TEXT: 1
  Borakki Overview
  Description
  Borakki look like humans, but are powerfully built. An
  average Borakki stands over 7 feet tall and has a strong back
  and muscled limbs. Borakki have light skin and thick hair
  ranging from white to light brown or red.
  Lands
  Borakki occupy the rugged hills and mountains to the north
  of Bostonia. Their land is broken and rocky with long grasses
  and scrub covering the hillsides and plateaus. Pine forests are
  common in the higher elevations and birch and aspen grow
  in the valleys.
  Government
  Borakki society is based on the idea of a clan. Clans are
  groups of families joined together by proximity, common
  goals or blood and political ties. Each clan consists of a head
  family and from 30-200 families. An average clan has about
  600 members and there are nearly 1000 clans in the Borakki
  homeland.
  Each clan is ruled by the leader of the head family, called a
  Gaerkan (GAR - kan). The Gaerkan assigns work, makes
  treaties with other clans and metes out justice. His word is
  law unless superceded by a priest or a king.
  A collection of clans joined by treaty, blood or marriage is
  called a nation. There are three Borakki nations, The Great
  Western Nation, The Cragshold and the Nation of Bor's
  Children. Each nation is ruled by a king, called a Balarkan
  (BAL - er - ken). Balarken mediate clan disputes and protect
  the clan from outside threats. Balarken are chosen differently
  by each nation according to their custom. For instance, the
  Great Western Nation elects a king every eight years.
  Cragshold chooses its king by heredity. Bor's Children
  choose their king by holding contests of strength and courage
  every ten years.
  Internal Relations
  Borakki clans are continuously competing for resources and
  influence. Borakki clansmen often conduct cattle raids on
  their neighbors. These raids hone the warriors' skills and
  enrich the clan's stables. Usually, cattle raids are meant to be
  non-lethal affairs, conducted with nets, bludgeons and slings.
  The battles are matters of honor and are hotly contested.
  Warriors get hurt, but no one is killed.
  Internal conflicts of a larger scale or intensity are rare
  between Borakki. In Borakki history, there have only been
  three wars between nations. Two of the conflicts started as
  disputes over logging and mining sites that escalated over
  the course of years. The final war resulted from two Balarkan
  settling a blood feud. In most cases, the traditions and laws of
  the Borakki nations make it hard for a Balarkan to raise an
  army to make war on other Borakki. If the nation's clans do
  not support a war, then peaceful resolution is likely.
  External Relations
  The Great Western Nation and The Nation of Bor's Children
  border the Bostonians to their south. Historically, Borakki
  and Bostonians have enjoyed good relations. Both sides
  welcome trade and cooperation with their neighbor. Borakki
  traders make frequent forays to Ansbrook, Blumbirith and
  Salem, as well as the small mining camps and villages of the
  north. At times, relations are strained due to the Bostonians'
  distaste for the pagan religion of the Borakki. However, the
  Bostonian Church has remained tolerant of the Borakki ways
  in hopes of converting them. Several missions have been
  built near the border and missionaries regularly enter
  Borakki lands.
  All Borakki nations share territory with the Brown Ratlings.
  Brown Ratlings are considered a nuisance to the clans. They
  steal cattle and raid merchants. Borakki mines sometimes
  damage Ratling burrows and provoke attacks. Though they
  are not numerous, organized or ferocious enough to be
  considered a real threat, most clans will actively hunt Brown
  Ratlings in an attempt to drive them away. 
  There are rare occasions where a clan might engage in
  positive relations with a Brown Ratling burrow. Trade
  agreements have been made between several burrows and
  mining clans. Often, the Brown Ratlings will trade labor and
  tunneling expertise for finished goods and weapons. Where
  White Ratlings are found, Browns and Borakki have
  sometimes allied against their common foe.
  The Great Western Nation and Cragshold are plagued by
  White Ratlings. There are several White Ratling enclaves
  hidden within these nations and a couple massive enclaves
  just outside Borakki territory. White Ratlings are aggressive,
  organized and expansionist and will attack settlements to
  obtain goods, slaves and territory. Many clans find
  themselves battling White Ratlings every year. They are
  considered a serious threat.
  Family
  Borakki tend to favor large families. Families of 4-7 children
  are the norm and having 8 or more children is common.
  Borakki believe that children bring laborers, warriors and
  future leaders to the clan. Children are valued and included
  at an early age in the day-to-day business of their family.
  Families are ruled by the eldest male. Once a man is too
  feeble to accompany his clansmen on a cattle raid, then
  control passes to his oldest son. Elder men are respected for
  their experience and wisdom and are still consulted before
  major decisions are made.
  
  2
  Borakki women have restricted access to power. Women
  cannot be heads of families. Thus, they do not have final say
  in business or political affairs and they cannot become
  Gaerkan or Balarkan. Still, women are an important part of
  Borakki society. They control much of the daily operation of
  their household. They work beside their men in the fields, the
  shops and the battlefield. They are permitted to speak in
  assemblies and testify before clan leaders and kings. Often,
  the women of a clan form a taban (TAY - ben) -- a gathering.
  Here the women of a clan decide on issues and present a
  single, unified voice to the men. Since women make up a
  considerable fraction of a clan's workforce, taban wield
  considerable influence.
  Food and Drink
  Borakki clans base their wealth on their livestock. Cattle,
  sheep, oxen and goats are common. Borakki rely on these
  animals for meat, milk, cheese and butter. The lowlands are
  fertile and used to grow wheat and rye. Hillier land is used
  for grazing and to grow potatoes, cabbage, turnips, radishes,
  carrots and rockroot. Some clans raise fowl and those near
  rivers and lakes fish for trout and salmon. Various highland
  berries, gin nuts, stoor honey, mountain lion and boar
  supplement the Borakki diet.
  Economy
  Many of the tree species that grow in Borakki lands are
  softwood trees. Stands of hardwood are rare. Those that exist
  are forested to produce timber for buildings and furniture.
  Hardwood forests are coveted by the clans near them. Most
  hardwood used in Borakki buildings is imported from
  Bostonia.
  Borakki lands are rich in mineral wealth. Tin, zinc, gold and
  silver veins exist. Much of this remains untapped though as
  many Borakki have a distaste for dark, claustrophobic mines.
  Mining families exist, but they are rare and considered
  eccentric. In some cases Brown Ratlings are used to build
  tunnels. Bostonian miners have also come north to work the
  Borakki hillsides.
  Two metals that are rare in Bostonia exist here in abundance.
  These are Urandine and Beggar's Silver. Urandine is a dull,
  soft, dark gray metal. It is easy to work and is used to make
  pipes, fittings and alchemical equipment. In addition, it can
  be alloyed with iron and tin to make Borakki Steel from
  which many Borakki weapons are made. Beggar's Silver is a
  shiny silver ore that is fairly light and brittle. Alloyed with
  iron, it forms a strong and light steel called Brightsteel. 
  Borakki weapon smiths are some of the finest in the world.
  Borakki weapons are well balanced, sharp and powerful.
  Traditionally though, they are made of the heavy Borakki
  Steel and can only be used by Borakki or the strongest human
  warriors. More recently, Brightsteel weapons have become
  more common. These are lighter, but still retain many of the
  fine qualities of Borakki weaponry. Most of these weapons
  are shipped south for trade in Bostonia.
  Borakki use a unique creature as a source of labor and food.
  Stoors are huge, furred ants that are found in underground
  nests in the northern hills. Borakki sometimes make forays
  into stoor nests to collect eggs that they hatch. Stoors are used
  for heavy farm labor, as pack animals and as mounts in
  battle. Stoors cannot be trained. The creatures are controlled
  by alchemical scents that are placed on their antennae or
  along the ground. These scents can calm the creature, incite it
  or guide it along a path. Useful as Stoors are, they are hard to
  capture and feed. Thus, they are rare and available only to
  clans with the resources to keep them.
  Stoor honey is a thick, sweet liquid much in demand in
  Borakki lands. In stoor nests, certain of the ants are found
  hanging from chamber ceilings, their thoraxes bloated with
  gallons of stoor honey. No one has discovered how to induce
  this state in a stoor; so brave collectors will raid nests to
  obtain the liquid.
  Clothing
  The northern lands are cold and damp much of the year.
  Summers are pleasant, but wet and short. Winters are long
  and harsh. Borakki dress to weather the cold. Furs, heavy
  woolen cloth and leathers are standard. Most clothing is dull
  colored as only black, red and orange dyes are common.
  Typical travel garb consists of leather boots, leather or
  woolen leggings, leather vest, wool shirt and a fur or fur-
  lined coat or cloak. Reed spun cloth is available to some
  clans. Fibrous reeds called Greenwisps are collected from
  lakes and streams. Their fibers are extracted and woven into
  a light, breathable, green cloth. When necessary, leather
  goods are rubbed in fat to waterproof them.
  Buildings
  Stone is the most common building material. Borakki lands
  have little hardwood forests so timber is not often used in
  large construction. Stones from quarries or riverbeds are
  mortared together for most large buildings. Smaller
  structures are built using a mix of mortar, an adobe-like
  substance and gravel. When ancient sites are found,
  stonecutters are called to cut the ancient walls into massive
  blocks that are then used to build military strongholds,
  communal buildings and homes for the powerful.
  Each clan has different housing patterns. Some build rows of
  longhouses in which 5-10 families dwell. Others allow each
  family to construct its own small house, made of stone and
  mud. Most clans build some permanent community space
  such as storehouses or meetinghouses. Some huts herd
  migratory animals and travel with the herds. These clans use
  temporary mud huts or tents for living space.
  Recently, trade towns and cities have developed along
  crossroads, rivers and at the borders between clans. The
  largest Borakki cities have around 10-15,000 inhabitants. The
  emergence of cities marks a divergence from clan life. Urban
  dwellers still belong to a clan, but have left their clan to live
  and work in the city. Some cities have "clan streets" where
  several members of the same clan have taken residence. In
  many cases, the streets of a Borakki city mirror the political
  situation of the Borakki people as a whole.
  
