one common Power Modifier, uses Shooting or the user’s arcane skill (their choice), and has 25 Power Points. These wands come in lots of different Trappings. Additional Power Modifiers increase the price. Skilled magewrights are able to recharge these wands at a fee of 1 sovereign per Power Point.

Setting Rules

Multiple Languages

Eberron features characters and cultures who speak different languages. Use the Multiple Languages setting rule from Setting Rules in Savage Worlds.

Tolerance and Prejudice

This Setting Rule replaces the removed Outsider Hindrance. A character subtracts 2 from Persuasion rolls made to influence those who are prejudiced against their kind.

Make sure to clear up with your players how much they want or don’t want prejudice—and what kinds of prejudice—to be a part of the game. Although it’s understood that there exists bad blood between some nationalities in Eberron, you don’t have to play it up if you don’t want to.

Rationale

The Outsider Hindrance doesn’t make a whole heap of sense. It applies a blanket penalty to interactions with everyone who doesn’t share a certain characteristic with you. This isn’t how the world works. There are heaps of people—especially in a diverse world such as Eberron—who simply aren’t prejudiced.

The Outsider Hindrance forces discrimination into almost every social encounter, which may not be what the people at the table want, and may not be conducive to the fiction. This Setting Rule dials that back.

Powers

Arcane Backgrounds

Arcane Background (Aberrant Dragonmark)

Your character has manifested an aberrant dragonmark. Aberrant dragonmarks are unpredictable, and no two such marks are ever alike.

A Note on Balance

This Arcane Background is not designed to be balanced in play. Furthermore, it does not reflect the true diversity of the aberrant dragonmark. One aberrant dragonmark might attack a victim with their own worst fears; another perpetually absorbs all sound in the immediate vicinity; and another regrows miscellaneous body parts when they are wounded. Some of these abilities map cleanly onto powers (fear), but sometimes these powers are permanent (silence), or there simply exists no corresponding effect (regrowing body parts). Some creativity is required to create a compelling aberrant dragonmark, and the GM may have to adjust the rules to accommodate the player with their unique aberrant dragonmark.

Arcane Background (Artificer)

This Edge is identical to Arcane Background (Tinkerer) from the Savage Worlds Fantasy Companion.

Arcane Background (Sorcerer)

Instead of Spellcasting, the sorcerer uses Focus as their arcane skill.

New Powers

Arcane Mark

Rank: Novice
Power Points: 1
Range: Touch
Duration: Instant
Trappings: Enchanted paper, arcane runes, magically transcribed spoken words.

The caster creates a small unique arcane mark on a surface. The mark can be visible or invisible. Detect arcana will reveal an arcane mark.

Modifiers

Ward

Rank: Novice
Power Points: 1
Range: Smarts
Duration: Eight hours
Trappings: Arcane sigils, magical tripwire, enchanted dust.

The caster spends one minute to place a defensive enchantment on an object or surface no bigger than a Small Blast Template. The ward is not invisible, but difficult to discern with the eye. Notice rolls made to detect the ward suffer a -2 penalty, or -4 with a raise.

The caster determines how wards trigger (within Range), and by whom they can be triggered. Once a ward is triggered, the power ends.

As part of casting ward, the caster determines what will happen when the ward is triggered. Choose one of the effects below:

Modifiers

Bestiary

Aberrations

Dolgaunt

Attributes: Agility d10, Smarts d8, Spirit d10, Strength d8, Vigor d10
Skills: Athletics d8, Common Knowledge d4, Fighting d8, Intimidation d8, Notice d8, Stealth d8, Taunt d8
Pace: 6; Parry: 7; Toughness: 7
Hindrances: Blind
Edges: Combat Reflexes, Frenzy
Special Abilities:

Dolgrim

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Intimidation d6, Notice d6, Shooting d8, Stealth d10, Taunt d6
Pace: 6; Parry: 6 (1); Toughness: 4
Hindrances: Bloodthirsty, Ruthless (Major)
Edges: Ambidextrous, Combat Reflexes
Gear: Spear (Str+d6, Reach 1), mace (Str+d6), hand crossbow (Range 10/20/40, 2d6, AP 2), small shield (Parry +1)
Special Abilities:

Beasts

Dragonhawk

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d10
Skills: Athletics d10, Fighting d8, Intimidation d10, Notice d12, Stealth d6
Pace: 4; Parry: 6; Toughness: 11
Edges: Alertness, Extraction (Imp)
Special Abilities:

Horse, Valenar Riding

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12, Vigor d8
Skills: Athletics d12, Fighting d6, Notice d6
Pace: 16; Parry: 5; Toughness: 8
Edges:
Special Abilities:

Constructs

Expeditious Messenger

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d4-2, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d10, Persuasion d4, Stealth d8
Pace: 3; Parry: 5; Toughness: 2
Edges:
Special Abilities:

Living Spell

Living spells have an associated power. A living burning hands might have burst as associated power, living cure wounds might have healing, and living lightning bolt might have bolt.