  3
  Religion
  There is no organized church in Borakki society. The Borakki
  often say that they "carry their gods with them." Worship is a
  personal and family matter. Each family passes their
  traditions and prayers from generation to generation. Most
  Borakki have a god to which they say a prayer or to which
  the pay tribute each day. This private worship fulfils the
  individual's daily obligation to the gods. However, on holy
  days, or when special guidance or favor is needed, Borakki
  go to a temple to worship.
  There are few temples in Borakki lands. Certain places are
  considered holy due to some natural quality or because they
  are featured in some legend. Temples are built on these sites.
  Borakki temples can be found everywhere from the cities to
  the most remote rocky crags. They range from elaborate
  buildings decorated with fountains and statues to a stone
  marker and boulder carved to receive sacrifices.
  Temple worship is often accompanied by an appropriate
  sacrifice. Livestock and wild animals are often accepted. Each
  god will accept different items for sacrifice based on their
  spheres and disposition. For example, Horthan accepts
  worked goods and Zephyrn takes sacrifices of grain. A priest
  oversees all temple worship and sacrifice.
  Each temple will have a priest and from 1-3 acolytes. These
  servants of the gods maintain the temple and preside over
  services there. Priests are considered outside normal Borakki
  society. 
  They 
  are 
  often 
  isolated, 
  passing 
  time 
  by
  contemplating the virtues of their patron god, fixing or
  improving the temple site, or training their students in the
  ways of the gods. Each god has a magical rune associated
  with it. Priests take the rune of their patron and can take
  other runes, though not those of the other gods.
  Priests choose acolytes from the ranks of the clans' children.
  Priests will travel to nearby clan homes and choose the
  children they want to accompany them. Children with red
  hair are often chosen because the Borakki believe that red
  hair is a sign of magical prowess. The clans give up their
  children without argument since to refuse would be an
  affront to the gods.
  Gods of the Borakki
  Bor
  Bor is the god of strength, power, leadership and excellence
  in battle. He is a patron of warriors and kings. He favors
  wisdom, honor, honesty, plain dealing, families and herding.
  He is god of summer and father of all Borakki. Bor favors the
  hammer in battle. He appears as a huge, white-haired
  Borakki man, or as a white bear.
  Borakki believe that the world started as a place of darkness,
  ruled by nightmares and terrors called Shadows. Then the
  Cleansing Fire came and destroyed the Shadows and gave
  the world light. Bor was born in the explosion of Cleansing
  Fire to heal the world and rebuild the land. Once he finished
  that task, he took the "bones of the earth" and created Bor's
  Children -- Borakki.
  Temples to Bor are often found at the sites of great battles
  and at the foot of large mountains and rock outcroppings.
  Some of Bor's temples are adorned with regal thrones, murals
  and fine furnishings while others are more spartan
  structures. All temples have some type of crude statues
  depicting bears, or powerful warriors engaging in feats of
  strength.
  Priests of Bor are considered the wisest of all the priests. They
  are warriors and diplomats. They are often consulted by
  gaerkan and balarkan for advice. They mediate disputes,
  broker treaties and teach battlefield tactics.
  Toron
  Toron is the god of death, disease, necromancy, night and
  stealth. He is patron of thieves and necromancers as well as
  doctors and alchemists. He favors magic, sorcerers,
  cleverness, trickery, miners and thieves. He is god of fall and
  oversees the harvest. Toron favors stealth or magic over
  battle, but wields a poleax when needed. He appears as a
  Borakki man with bright red hair, or as a huge bat.
  Borakki believe that the spirits of the dead travel
  underground until they find Toron's court where they reside.
  Toron guides and protects the spirits from the Shadows that
  still lurk deep underground. Toron also judges the spirits.
  Those that the gods find worthy are allowed to rest. The
  unworthy are made to toil at the beck and call of
  necromancers for all time.
  Temples to Toron are found in caves, swamps, near mines or
  at the site of mass deaths. Temples are often little more than
  an ornate stone altar surrounded by many markers of bones
  and skulls.
  Priests of Toron are divided into two cults. The Hemacaer
  (HEM - eh - car) are healers and alchemists. They worship
  Toron's stewardship over the dead and his battle with the
  remaining Shadows. Toron's second cult, The Shunned,
  worship Toron as judge of the dead and god of night. The
  Shunned are often necromancers that use undead constructs
  to do their bidding. They are outcasts -- tolerated, but not
  permitted to operate in normal society. These two cults hate
  each other and continuously work to undermine the
  operations of their rival.
  Horthan
  Horthan is god of the forge, craftsmanship, skill and
  building. He is the patron of smiths and all craftsmen. He
  favors hard work, trade, cities, innovation and civilization.
  He has no season. He favors a sword and shield in battle. He
  appears as a muscled and dirty Borakki carrying smith's
  tools, or as a beaver.
  Horthan was born when the Cleansing Fire touched the
  earth. The contact of the fire and earth formed the various
  metals found in the ground. Horthan was also created in this
  event and the same metals that flow in the earth flow in his
  veins. Soon after Bor created Borakki, Horthan was teaching
  them to work the earth and the metal therein.
  
  4
  Horthan is a god of construction and crafts. His temples are
  not found near natural sites, but rather near the works of
  Borakki. Each city has a temple of Horthan near the
  marketplace. Temples to Horthan can be found near some
  mines, dams, and bridges -- anywhere a feat of engineering
  has taken place. In addition, the Borakki have built shrines to
  Horthan near impressive ancient sites. 
  Priests of Horthan are artists, traders, craftsmen and teachers.
  Horthan's temples serve as schools for arts and crafts. Priests
  oversee building projects and run caravans of goods to the
  human cities.
  Sil
  Sil is goddess of the valley, agriculture, nature, plants and
  animals. She is the patron of farmers and loggers, but also
  protector of the deep forests. She favors harmony with nature
  and living within its means. Hers is the spring thaw. She
  wields a scythe and wooden shield into battle. She is a tall,
  voluptuous woman in flowing robes. Her blonde hair is
  made up in braids adorned with wildflowers. She also
  appears as any woodland animal.
  Sil is the child of Bor and Helene. As a "second generation"
  goddess, she is more closely tied to the mortal world than are
  the gods born of Cleansing Fire. Sil is said to visit the forests
  and hills of Borakki lands often, tending to her hidden
  gardens. She is the only being able to stand the sight of her
  mother.
  Temples to Sil are found deep in the woods in groves of great
  beauty and serenity. Temples are built to blend into nature.
  Many temples are simply an area with rocks, water, trees and
  wildflowers in a striking arrangement. If a structure is
  present, it is small and open.
  Priests of Sil lead lives of quiet contemplation. They are
  isolated from Borakki society and are perfectly at home alone
  in the wilderness. They are expert woodsmen living in
  harmony with nature. They are charged with protecting their
  woods from unnatural creatures and to make sure that
  anyone taking from the land is offering a proper sacrifice.
  Zephyrn
  Zephyrn is the god of the wind, storms and the sea. He is the
  patron of sailors and is the god of the winter. He favors long,
  harsh winters, blizzards and people who are drowning or
  freezing to death. He wields a long spear tipped with ice. He
  appears as a tall, almost starved Borakki man in tattered
  clothes. Alternately, he appears as a winter wolf.
  Of all the gods, Zephyrn is the only one considered wholly
  evil. He is the child of Barda -- born from her blood just
  before she turned to stone. He hates the other gods for what
  was done to his mother. His breath is the chill wind and his
  touch is the numbness in a travelers limbs. He is said to bring
  the harsh Borakki winters out of disdain for Bor's children.
  Borakki fear Zephyrn and sacrifice to him in hopes of
  appeasing his appetite for destruction. Common temples to
  Zephyrn are simply carved stones placed in a circle. They are
  built on rocky crags and lonely mountaintops. Docks and
  lighthouses often have Zephyrn's shrines nearby.
  Borakki believe that active worship of Zephyrn is depraved.
  Most common temples have someone designated to maintain
  it, but this person is not a priest. There are priests of Zephyrn,
  but they are outcasts, hoping to exchange their worship for
  some of the god's awesome destructive power. Zephyrn's
  cult is despised and destroyed wherever possible.
  Helene & Barda
  Helene and her twin Barda were goddesses of the sea. Like
  Bor, they were born when the Cleansing Fire exploded into
  light. However, both were born trapped on an island and
  held there by an ancient magic and a beast of great power.
  Bor rescued the two goddesses and created a bridge of land
  to the island, breaking the ancient seals that held them
  prisoner.
  Both sisters loved Bor. Bor fell in love with Helena and
  married her. Helena bore two children, a son and daughter.
  Barda became jealous of their love and plotted against her
  sister. She returned to the island that once held them prisoner
  and studied the strange ancient sigils there. Once her magic
  became powerful she ambushed her sister and transformed
  her into a hideous creature like the one that tormented them
  on their island. Helene's face drained of color and her skin
  seemed to mold to the bone underneath. She grew scales,
  talons and her head sprouted poisonous snakes. When she
  turned to ask her son for help, he was turned to stone.
  Bor's rage found Barda. He struck her down and as he did so,
  she fell to the earth and turned to stone. When he tried to
  help his bride, she had fled into the mortal world. Helene's
  daughter, Sil followed her and comforted her. Still, nothing
  could be done. Helene fled and hid herself in the darkest
  corners of the mortal world, never to be seen again.
  Helene is said to dwell in the deepest cave in the world. Over
  the years, she has gone insane and now spends her days
  creating the terrible beasts that plague her nightmares. She
  lets these beasts out into the world for her twisted
  amusement. Barda is a gigantic statue lying half buried
  under Grundermont ("Mountain of Treachery"). Whether she
  is dead, or just dormant is unknown.
  
  5
  Rules
  Stat Modifiers
  Racial Traits
  Resistant to Cold: Borakki are naturally resistant to cold
  weather. In any temperature above freezing, a Borakki
  would be comfortable in light (summer) clothing. In
  freezing weather, a Borakki would have to wear heavier
  clothing, but any penalties or damage from the cold
  would be halved. In addition, saves against cold related
  spells or effects are at a +2 and any damage is reduced by
  1 point/die.
  Dislike of Heat: In hot summer weather, Borakki sweat
  and are generally uncomfortable. When the temperature
  hits 80 degrees F (about 25 degrees C), they will take a –1
  to all skill rolls due to this discomfort. All heat based
  saves are at a –2.
  Templates
  Description
  Borakki have a tradition of storytelling. Bards are a way
  of keeping old legends alive as well as a way of passing
  news of the land from clan to clan. Bards are wandering
  musicians and storytellers, traveling from town to town,
  telling their tales for a few coin or free food and lodging.
  Some bards travel with heroes or follow priests and kings
  so they may later tell of their exploits.
  Suggested Attributes
  CHA, INT, PER
  Suggested Limitations
  Clanless: This character is outside the clan structure that
  is prevalent in Borakki society. He has no clan or family.
  This means that other Borakki will tolerate him, but likely
  treat him as a second-class citizen. In addition, his rights
  under the law are lessened. If his station is known, the
  character has a -2 in social situations with other Borakki.
  (4 points)
  Flirt: This character loves to flirt and cavort with
  members of the opposite sex. Depending on the situation,
  this can get him in a fair bit of trouble. (2-3 points)
  Loves a Good Story: This character will do just about any
  crazy thing to be on the scene when an epic story breaks.
  This desire will tend to get the character involved in
  dangerous situations. (1-2 points)
  Description
  A minute number of Borakki children are born with stark
  white hair. These children are considered blessed by Bor
  and are said to have part of his strength within them.
  These children are trained as warriors by their clan. Once
  their warrior training is complete, they strike out and find
  a temple of Bor. The priest there tells them of their legacy,
  their power and what must be done to unlock it.
  Each of the Blessed must perform a service to Bor and to
  the Borakki people. The service could be nearly anything.
  This could mean killing some terrible beast that roams the
  tundra, or it could mean constructing a grand temple to
  Bor, or it could mean exploring new lands. Each of the
  Blessed is required to find his own way to serve Bor.
  Once the service is performed, Bor appears to the Blessed
  in a dream and leads them to the final test, which is a test
  of strength and courage. Upon passing this test, the
  character is Vehlbor (VEEL - bor), Blessed of Bor. This is a
  great honor among the Borakki. In addition, the Blessed
  can turn into a large, white bear when in need.
  Suggested Attributes
  STR, TOU, DEX, AGI
  Suggested Limitations
  Always Seeking to Help Others: This character needs to
  help others and is always looking to do so. This could be
  physical, spiritual or financial aid. He is willing to do
  Borakki
  STR +3
  AGI -12
  DEX  -1
  TOU +3
  SPI -2
  INT -1
  Bard
  Carouse+1
  Combat: Choose
  Combat: Choose
  Converse +1
  Craft: Musician 
  Craft: Storyteller 
  Etiquette
  Kn: Legends and Myths
  Literate
  Orate
  Persuade
  Pickpocket
  Trade
  +26 Buy Points
  Blessed of Bor
  Blessed of Bor
  Combat: Choose+1
  Combat: Unarmed +2
  +5 Hit Points
  Repair
  Tactics, Personal
  +26/23 Buy Points (see below)
  
  6
  whatever it takes to help those in need, even if it puts him
  in a bad position. (3-4 points)
  Proud: The character is proud of his abilities, or position.
  He feels superior to others around him. He takes an
  instant dislike to people that do not pay him proper
  respect. (2 points) 
  Stark White Hair: The character has stark white hair. This
  is unusual and people tend to take note of it. (1 point)
  Description
  The Cal Tundel are a mercenary company that wanders
  the lands, selling their skills to gaerken and balarken in
  need. This company is one of the few Borakki companies
  that exist. They are known for boisterous ways and their
  unmatched ferocity in battle. 
  Their training and fighting style is unique. Cal Tundel
  train by bathing in frigid winter river water. While
  training, they learn to control their breathing as well as
  their body's response to stimuli. When they fight, Cal
  Tundel go into battle bare-chested, dancing among their
  opponents and swinging madly. More surprising is the
  fact that the entire time they do so, they hold their breath.
  This breath control is said to imbue members of this
  company 
  with 
  powerful 
  rage 
  and 
  superhuman
  toughness.
  Suggested Attributes
  STR, TOU
  Suggested Limitations
  Alcohol Compulsion: The character will drink whenever
  the opportunity presents itself. The character will be
  afflicted with drunkenness and hangover. A drunk
  character gets a -3 to skills and attribute checks (except
  STR and TOU), but gets 5 extra HITS due to pain
  resistance. (1-6 points)
  Clanless: This character is outside the clan structure that
  is prevalent in Borakki society. He has no clan or family.
  This means that other Borakki will tolerate him, but likely
  treat him as a second-class citizen. In addition, his rights
  under the law are lessened. If his station is known, the
  character has a -2 in social situations with other Borakki.
  (4 points)
  Hates Ratlings: The character has fought ratlings for years
  and sees them all as vermin. He will go out of his way to
  destroy ratmen. Even civilized ratmen face his scorn. (2
  points)
  Quick Temper: This character gets angry for almost any
  perceived slight. Unless the situation is defused quickly,
  things tend to get out of hand. (3 points)
  Rowdy: This character has a reputation for boisterous
  behavior, getting into trouble and starting fights. He will
  be closely watched by the authorities anywhere he goes.
  (2 points)
  Description
  This is a basic template that gives an idea of a typical
  warrior from a herding clan. This character tends for the
  clan's animals, occasionally hunts for game, fights when
  there is need and raids to keep his skills and sense of
  honor sharp.
  Suggested Attributes
  STR, DEX, TOU, AGI
  Suggested Limitations
  Boss, Clan: This character is a member of his clan and
  when the clan needs him, he will respond. (1-4 points)
  Claustraphobic: This character has a fear of tight enclosed
  spaces. He will avoid them if at all possible. If he has to
  enter such a space, he will be at a -2 to all actions due to
  fear. (3 points)
  Hates Ratlings: The character has fought ratlings for years
  and sees them all as vermin. He will go out of his way to
  destroy ratmen. Even civilized ratmen face his scorn. (2
  points)
  Rivalry: This character has a rival within his clan. He and
  his rival vie for the attention of the clan leaders and the
  available members of the opposite sex. This character will
  do anything he can to show up his rival. (2-4 points)
  Cal Tundel
  Berserk Rage
  Carousing
  Combat: Choose +2
  Combat: Choose +1
  Fight with Wild Abandon
  +7 Hit Points
  Swim
  +14 Buy Points
  Clansman, Herding
  Animal Handler +1
  Climb
  Choose: Survival: Hills, Swim, Navigate, Riding
  Combat: Choose
  Combat: Cudgel, Net, Sling or Staff
  Craft: Herding +1
  Kn: Clan
  Kn: Local Lands +2
  Kn: Local Predators
  Repair
  +32 Buy Points
  
  7
  Description
  This template gives an idea of a typical member of a
  mining clan. This character is at home in the dark, dank
  underground of the mines. Mining clansmen might find
  themselves digging for mineral wealth, fighting denizens
  of the underground or negotiating with brown ratlings. 
  Suggested Attributes
  STR, TOU, PER
  Suggested Limitations
  Boss, Clan: This character is a member of his clan and
  when the clan needs him, he will respond. (1-4 points)
  Crazy: Borakki from mining clans are often perceived as
  being eccentric and perhaps a little crazy. (1-2 points)
  Mining Clan: Members of mining clans are considered a
  little strange by the majority of Borakki (1 point)
  Rivalry: This character has a rival within his clan. He and
  his rival vie for the attention of the clan leaders and the
  available members of the opposite sex. This character will
  do anything he can to show up his rival. (2-4 points)
  Description
  In the northern part of Borakki lands, there dwells a
  mysterious creature called a Dire. Dires are tall, gaunt
  humanoids with oversized, clawed hands. They are
  rumored to be able to read the thoughts of other
  intelligent beings and have some ability to tell the future.
  These creatures are hunted and their bones used in a
  unique divination spell.
  A direbone seer is a character that has mastered the use of
  direbones to divine a person's fortune, or to portend
  future events. Only a handful of Borakki have this skill
  and their talents are highly sought. All three balarkan
  have direbone seers to advise them. Having a seer in your
  clan is considered lucky for the clan. Ironically, the seers
  do not share this luck. Direbones are said to be cursed
  and this rumor is backed up by accounts of many seers
  meeting their ends in unfortunate and improbable ways.
  Suggested Attributes
  SPI, INT, CHA
  Suggested Limitations
  Boss, Gaerkan or Balarkan: Seers are important and most
  leaders that have one tend to keep a close eye on him so
  as not to lose his services. (5-6 points) 
  Cannot Lie: Certain seers teach their students to always
  be honest, lest they lose the trust of their masters. This
  could be as simple as not lying when telling a fortune (1
  point), to never lying (4 points).
  Uncomfortable Aura: There are many rumors and stories
  about seers and they tend to make most people nervous.
  (1-2 points)
  Unluck: There are many accounts of seers being killed in
  improbable ways. Seers have drowned in bath basins and
  been accidentally beheaded by their masters. One
  particularly odd story has a seer tripping over his own
  dropped bone bag and falling down a flight of steps.
  Another seer was called to read the spilled bones and was
  so disturbed by what he saw; he fled the scene, tossing his
  own bones to the ground behind him. Perhaps the Dire
  wants its bones back? (4-8 points)
  Description
  Priests of Bor serve many purposes. They can be found
  acting as advisors, judges, generals, diplomats and
  teachers. Their mixture of strength and wisdom make
  them a respected part of Borakki society. The younger
  priests often maintain the temples and train warriors
  Clansman, Mining
  Climb
  Combat: Choose +1
  Craft: Miner (str/tou/per) +2
  Kn: Brown Ratling
  Kn: Clan
  Kn: Gems & Metals +2
  Kn: Clan Mines
  Kn: Ratlngs
  Lang: Brown Ratling
  Repair
  Survival: Underground
  Trade
  +29 Buy Points
  Direbone Seer
  Ancient Knowledge
  Ritual Spells: 8 points
  Ritual Spell: Direbones
  Craft: Advisor
  Craft: Fortune Teller
  Kn: Borakki Clans
  Kn: Clan +1
  Kn: Legends and Lore +2
  Kn: Signs and Omens +2
  Orate
  Persuade
  +23 Buy Points
  Priest of Bor
  Administrate
  Combat: Choose
  Combat: Mace/Hammer +1
  Diplomat
  +3 Hit Points
  Kn: Clan Leaders
  Kn: Clans
  Literate
  Magic: Mark of the White Bear
  Orate
  Persuade
  Tactics, Army
  Tactics, Personal
  Theology
  +17 Buy Points/+24 Buy Points (no rune)
  
  8
  while the wiser priests travel to the clans and offer their
  services.
  Priests are usually chosen from the ranks of the nearby
  clans every few years. New acolytes are chosen when
  they are just reaching adulthood (about 12-15 years).
  Redheaded children are preferred, but Bor will take
  anyone that proves themselves a capable warrior with
  leadership abilities.
  While not having the organization of the Bostonian
  Church, Bor’s temples are more structured than that of
  the other gods in the Borakki pantheon. A hierarchy
  exists wherein the older priests teach the new acolytes the
  skills of war and diplomacy. 
  Suggested Attributes
  STR, TOU, WIL, INT, CHA
  Suggested Limitations
  Responsible for Others: Priests of Bor are taught that they
  have a responsibility for the Borakki people. They feel the
  need to guide the clans and maintain the peace. It is rare
  that a priest of Bor will ignore a call for aid. (3-5 points)
  Boss, Temple: Priests are beholden to protect their temple
  and follow the orders of older priests. As a priest gains
  experience, they are permitted to leave the temple and
  seek their own way to aid and guide the clans. (1-4
  points)
  Hunted, Barda’s Cult: Several small cults dedicated to
  reviving the dormant goddess Barda exist. The cults often
  disagree how to achieve their goals. However, at least one
  such cult seeks to sacrifice Bor’s priests to the statue of
  Barda at Grundermount. (2 points)
  Hatred of Zephyrn Cult: Priests of Bor often battle the
  priests of Zephyrn. (2-3 points)
  Description
  Horthan’s priests are craftsmen, traders and teachers.
  Temples to Horthan can be found in every large city in
  Borakki lands. Temples are centers of trade, crafts and
  learning. Each temple is run by a single priest assisted by
  one or more acolytes.  However, priests of Horthan are
  rarely found minding their temples as they often lead
  caravans to Bostonia, or organize the construction of
  dams and forts.
  Some priests of Horthan have learned the arcane art of
  runecarving. The weapons they carve are kept for use in
  defense of the temples, or given to those who earn the
  favor of Horthan.
  Suggested Attributes
  DEX, INT, WIL
  Suggested Limitations
  Disdain of Other Runecarvers: Priests of Horthan do not
  feel it is appropriate to sell carved weapons. They
  condone giving them as gifts or using them personally,
  but selling such weapons is considered cheap and
  disrespectful to Horthan. This character treats other
  mercantile runecarvers poorly and will try to convince
  them to change their practices. (1 point)
  Cannot Pass Up a Deal: Like most traders, priests of
  Horthan find it hard to pass on a good deal. (1-3 points)
  Hatred of Zephyrn Cult: Priests of Horthan often battle
  the priests of Zephyrn. (2-3 points)
  Description
  Priests of Sil are reclusive wilderness dwellers. They
  quietly mind their temple and the surrounding lands and
  pay little mind to the goings on of the rest of the world.
  They protect their territory, keeping it free from
  unnatural creatures and monitoring the encroachment of
  the civilized peoples.
  It is rare to find a priest of Sil adventuring. When they do,
  it is often to protect, reclaim or avenge their land.
  Suggested Attributes
  INT, PER, WIL
  Suggested Limitations
  Reclusive: This character is used to being alone. They are
  uncomfortable in social situations. Depending on the
  points awarded, this could be a –1 to –3 to all social skills.
  (2-4 points)
  Hates White Ratlings: This character spends a great deal
  of time fighting the encroachment of white ratlings into
  Priest of Horthan
  Combat: Shield
  Combat: Sword 
  Craft: Armorsmith +2
  Craft: Toolsmith +2
  Craft: Weaponsmith +2
  Engineer
  Literate
  Magic: Horthan's Hammer
  Repair
  Runecarving 
  Theology
  Trade  
  +18 Buy Points/+23 Buy Points (no runecarving)
  Priest of Sil
  Animal Affinity
  Climb
  Combat: Scythe
  Combat: Shield
  Herbalism
  Magic: Grotto of Sil
  Navigate
  Survival: Arctic
  Survival: Woods
  Survival: Set Snares
  Swim
  Theology
  Track
  +16 Buy Points
  
  9
  his territory. He will not pass up a chance to strike at
  these creatures. Points awarded depend on the frequency
  of white ratlings in the game. (1-5 points)
  Description
  In Borakki society, necromancy is not a crime. Toron uses
  the eternal servitude of walking death to punish the souls
  of Borakki that were unworthy in life. The Shunned carry
  out this judgment and use necromantic magic to create
  undead servants and warriors. 
  The Shunned are outcasts, worshipping and practicing
  their craft in the remote corners of Borakki lands. They
  rob graves, and experiment with dead bodies. If it can be
  helped, clansmen will not deal with these priests.
  However, proper respect must be given to Toron and so
  Shunned are not persecuted. In fact, in times of war,
  desperate Balarken have been known to ask these priests
  for assistance to defeat enemies of the Borakki.
  Suggested Attributes
  TOU, SPI, WIL
  Suggested Limitations
  Reclusive: This character is used to being alone. They are
  uncomfortable in social situations. Depending on the
  points awarded, this could be a –1 to –3 to all social skills.
  (2-4 points)
  Clanless: This character is outside the clan structure that
  is prevalent in Borakki society. He has no clan or family.
  This means that other Borakki will tolerate him, but likely
  treat him as a second-class citizen. In addition, his rights
  under the law are lessened. If his station is known, the
  character has a -2 in social situations with other Borakki.
  (4 points)
  Hates Hemacaer: The two cults of Toron continuously
  undermine and battle one another. (2-3 points)
  Smells Funny: Endless exposure to rotting flesh has given
  this character an odor that is hard to conceal. (3 points)
  Fascinated with Death: This character is interested in
  death and dead things. He will talk about them and seek
  them out. (1 point)
  Description
  In addition to being associated with undead, Toron is also
  patron of alchemists and physicians. The Hemacaer
  worship Toron in this capacity. They are skilled doctors,
  able to diagnose and treat all kinds of ailments and
  injuries.
  Unlike the other Borakki priests, the Hemacaer do not
  have a rune available to them. They eschew the Hand of
  Toron and seek another rune that more closely fits their
  goals and values. Many Hemacaer believe that Toron has
  hidden their rune somewhere on the earth and that they
  must find it to become worthy. Others travel to human
  lands to seek Piercing the Night so that they may better
  battle necromancy and shadows.
  Suggested Attributes
  INT, PER, WIL
  Suggested Limitations
  Always Sick: This character is exposed to so many
  diseases, that he is always suffering from minor illnesses.
  He is always sniffling, coughing or sneezing. (1-2 points)
  Hates Shunned: The two cults of Toron continuously
  undermine and battle one another. (2-3 points)
  Seeking Magic: This character is continuously seeking
  clues to the whereabouts of the hidden Hemacaer rune.
  (3-4 points)
  Description
  The priests of Zephyrn form a secret society devoted to
  exacting revenge on the Borakki people and their gods for
  the destruction of Barda. Some members of the cult travel
  Priest of Toron, The Shunned
  Combat: Pole
  Craft: Mortician +2
  Craft: Taxidermist
  Detect Traps
  Disarm Traps
  Disease Resistance
  Kn: Anatomy +1
  Literate
  Magic: Hand of Toron
  Physician
  Stealth
  Streetwise
  Theology
  +22 Buy Points
  Priest of Toron, the Hemacaer
  Alchemy
  Combat: Pole
  Kn: Anatomy +1
  Kn: Diseases +1
  Kn: Common Reagents
  Literate
  Medical +1
  Physician +1
  2 Potion Recipes
  Theology
  +27 Buy Points
  Priest of Zephyrn
  Choose Two: Conversation, Disguise, Fast Talk, Persuade
  Combat: Choose
  Combat: Pole
  Kn: Weather
  Magic: Barda’s Blood
  Stealth
  Survival: Mountains
  Set Snares
  Theology
  +27 Buy Points
  
  10
  the Borakki wilderness searching for clues to Barda’s
  revival. Others have infiltrated the clans and use their
  skills to sow chaos.
  Suggested Attributes
  INT, WIL, SPI
  Suggested Limitations
  Clanless: This character is outside the clan structure that
  is prevalent in Borakki society. He has no clan or family.
  This means that other Borakki will tolerate him, but likely
  treat him as a second-class citizen. In addition, his rights
  under the law are lessened. If his station is known, the
  character has a -2 in social situations with other Borakki.
  (4 points)
  Dangerous Secret: This character is a member of a secret
  cult. If anyone were to discover this fact, the character
  would likely be hunted down and killed. (6 points)
  Seeking Magic: This character is continuously seeking a
  way to revive the dead goddess Barda. (3-4 points)
  Description
  Borakki have mastered the mystical art of runecarving.
  Ancient symbols contain power and runecarvers etch
  these symbols onto weapons, armor and tools. The item
  so carved is imparted with amazing qualities ranging
  from enhanced sharpness and durability to the power to
  kill instantly with a successful hit.
  Runecarvers spend years training under a master carver.
  When they finish their apprenticeship, some go into
  business, selling their services to clan leaders and kings.
  Others travel the world, seeking ancient sites and
  knowledge of new runes.
  Suggested Attributes
  DEX, INT, PER, SPI
  Suggested Limitations:
  Seeking Ancient Knowledge: This character seeks to
  explore ancient sites and will enter perilous situations to
  do so. (3-4 points)
  Disliked by Priests of Horthan: Since this character sells
  his special skills, most priests of Horthan treat him with
  disdain. (2 points)
  Description
  Stoor live in large tunnel complexes under the northern
  hills. Each spring, groups of courageous Borakki enter
  stoor nests to recover larvae. Stoor catchers dig tunnels to
  delve into the heart of the nest, setting snares and traps to
  protect themselves from the attention of stoor warriors.
  Stoor catchers are excellent tunnel fighters, able to
  maneuver and survive underground for long periods. In
  addition, they know their prey, their lairs and the special
  chemicals that affect the stoors’ mood.
  Leaders of stoor catcher bands have the skills engineering
  and navigation in addition to the ones listed in this
  template.
  Suggested Attributes
  DEX, SPD, AGI, PER
  Suggested Limitations:
  Crazy: Due to their desire to work in the dark, enclosed
  confines of stoor tunnels, stoor hunters are often
  perceived as being eccentric and perhaps a little crazy. (1-
  2 points)
  Poor Sense of Smell: The chemicals that are used in stoor
  catching can desensitize the noses of the hunters. This
  character gets a –3 to all PER rolls based on smell. (2
  points)
  Runecarver
  Craft: Armorsmith +1
  Craft: Metallurgy +1
  Craft: Weaponsmith +1
  2 Extra Runes Known
  Literate
  Repair
  Runecarving +1
  Rune Knowledge
  Trade
  +29 Buy Points
  Stoor Catcher
  Animal Handler
  Combat: Knife
  Combat: Pole +1
  Conceal
  Craft: Tunnel Digger
  Kn: Stoor +1
  Kn: Stoor Chemicals
  Kn: Stoor Tunnels +1
  Medical
  Stealth +1
  Survival: Underground
    Set Snares
  +28 Buy Points
  Stoor Rider
  Animal Handler
  Combat: Choose +1
  Combat: Choose
  Combat: Shield
  +3 Hit Points
  Kn: Enemies of Clan
  Kn: Stoor +2
  Kn: Stoor Chemicals
  Riding: Stoor +1
  Tactics, Personal
  +26 Buy Points
  
  11
  Description
  Many clans train small units of elite stoor riders. Stoor
  riders rub chemical compounds on the antenna of their
  mounts to control their movement and behavior. Riders
  are excellent warriors and experts on their unusual
  mounts. 
  Suggested Attributes
  STR, DEX, AGI, PER
  Suggested Limitations
  Proud: The character is proud of his abilities, or position.
  He feels superior to others around him. He takes an
  instant dislike to people that do not pay him proper
  respect. (2 points)
  Poor Sense of Smell: The chemicals that are used in stoor
  catching can desensitize the noses of the hunters. This
  character gets a –3 to all PER rolls based on smell. (2
  points)
  Battle Scars: This character has fought many battles and
  bears the marks of old injuries. (2-4 points)
  Skills
  Runecarving
  The Borakki are the only species to have learned the arcane
  skill of runecarving. Runecarvers study ancient symbols and
  spend years learning to draw and carve the runes. Each rune
  holds magical power and when carved into a weapon or a
  piece of armor, imbues the item with wondrous properties.
  Identifying Runes
  The runes used in carving have similar forms to those bound
  by mages. Unknown runes are identified using the rune
  knowledge skill. The difficulty of the skill test is based on the
  power level and obscurity of the rune. Identifying runes
  takes only a few minutes if the rune is well known. However,
  if research is required, then the rune may take days to
  identify.
  Carving Runes
  A runecarver may carve any rune he knows. Carving runes
  takes from 1-4 weeks and a fully equipped forge. In addition,
  certain runes require special materials or equipment to carve.
  Each rune has a DL associated with it. Carving the rune
  requires a skill test against this DL. Success indicates that the
  rune is etched into the item and the item gains the properties
  of the rune. Failure means that the item in question is ruined.
  Runecarving Effects
  Runecarvers believe that the act of carving transfers a small
  part of their personal power into the weapon. Successful
  runecarving has deleterious effects on the carver. These
  effects generally last from 2-12 weeks and are based on the
  powers of the rune carved. A rune that increases the accuracy
  of a weapon might decrease the weapon skill of the smith
  that carved the rune; a rune that increases the durability of an
  item might decrease the TOU of the carver.
  Starting Runes
  Runecarvers apprentice under master carvers for years
  before striking out on their own. During this period, the
  apprentice learns several of his master’s runes. Player
  character runecarvers are assumed to have undergone a
  training period and thus start play with a number of runes.
  The number of starting runes is based on the runecarver’s
  starting skill level. The exact runes known can be determined
  in any fashion the GM and player can agree on.
  In addition, certain templates have extra runes to start. See
  Template Abilities for details.
  Skill Name
  Attributes
  Default
  Cost
  Improve
  Runecarving
  DEX/WIL/SPI
  None
  5+5
  5
  DLs and Modifiers for Identifying 
  Carved Runes
  Activity
  DL
  Identifying a minor rune (DL 12-)
  12
  Identifying a major rune (DL 13-19)
  16
  Identifying a artifact rune (DL 20+)
  20
  Rune is very common
  -2
  Rune is rare
  +4
  Rune is very rare
  +8
  Character can test the item in question
  -1-4
  Character can study the rune
  -1-4
  Character gets only a quick glimpse of the rune
  +2
  Character has access to rune information or a rel-
  evant library
  -2-4
  Starting Runes
  Runecarving Skill
  Runes
  10 or less
  1
  11-16
  2
  17+
  3
  
  12
  Losing Runes
  Weapons do not keep carved runes forever. If the rune is
  marred, then its power is lost. Each time a carved item is
  repaired by someone without the runecarving skill, there is a
  1 in 12 chance that the rune will be destroyed. A runecarver
  can repair carved items with no chance of destroying the
  rune. An item that is broken loses all of its carved runes.
  Sample Runes
  Below is a list of sample Borakki runes. The players and GM
  are encouraged to invent their own runes.
  Any plates or glasses carved with Connoisseur will cause
  food or drink served with them to be spiced perfectly.
  This gives a +4 to the relevant craft roll used to prepare
  the food. The runecarver loses the ability to taste or smell
  for 2-12 weeks.
  Digger allows the item (usually an axe) carved to cut
  through stone as though it were soft wood. The
  runecarver suffers from soft bones. Any wounds suffered
  by the runecarver have their severity increased by +2 and
  any TOU tests to resist wound effects are at +3 DL. This
  effect lasts for 4-24 weeks.
  Feather causes any item into which it is carved to become
  lighter. Armor loses ½ its encumbrance score. Other items
  weigh ¼ of their normal weight. The runecarver loses 2
  points of STR for 2-12 weeks.
  Flight allows the weapon into which it is carved to be
  thrown with a throwing accuracy of 0 and range of 3/8/
  12/16. Flight drains the carver of 2 points of STR for 2-12
  weeks.
  Any item carved with Gone will turn invisible. Detection
  spells trying to find the item will fail 75% of the time.
  Gone reduces the PER of the runecarver by 1 point for 1-4
  years.
  If an item carved with immobile is stuck into the ground,
  or another surface, it will not move for anyone but the
  owner. This rune makes the carver dizzy and gives him a
  –1 to all skills, defenses and movement for 2-12 weeks.
  Connoisseur
  Commonality:
  Very Common
  Carving DL:
  12
  Time to Carve:
  2 Weeks
  Materials:
  Brass
  Equipment:
  None
  Cost:
  35 p
  Digger
  Commonality:
  Very Rare
  Carving DL:
  18
  Time to Carve:
  4 Weeks
  Materials:
  None
  Equipment:
  None
  Cost:
  None
  Feather
  Commonality:
  Rare
  Carving DL:
  18
  Time to Carve:
  4 Weeks
  Materials:
  None
  Equipment:
  None
  Cost:
  None
  Flight
  Commonality:
  Common
  Carving DL:
  14
  Time to Carve:
  2 Weeks
  Materials:
  Molten Crystal
  Equipment:
  Furnace
  Cost:
  125 p
  Gone
  Commonality:
  Very Rare
  Carving DL:
  25
  Time to Carve:
  4 Weeks
  Materials:
  None
  Equipment:
  None
  Cost:
  None
  Immobile
  Commonality:
  Rare
  Carving DL:
  13
  Time to Carve:
  3 Weeks
  Materials:
  Lead
  Equipment:
  None
  Cost:
  25 p
  Industrious
  Commonality:
  Common
  Carving DL:
  13
  Time to Carve:
  2 Weeks
  Materials:
  Tin
  Equipment:
  None
  Cost:
  10 p
  
  13
  Industrious is carved into a tool or set of tools. It increases
  the quality of the tools and gives anyone using the tools a
  +1 to any skill tests attempted. In addition, work done
  with the carved tools will only take 80% of the time.
  Industrious fills the carver with malaise and he will find
  himself unable to do any work or useful activity unless he
  makes a WIL roll vs. DL 15. This condition lasts 2-12
  weeks.
  Precise imparts a weapon with a +1 accuracy and +1
  parry bonus. However, the weapon becomes lighter and
  takes a –2 damage penalty as a result. The carver becomes
  ham-fisted and takes a –1 to all DEX based skills for a
  period of 2-12 weeks.
  Resilient is typically carved in a workshop or forge.
  However, the rune must be treated with magma to
  become potent. Most runecarvers travel to a fissure under
  Grundermont to temper the rune. Once potent, the rune
  makes the item unbreakable by almost any normal force.
  The item takes no durability checks in combat and will
  only bend or break due to magical force or tremendous
  strength (STR 30 or more).
  Resilient renders the item incapable of taking more runes
  and so must be the last rune carved on an item. The DL of
  Resilient increases by 2 for each other rune on the item at
  the time of carving. The runecarver loses 3 points of TOU
  (and hit points) for 2-12 weeks.
  Any weapon carved with Returner will instantly return
  to its owner’s hand if mentally summoned. The range of
  this power is 20 hexes (40 meters). Returner drains the
  INT of the carver by 1 point and he will tend to misplace
  small items. This effect lasts 2-12 weeks.
  Any character wearing a piece of armor carved with
  Revenant does not have to make a TOU roll to remain
  conscious when he reaches his 75% hit point threshold. In
  addition, such a character can continue fighting and
  acting once he is reduced to 0 hit points. He must take be
  reduced to a negative hit point total equal to his
  maximum hit points before dropping. However, if this
  character is reduced to negative hit points while under
  the influence of Revenant, he will die in 1-4 hours unless
  he can be magically brought to a positive hit point total.
  No physical healing (alchemy, herbalism, medical or
  physician) can help a revenant that is at negative hits.
  This rune has no ill effects for the runecarver upon
  carving. However, once the rune is activated by the
  wearer being reduced to 0 or less hit points, the carver
  immediately feels the effects of the attack suffered by the
  wearer.
  Sharper causes the carved weapon to gain a wicked edge
  and become lighter. The weapon gets a +1 initiative
  bonus and a +1 damage bonus for the lifetime of the rune.
  However, the weapon also loses 1 point of durability due
  to the transformation. The runecarver loses a little of his
  own “edge” after carving Sharper, taking a –1 initiative
  and a –1 damage penalty for 2-12 weeks.
  Precise
  Commonality:
  Very Common
  Carving DL:
  12
  Time to Carve:
  2 Weeks
  Materials:
  None
  Equipment:
  None
  Cost:
  None
  Resilient
  Commonality:
  Rare
  Carving DL:
  16 + (2/rune)
  Time to Carve:
  3 Weeks
  Materials:
  Magma
  Equipment:
  None
  Cost:
  None
  Returner
  Commonality:
  Common
  Carving DL:
  10
  Time to Carve:
  2 Weeks
  Materials:
  Gold
  Equipment:
  None
  Cost:
  50 p
  Revenant
  Commonality:
  Very Rare
  Carving DL:
  17
  Time to Carve:
  4 Weeks
  Materials:
  Bone, Blood
  Equipment:
  None
  Cost:
  None
  Sharper
  Commonality:
  Very Common
  Carving DL:
  11
  Time to Carve:
  1 Week
  Materials:
  None
  Equipment:
  None
  Cost:
  None
  
  14
  True causes a weapon to strike with greater precision.
  True gives the weapon a +1 accuracy bonus and imparts a
  –1 accuracy penalty to the carver for 2-12 weeks.
  This rune is carved into an item and then filled with a
  mixture of gold and blood. It ties the item to the person
  whose blood was used in the carving. This rune acts like
  Returner if the owner is within 50 hexes (100 meters). If
  the seperation is greater than 50 hexes, the item cannot be
  mentally summoned. Nonetheless, it will find its way
  back to the owner through some chain of events, however
  improbable. Depending on the distance involved, the
  item might take days or even years to appear, but it will.
  The owner can never be rid of the item. He cannot give it
  away, deliberately cause it to be broken, or hide from it.
  To carve True Ownership on an item, the runecarver
  must give up a possession that is dear to him. This could
  be a family keepsake, a hard-won treasure or something
  of great value.
  Vengeance is carved into a weapon and the etching is
  cooled by dousing it in the blood of its target. Vengeance
  affects a single creature and makes the carved weapon
  highly poisonous to that creature. Each time the weapon
  strikes the target creature, it must make a SPI save vs. DL
  30 or die. Once Vengeance has completed its task, it
  shatters its weapon. The runecarver gives up a point of
  TOU for 1-4 years. In addition, it is said that the carver’s
  worst enemy will return to menace him within a few
  months of completing this rune.
  When Whirlwind is carved into a shield, the shield gains
  a +2 shield block against missile attacks. Whirlwind
  decreases the carver’s dodge score by 1 for 2-12 weeks.
  True
  Commonality:
  Common
  Carving DL:
  10
  Time to Carve:
  1 Week
  Materials:
  Silver
  Equipment:
  None
  Cost:
  50 p
  True Ownership
  Commonality:
  Very Rare
  Carving DL:
  24
  Time to Carve:
  4 Weeks
  Materials:
  Gold, Blood
  Equipment:
  None
  Cost:
  250 p
  Vengeance
  Commonality:
  Very Rare
  Carving DL:
  26
  Time to Carve:
  4 Weeks
  Materials:
  Blood
  Equipment:
  None
  Cost:
  None
  Whirlwind
  Commonality:
  Rare
  Carving DL:
  13
  Time to Carve:
  2 Weeks
  Materials:
  None
  Equipment:
  None
  Cost:
  None
  
  15
  Ritual Spells
  The spell Direbones allows a limited glimpse into the
  future of the target. This glimpse takes the form of a
  series of symbols that are interpreted by the caster to
  form a single statement. This spell has two main effects
  depending on the needs of the campaign and the GMs
  ideas.
  First, if the GM has any prophecies, plots, specific NPCs
  or events upcoming in the game, he can use the
  Direbones casting to give the characters some advance
  information. The GM should compose a sentence that
  gives the players clues about the coming events.
  If the GM does not have any specific clues he wishes to
  give the players, then the caster rolls on a random table to
  determine the target’s fortune. Each fortune provides the
  target with a temporary advantage or limitation. This
  effect lasts until it is triggered. The table below has 20
  entries. The GM is encouraged to add more effects, or
  change entries he does not like.
  This spell requires the bones of a Dire as a material
  component. Dires are tall, gaunt humanoids with
  oversized, clawed hands. They are rumored to be able to
  read the thoughts of other intelligent beings and have
  some ability to tell the future. It is commonly believed
  that the dire curses those who use his bones. Direbones
  has a 50% chance of giving the caster a one-time level of
  unluck. 
  Direbones
  Casting Time:
  Long
  Range:
  Self
  Area of Effect:
  1 Person
  Initiative:
  ---
  Delivery:
  ---
  Duration:
  Instant
  Save:
  None
  Skill:
  SPI/SPI/WIL
  Cost:
  4 Buy Points
  Components:
  Bones of a Dire
  Roll
  Fortune and Effect
  1
  “Your next foes will be met with your fearsome 
  skill.” (Character gets a +2 attack, +2 to skills 
  and +2 damage in his next battle.)
  2
  “A guardian spirit watches over you.” (The char-
  acter will automatically dodge the next death-
  blow that would have struck him. Alternately, 
  the next life and death skill test or save made 
  by the character will succeed.)
  3
  “Your keen senses will save you.” (Character 
  gains one-time personal danger sense.)
  4
  “Your spirit draws people to you.” (Character 
  gets a +2 bonus to social skills for the next 
  week.)
  5
  “When it is time to act, you will be ready.” (The 
  next critical initiative or SPD test required by 
  the character is with a +3 bonus.)
  6
  “Beware silver tongued traders and nimble fin-
  gered gamblers.” (Character gains a +4 bonus 
  to his next trading or gambling test. If the char-
  acter does not have the requisite skill, he may 
  make his next test as though he had a skill of 
  12.)
  7
  “The light of Bor shines on you.” (The character’s 
  next important STR or TOU roll is made at +3)
  8
  “Fortune is a bright sun lighting your way.” 
  (Character gains a one-time level of luck.)
  9
  “Health is your greatest asset.” (For 1 week after 
  his next injury or exposure, the character is 
  immune to disease and heals at double the nor-
  mal rate.)
  10
  “A sudden windfall is coming your way.” (The 
  next time the character finds or earns money, 
  the GM should increase the amount by some 
  percentage.)
  11
  “When you least expect it, the shadow of 
  Zephyrn will overcome you.” (The character’s 
  next important STR or TOU roll is made at –3.)
  12
  “Your indecision will put you in great peril.” 
  (The next critical initiative roll or SPD test is 
  made at a –3.)
  13
  “Your next conflict brings you injury.” (The next 
  attack that hits the character and does more 
  than 3 hit points of damage wounds him.)
  14
  “A malicious spirit looms at your back.” (Charac-
  ter gains a one-time level of unluck.)
  15
  “Your next struggle will be marred by misfor-
  tune.” (Character gets a –2 attack, -2 skills and 
  –2 damage in his next battle.)
  16-20
  The GM should pull a card from his random 
  encounter deck (or roll on his table) and the 
  result becomes a clue to the appearance of that 
  encounter.
  Roll
  Fortune and Effect
  
  16
  Runes
  Mark of the White Bear
  Description
  This rune appears as a set of deep, jagged scars across the
  chest of the practitioner. The scars look as though a huge
  claw swiped the mage.
  Purpose
  This rune is granted to priests of Bor. The rune is directly
  tied to the power of that god. Anyone with this rune is
  expected to protect Borakki society and maintain its
  traditions. In addition, the rune is to be used to further
  the causes and glory of Bor.
  Rune Site
  There is no specific rune site for the Mark of the White
  Bear. A priest attempting to bind this rune is expected to
  travel to a temple of Bor, make a sacrifice and petition the
  god for favor. Then, the priest travels the land questing in
  the name of Bor. Once the priest has proven himself
  worthy, he will learn where he must go to gain the rune.
  Binding and Raising
  Only someone who has spent several years in the service
  of a temple of Bor can bind this rune. When the elders
  think he is ready, the acolyte performs a secret ceremony
  in which he sacrifices to Bor and calls upon his favor. He
  then leaves the temple, seeking ways to increase the glory
  of Bor. Once the acolyte has proven himself, Bor appears
  to him and gives him one final task. This is generally a
  test of strength, courage or wisdom that will put the
  character against a formidable enemy. In defeating this
  enemy, the acolyte is certain to obtain the scars required
  to gain the rune.
  Raising the rune is a simple matter of performing a
  service to a temple of Bor.
  Practitioners
  The initial quest required to obtain the Mark can take
  months or even years. For that reason, practitioners of
  this rune are rare. There are only 19 Borakki with this
  rune. In addition, there are about 40 or so acolytes
  attempting to gain Bor’s favor so that they might bind the
  rune.
  Effects
  People with this rune command respect from most
  members of Borakki society.
  Skill
  The skill for the Mark of the White Bear is based on WIL/
  WIL/SPI
  First Circle Spells
  This spell gives the caster a portion of Bor’s strength. For
  the duration of the spell, the caster gains +2 STR, +1 TOU
  and +2 HITS.
  This spell allows the caster to increase the volume of his
  voice so that he can speak to an entire clan assembly. The
  caster’s voice can carry several miles while this spell is
  active. This spell cancels any oratory penalties the
  character might have for a distracting or loud
  environment.
  While not a combat spell, the sudden booming sound of
  the character’s voice can temporarily deafen characters
  within 5 hexes. A deaf character has no chance to hear
  attacks from the rear and take a –1 to all spellcasting
  attempts. A character attacked with this spell can make a
  SPD save vs. DL 10 to get his hands over his ears in time
  to avoid the deafening. In addition, animals may become
  frightened by this spell and they must make a WIL (or
  their rider must make a animal handler or riding) save vs.
  DL 10 to remain calm.
  Strength of the White Cub
  Casting Time:
  Short
  Range:
  Self
  Area of Effect:
  Self
  Initiative:
  ---
  Delivery:
  ---
  Difficulty:
  10
  Duration:
  10 Minutes
  Save:
  None
  Maintain:
  8/4
  Clanspeaker
  Casting Time:
  Very Short
  Range:
  Self
  Area of Effect:
  Self or 5 Hex Radius
  Initiative:
  ---
  Delivery:
  ---
  Difficulty:
  8
  Duration:
  1 Hour
  Save:
  SPD or WIL vs. DL 10
  Maintain:
  6/3
  
  17
  This spell shows the caster’s allies the true glory of Bor. If
  they are believers, or are fighting the enemies of Bor, then
  they will get a +4 bonus to all saving throws against fear
  or confusion effects as well as a +2 to all TOU rolls and
  poison saves.
  This spell gives the caster the ability to fight using only
  his natural weaponry and skill. The caster gains an
  unarmed combat skill of 12, or a +2 bonus to unarmed
  combat if he already has a skill of 11 or more. In addition,
  the caster’s attacks are delivered with such ferocity that
  he may do killing damage with his attacks if he so
  chooses.
  Second Circle Spells
  This spell provides the strength of the first circle spell
  Strength of the White Bear. In addition the caster gains 3”
  to his Base Move and a swimming and climbing skill of
  12, or a +2 if he already has an 11 or more.
  This spell gives the caster an aura of authority and
  control. People will tend to listen to him and consider his
  words. The mage’s skills of oratory, persuasion and
  conversation get a +3 bonus. 
  This spell makes the caster immune to gaze attacks.
  This spell turns the caster’s voice into the roar of a huge,
  angry bear. Up to 4 opponents within 6 hexes of the caster
  must make a WIL save vs. DL 14, or flee from the caster
  for 1-4 rounds. They will make full moves away from the
  caster, taking the most expedient route to get away. In
  addition, this spell has the same effect on animals as does
  clanspeaker except the DL of any rolls or skill tests is 14.
  Glory of Bor
  Casting Time:
  Not Engaged
  Range:
  Self
  Area of Effect:
  10 Hex Radius
  Initiative:
  -2
  Delivery:
  Direct
  Difficulty:
  10
  Duration:
  15 Rounds
  Save:
  None
  Maintain:
  8/4
  The Dirty Way
  Casting Time:
  Combat
  Range:
  Self
  Area of Effect:
  Self
  Initiative:
  +1
  Delivery:
  Direct
  Difficulty:
  8
  Duration:
  1 Hour
  Save:
  None
  Maintain:
  6/3
  Body of the White Cub
  Casting Time:
  Short
  Range:
  Self
  Area of Effect:
  Self
  Initiative:
  ---
  Delivery:
  ---
  Difficulty:
  14
  Duration:
  20 Minutes
  Save:
  None
  Maintain:
  11/6
  Counselor
  Casting Time:
  Very Short
  Range:
  Self
  Area of Effect:
  Self
  Initiative:
  ---
  Delivery:
  ---
  Difficulty:
  13
  Duration:
  1 Hour
  Save:
  None
  Maintain:
  11/6
  Legend of Helene
  Casting Time:
  Very Short
  Range:
  Self
  Area of Effect:
  Self
  Initiative:
  ---
  Delivery:
  ---
  Difficulty:
  13
  Duration:
  20 Minutes
  Save:
  None
  Maintain:
  None
  Mighty Roar
  Casting Time:
  Not Engaged
  Range:
  Self
  Area of Effect:
  4 Opponents within 6 Hexes
  Initiative:
  -1
  Delivery:
  Direct
  Difficulty:
  14
  Duration:
  1-4 Rounds
  Save:
  WIL vs. DL 14
  Maintain:
  None
  
  18
  Third Circle Spells
  This spell summons 2-4 Borakki clansmen to act for the
  caster. They will follow the caster’s commands. A mage
  may only have one instance of this spell active at any
  time.
  Blannoch Dor was a Borakki warrior devoted to Bor. He
  was felled in battle with invading white ratlings. His
  clansmen prayed over his body, asking Bor for
  Blannoch’s return so that he might help turn the tide of
  the ratlings’ advance. Blannoch rose from death’s door
  and killed the ratling leader, but was slain in the same
  battle by a ratling arrow.
  This spell allows a priest of Bor to recreate that legend.
  The priest can heal a fallen comrade for 2d8 hit points,
  but only if the target is below 0 hits. This spell can only be
  cast once a week and it drains the caster of one magic skill
  level that can only be regained by experience.
  This spell allows the caster to detect lies told to him by
  any one person in a single conversation.
  Fourth Circle Spells
  This spell summons 4-16 Borakki clansmen to act for the
  caster. They will follow the caster’s commands.
  Subsequent castings of this spell add 4 to the DL.
  Raiding Party
  Casting Time:
  Short
  Range:
  6 Hexes
  Area of Effect:
  2-4 Warriors
  Initiative:
  ---
  Delivery:
  ---
  Difficulty:
  18
  Duration:
  20 Minutes
  Save:
  None
  Maintain:
  None
  Legend of Blannoch Dor
  Casting Time:
  Very Short
  Range:
  Touch
  Area of Effect:
  1 Person
  Initiative:
  ---
  Delivery:
  ---
  Difficulty:
  18
  Duration:
  Instant
  Save:
  None
  Maintain:
  None
  Wisdom of the Just
  Casting Time:
  Long
  Range:
  Self
  Area of Effect:
  1 Target
  Initiative:
  ---
  Delivery:
  ---
  Difficulty:
  17
  Duration:
  1 Conversation
  Save:
  SPI vs. DL 24
  Maintain:
  None
  War Party
  Casting Time:
  Short
  Range:
  6 Hexes
  Area of Effect:
  4-16 Warriors
  Initiative:
  ---
  Delivery:
  ---
  Difficulty:
  23
  Duration:
  4 Hours
  Save:
  None
  Maintain:
  None
  
  19
  Bestiary
  Special Abilities 
  Acid: With a successful attack that penetrates armor, a
  stoor injects a concentrated acid into the wound.  This
  acid causes 1d6 points of damage the following round
  and 1d4 the second round after the attack.
  Poor Hearing: Stoor are completely deaf.  They can,
  however pick up loud noises as vibrations through the
  ground.   
  Riding Beast: Stoor can be trained as riding beasts by
  using a contraption that sprays an alchemical mixture
  onto their antenna.  A stoor can carry a single borakki
  rider in this fashion.
  Description 
  Stoor are giant ants standing over 6' tall.  They reside in
  huge burrows dug into the rocky soil.  The borakki have
  trained stoor as riding beasts and will often ride them
  into battle.
  Special Abilities
  Keen Smell: Ruegar can track prey with their keen sense
  of smell. Tracking in this fashion is equivalent to a skill
  level of 15.
  Blend in: Their coloring allows Ruegar to blend in to
  snowy or rocky terrain. Treat them as having a stealth
  skill of 12 in this situation.
  Description 
  Ruegar are powerful hunting dogs found primarily in
  borakki lands. Their fur is grey with a silver-grey stripe
  down their back. They are highly intelligent animals and
  are often found leading packs of other dogs.
  Stoor
  Physical
  20
  Initiative
  +1
  Swiftness
  14
  Attack
  13
  Mental
  5
  Damage
  1d8 + acid
  Perception
  8
  Defense
  12/11/10
  Smell
  15
  Armor
  4,2,5,5,2
  Move
  10
  Hit Points
  36
  Ruegar
  Physical
  16
  Initiative
  +1
  Swiftness
  14
  Attack
  14
  Mental
  10
  Damage
  2d8
  Perception
  14
  Defense
  14/12/11/9
  Smell
  25
  Armor
  1,1,1,1,1
  Hearing
  20
  Hit Points
  40
  Move
  8
  
SOURCE: textdata/thevault/Runebearer/Runebearer Borakki Racebook.pdf