Attributes: Agility d8, Smarts d4 (A), Spirit d4, Strength d12, Vigor d6
Skills: Fighting d4, Notice d4, Spellcasting d12
Pace: —; Parry: 4; Toughness: 9
Edges: Arcane Resistance
Special Abilities:

Deathless

♠️ Undying Councilor

Attributes: Agility d4, Smarts d10, Spirit d12, Strength d6, Vigor d8-1
Skills: Academics d12, Athletics d4, Common Knowledge d10, Cosmology d10, Faith d12, Fighting d4, Notice d10, Persuasion d10, Research d12, Science d12, Shooting d4, Stealth d4
Pace: 6; Parry: 4; Toughness: 7
Edges: Arcane Background (Wizard), Aristocrat, Elan, Fey Blood, Iron Will
Powers: Arcane protection, banish, blast, bolt, boost trait, detect/conceal arcana, dispel, divination, healing, light, scrying; Power Points: 50
Special Abilities:

Undying Soldier

Attributes: Agility d10, Smarts d6, Spirit d10, Strength d10, Vigor d8-1
Skills: Academics d8, Athletics d10, Battle d6, Common Knowledge d6, Cosmology d6, Fighting d10, Intimidation d8, Notice d8, Persuasion d8, Shooting d10, Stealth d6
Pace: 6; Parry: 9 (2); Toughness: 11 (4)
Edges: Aristocrat, Counterattack (Imp), Fey Blood, Soldier
Gear: Spear (Str+d6, Reach 1), large shield (Parry +2), bronzewood armor (+4)
Special Abilities:

Dinosaurs

Fastieth

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d8, Vigor d6
Skills: Athletics d8, Fighting d6, Intimidation d6, Notice d6, Stealth d6, Survival d6
Pace: 10; Parry: 5; Toughness: 5
Edges:
Special Abilities:

Humanoids

♠️ Bone Knight

Attributes: Agility d6, Smarts d6, Spirit d10, Strength d10, Vigor d8
Skills: Academics d8, Athletics d8, Battle d8, Common Knowledge d6, Faith d10, Fighting d10, Intimidation d10, Notice d6, Persuasion d8, Riding d8, Shooting d8, Stealth d4, Taunt d6
Pace: 6; Parry: 7; Toughness: 12 (6)
Hindrances: Code of Honor (Major), Vow (Major)
Edges: Arcane Background (Miracles), Command, Fervor, Sweep
Gear: Greatsword (Str+d10), longbow (Range 15/30/60, 2d6, AP 1), bonecraft armor (+6)
Powers: Darkness, puppet, smite, zombie; Power Points: 15

♠️ Inspired

Attributes: Agility d6, Smarts d12, Spirit d12+1, Strength d6, Vigor d6
Skills: Academics d10, Athletics d4, Common Knowledge d8, Cosmology d10, Fighting d6, Intimidation d8, Notice d10, Persuasion d12, Psionics d12, Stealth d6, Taunt d6
Pace: 6; Parry: 5; Toughness: 5
Edges: Arcane Background (Psionics), Aristocrat, Attractive, Combat Reflexes, Command, Charismatic, Mentalist
gear: Crysteel dagger (Str+d4+2)
Powers: Confusion, empathy, fear, mind link, mind reading, mind wipe, puppet, scrying, slumber; Power Points: 50
Special Abilities:

Knight Arcane/Knight Phantom

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d8, Intimidation d6, Notice d6, Persuasion d6, Riding d8, Shooting d8, Spellcasting d8, Stealth d4
Pace: 6; Parry: 8 (2); Toughness: 9 (4)
Edges: Arcane Background (Magic), Soldier
Powers: Blast, bolt, burst, detect/conceal arcana, protection, smite, summon ally (phantom steed, 4 Power Points, Duration one hour); Power Points: 15
Gear: Wand of Bolts, arming sword (Str+d8), plate armor (+4), medium shield (Parry +2)

Phantom Steed

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12, Vigor d8
Skills: Athletics d8, Fighting d4, Notice d6
Pace: 16; Parry: 4; Toughness: 8
Edges: Fleet-Footed
Special Abilities:

Wandslinger

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d4, Intimidation d6, Notice d6, Persuasion d6, Shooting d6, Stealth d4
Pace: 6; Parry: 4; Toughness: 6 (+1)
Edges:
Gear: Wand of Bolts, shortsword (Str+d6), leather armor (+1)

Warforged Soldier

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d8, Battle d6, Fighting d8, Intimidation d6, Notice d6, Shooting d8, Stealth d4, Survival d4
Pace: 6; Parry: 8 (2); Toughness: 10 (4)
Hindrances: Quirk
Edges: Soldier
Gear: Longsword (Str+d8), longbow (Range 15/30/60, 2d6, AP 1), medium shield (Parry +2)
Special Abilities:

Valenar Animals

To create your own Valenar animal, take a beast template and give it Smarts, Academics, Common Knowledge, Persuasion, and Bonding.

Valenar Hawk

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d4-2, Vigor d6
Skills: Academics d6, Athletics d8, Common Knowledge d6, Fighting d6, Notice d10, Persuasion d6, Stealth d8
Pace: 3; Parry: 5; Toughness: 2
Edges:
Special Abilities:

Valenar Hound

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Academics d6, Athletics d8, Common Knowledge d6, Fighting d6, Notice d10, Persuasion d6, Stealth d8
Pace: 8; Parry: 5; Toughness: 4
Edges: Alertness
Special Abilities:

Valenar Steed

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12, Vigor d8
Skills: Academics d6, Athletics d12, Common Knowledge d6, Fighting d6, Notice d6, Persuasion d6
Pace: 16; Parry: 5; Toughness: 8
Edges:
Special Abilities:

Undead

Karrnathi Skeleton

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d8, Battle d4, Fighting d8, Intimidation d8, Notice d4, Shooting d8, Stealth d6
Pace: 6; Parry: 6; Toughness: 10 (3)
Edges: Soldier
Gear: Longsword (Str+d8), longbow (Range 15/30/60, 2d6, AP 1), half plate armor (+3)
Special Abilities:

Karrnathi Zombie

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d10
Skills: Athletics d8, Battle d4, Fighting d8, Intimidation d8, Notice d4, Shooting d8, Stealth d6
Pace: 4; Parry: 6; Toughness: 12 (3)
Edges: Soldier
Gear: Longsword (Str+d8), longbow (Range 15/30/60, 2d6, AP 1), half plate armor (+3)
Special Abilities: