Skills
martial
magic
crafting
gathering
worldly
languages
Weapon skills,
fighting styles and the Armor skill are considered to be Martial Skills. Martial
skills are important to characters that are oriented more towards fighting than
spellcasting or other non-physical pursuits. As a fighter, make sure you choose
at least one melee or ranged weapon skill, though you may want to have one of
each. Almost all fighters have either Armor, Shield or Dual Weapon skills, so
keep the Martial Styles in mind before you spend all of your DP.
Some character
classes are more melee oriented, while others are adept at ranged weapons. You
may also want to consider that not all fighters are renowned for their ability
to wear armor. All weapons and armor have Optimal Strengths for use. If you do
not have the Optimal Strength for a weapon, you may still use it, but you will
have a time penalty for each attack.
Axe
The Axe skill includes the use of one
handed and two handed Axes. Many classes of fighters, including Barbarians,
Woodsmen, Rangers and Highlanders sometimes use axes as their primary melee
weapons. Axemen are specialize in the use of axes, and start with a 30 in Axe,
as well as some skill in the use of Armor. Thrown axes are not included with the
Axe skill.
Dagger
Daggers are considered to be the
primary weapon of Assassins and Zealots, though most magic users find the use of
daggers to be a fairly simple task. A fighter who uses daggers may want to learn
to wield one in each hand with the Dual Weapon skill. Thrown daggers are not
included with the Dagger skill.
Unarmed
The Unarmed skill primarily governs
melee combat without any weapons. There are a few weapons that may be used in
conjunction with unarmed combat including Cat's Claws, Hand Wraps and Knuckles.
Dual Weapon is often a complementary skill for those who aspire to excel in
unarmed combat.
Hammer
The Hammer skill includes the use of
one handed and two handed Hammers. Barbarians, Woodsmen, and Berserkers often
use Hammers. There are several types of hammers, including maces and picks, that
are included in the Hammer skill. Thrown hammers are not included in the Hammer
skill.
Polearm
The Polearm skill includes all
polearms and polearm-like weapons, such as halberds, pitchforks, scythes and
glaives. All polearm type weapons are two handed and may not be used with a
shield, nor may they be used with the Dual Weapon skill. Armsmen are known for
their skill with polearms, though many other fighters may use them. As a fighter
with the Polearm skill, Armor may be considered a necessity.
Spear
The Spear skill includes spears and
spear-like weapons, such as tridents, pikes, lances and pills. Many spears are
two handed, though some of the smaller variants may be used with a shield or
with another weapon through the use of the Dual Weapon skill. Pikemen are
renowned for their ability with spears, though many other fighters use them.
Thrown spears are not included in the Spear skill.
Staff
The Staff skill includes all staves,
such as quarterstaves, chacing staves and other types of Staff. Rangers and
Hunters are known to sometimes use staves, and many casters find the staff an
easy weapon to learn. All Staves are two handed, and may not be used with a
shield, nor with the Dual Weapon skill.
Sword
The Sword skill includes all one
handed and two handed swords. Use of swords is quite common, though Cavaliers,
Swashbucklers, and Duelists tend to specialize in the use of swords exclusively.
Rangers, Highlanders, and many other fighters sometimes choose the sword as
their primary melee weapon, as it can be used with a shield or with the Dual
Weapon skill. Thrown weapons are not included with the Sword skill.
Archery
The Archery skill includes the use of
bows such as long bows, short bows and compound bows. Archers are renowned for
their skills with a bow, as they have specialized their learning towards its use.
Rangers and Marksmen are commonly known to use bows and many other fighters,
particularly elves, learn the skill to increase their ranged capabilities.
Those who seek to learn Archery
should consider a melee weapon skill in case they are ambushed from nearby.
Dexterity is an important factor in the use of bows, though Strength is
important for using larger types of bows.
Crossbow
The Crossbow skill includes the use
of all sizes and types of crossbows. While many fighters use crossbows,
Crossbowmen are known for their amazing accuracy with crossbows and arbalests.
Assassins often are thought to use miniature crossbows loaded with poison as a
weapon.
The use of crossbows relies on
Dexterity for accuracy, but also on Strength, as many of the larger crossbows
require a high strength to reload quickly.
Sling
The Sling skill includes the use of
all sizes and types of slings. Slings are often considered inferior to crossbows
and bows as a sling has a lower effective range. Many casters consider it to be
useful as slings are lighter and the skill is easier for them to learn. Some
classes of fighters train in the use of slings, particularly Slingers, who
specialize in the Sling skill. Highlanders and Hunters sometimes use slings as
well.
The use of slings is more reliant on
the user's Dexterity than other types of ranged weapons, though a higher
Strength will add more force when hits are made, doing more damage.
Thrown
The Thrown weapon skill includes all
thrown weapons, such as daggers, stars, darts, hammers, axes and even javelins.
Barbarians, Highlanders and Performers often use thrown weapons. Bombadiers are
known to have great skill in throwing weapons, as they have specialized their
training to learn the art.
Though the effective range of thrown
weapons tends to be less than that of bows and crossbows, thrown weapons are
much simpler to use and and are more useful to people of high Strength and lower
Dexterity.
Armor
The Armor skill measures your
character's ability to wear Armor. There are several types of Armor, the least
substantial of which is Cloth. Soft Leather is the second type of Armor, which
may be worn if your character's Armor skill is at least a 25.
Much like weapons, Armor has an
Optimal Strength Rating. Your character may wear armor rated above his or her
Strength, but will suffer penalties to casting, evading and hitting. Armor is
measured by Armor Encumbrance; each piece worn adds to the overall Armor
Encumbrance.
If the total Armor Encumbrance is
above the amount your character can wear comfortably, then he or she will suffer
penalites to movement and actions. As a caster, armor may affect spellcasting
chances even if your character is not over-encumbered. If your character will be
casting primarily in combat, avoid wearing armor that matches your maximum armor
encumbrance. If you wear armor that is at least two levels lower than the type
that would be your maximum encumbrance, then your character should not be
adversely affected. (If you can wear Chainmail, you may want to wear Ringmail or
a lesser type of armor.)
Dual Weapon
The Dual Weapon skill is not an
exclusive skill, and much like Armor, should be purchased with another skill as
a primary skill. Two small weapons, each one handed, may be used without penalty
if your character has the Dual Weapon skill. Ranged weapons, Polearms and Staves
are all two handed and may not be used with Dual Weapon.
The skill used for the weapon you
weild limits the effectiveness of the (secondary) weapon in your left hand, as
does Dual Weapon. Since shields are always equipped to the left hand, your
character will not be able to dual weild and use a shield at once.
Shield
The Shield skill includes the use of
all types and sizes of shields, though the shield types that may be used are
limited by your character's skill. At a 1 skill, your character may use bucklers,
while at 25, he or she may use Tilting shields. If you have chosen a two handed
weapon for your character's primary melee weapon, keep in mind that a shield may
not be used at the same time as a two handed weapon.
Like weapons, shields have an Optimal
Strength Rating. If your character's Strength is below the Optimal Strength,
then he or she may suffer penalties to using that particular shield.
Schools of
magic, Focus and Spellcraft are considered to be Magic Skills. Magic skills are
important, particularly to characters who are oriented more towards spellcasting
than fighting or other pursuits. As a spellcaster, make sure that you choose at
least one spell school. Though some spellcasters are specialized in spell
schools, Spellcraft and Focus are important skills to consider before you spend
all of your available DP.
Shamanic (primary),
Druidic and Bardic are Life Magic while, Necromancy (primary), Summoning and
Sorcery are Death Magic. Conjuring (primary), Summoning and Druidic are
Terrestrial Magic and Illusion (primary), Bardic and Sorcery are Etherial Magic.
Conjuring and Illusion directly oppose each other, and Shamanic and Necromantic
magic are direct opposites as well.
For the first,
tenth and every tenth level after that, your character learns a free spell.
Other spells may be learned through trainers and quests.
Bardic
The Bardic skill
includes the casting of Bardic Magic. Bardic magic is a Life school as well as
an Etherial school, and is considered to be the magic of music. It was first
developed by the elves, though any race can excel at Bardic magic. Bardic magic
is often most effective when used in a group, as many of the Bardic spells
positively affect parties of people.
Protective spells,
light healing, and skill and Attribute boosting skills are common types of
Bardic magic. The use of instruments is often a boon to a caster of Bardic Magic.
Troubadours are the most specialized casters of Bardic magic, combining
knowledge of Spellcraft and magic to cast their spells
Conjuring
The Conjuring
skill includes the casting of Conjuring magic. Conjuring is a Terrestrial school
of magic, and is considered to be the magic of creating tangible objects. It was
first developed by gnomes, known for combining their craftwork and magics.
Conjuring magic is often most effective before a battle, as minor items and
barriers can be cast to aid in the battle without taking casting time in the
battle.
Protective
barriers, lights and the creation of items are common types of Conjuring magic.
Conjurers are the most specialized casters of Conjuring magic, combining
knowledge of Spellcraft and magic to cast their spells.
Druidic
The Druidic skill
includes the casting of Druidic magic. Druidic is a Life school as well as a
Terrestrial school, and is considered to be the magic of nature. It was first
developed by the elves in the woodlands of ancient Vormis. Druidic magic is
often most effective when dealing with animals or creatures of an animal nature,
hostile or friendly.
Calling animals to
aid, befriending creatures and light healing are common types of Druidic spells.
Druids are the most specialized of Druidic magic, combining Spellcraft and
Druidic magic to can their spells.
Illusion
The Illusion skill
includes the casting of Illusion magic. Illusion is an Etherial school, and is
considered to be the magic of creating intangible visions. The leshy were the
first known race to cast Illusion magic, though no one knows when the magic was
first used. Illusion magic is often most effective when cast on those with
little power to disbelieve, though some spells are subtle enough to only work on
those with sufficient intellect to realize that a spell has been cast.
Making illusory
beasts, visions of great beauty or terrifying nightmares are common types of
Illusion spells. Illusionists are the most specialized casters of Illusion magic,
combining knowledge of Spellcraft and Illusion to cast their spells.
Necromancy
The Necromancy
skill includes the casting of Necromantic magic. Necromancy is a Death school,
and is considered to be the magic of the dead. Though there are no records that
indicate who first developed the school, there has been speculation that the
dwarves or gnomes created it. Necromancy is often most effective when used in a
group, as minions can protect you and your friends from harm.
Raising the dead,
summoning spirits and damaging spells are the most common forms of Necromancy
spells. Necromancers are the most specialized casters of Necromantic magic,
combining knowledge of Spellcraft and Necromancy to cast their spells.
Sorcery
The Sorcery skill
includes the casting of Sorcery. The school of Sorcery is a Death school as well
as a Etherial school, and is considered to be the magic of fire and brimstone.
It was first developed by humans, and records of it exist from over 2000 years
ago in the plains of Vormis. Sorcery is most effective when used at range, as it
will draw the attention of a foe almost instantly, but with protection, calling
a foe to the forefront of a battle may be useful.
Fire, lightning,
elemental damaging spells and some barriers are the most common forms of Sorcery
spells. Sorcerers are the most specialized caster of Sorcery, combining
knowledge of Spellcraft and Sorcery to cast their spells.
Shamanic
The Shamanic skill
includes the casting of Shamanic magic. Shamanic magic is a Life school, and is
considered to be the magic of life and healing. It is said that the elves or
dwarves first created Shamanic magic, but the debate has never been settled.
Shamanic magic is most effective when used in a group, as it is hard to heal
oneself while being attacked.
Healing,
resurrecting and some protectives are among the most common types of Shamanic
magic. Shamans are the most specialized casters of Shamanic magic, combining
knowledge of Shamanic magic and Spellcraft to cast their spells.
Spellcraft
Spellcraft is not
a skill that can be used to directly harm a foe or protect someone. Instead,
Spellcraft is the knowledge of how spells work and how to cast them with a
better chance of success. Most of those who are primarily caster classes have
some knowledge of Spellcraft, specialists have a level of 10 or more in the
skill. While Spellcraft may aid in the creation of magical items, it is not very
useful for those who do not cast spells of any school.
Spellcraft
primarily allows a caster to designate more power to any given spell without
having to cast a higher level spell. Depending on the amount of Mana that a
caster wishes to use, he or she can decide to cast at full power, minimum power,
or in between, depending on his or her Spellcraft and spell school skill.
Summoning
The Summoning
skill includes the casting of Summoning magic. Summoning is a Death school as
well as a Terrestrial school, and is considered to be the magic of calling and
controlling beasts. It was first developed by humans, and records of it exist
from over 2000 years ago in the plains of Vormis. Summoning is most effective
when used in a group, as not all foes will assume that the creature is the main
threat, though it can be used wth care when one is alone.
Calling creatures,
some spirits and controlling creatures are the most common forms of Summoning
spells. Summoners are the most specialized caster of Summoning, combining
knowledge of Spellcraft with Summoning magic to cast their spells.
Focus
The Focus skill
has two effects: It decreases the mana cost of spells cast, and also increases
your accuracy with ranged attacks - both magical and mundane. Focus represents
your mental and physical self control, and is extremely useful to spellcasters
that have many ranged attack spells such as Sorcerers, excellent for ranged
weapon characters, and still a boon to other caster types.
The better you are
at Focus, the less mana the spell will actually cost when you cast. Focus does
not reduce or increase your casting time, chance for success, or the initial
mana cost of a spell. Focus will not give you any additional spells. Since
casters gain two benefits from a high focus, they are the ones most likely to
raise it to the highest levels, but Archers with a high Focus skill can strike
lethal blows from a great distance.
The highest level
of focusing skill that you may attain is 500, at which point you are considered
to be a Grandmaster of that skill.
Skills that
allow a character to produce items are considered Craft Skills. All craft skills
are used by spending Production Points (PP) and using assigned materials to make
items such as weapons, scrolls, potions, armor and ammunition. Craft skills can
also be used to identify relevant types of items, and add to your character's
Lore skill when Identifying particular types of item.
Armorsmithing,
Weaponsmithing and Fletching may allow your character to repair relevant types
of items in addition to making new items. Characters who have crafting skills do
not have to rely on others to repair things for them, and several character
classes are based solely on knowledge of Crafting Skills. Crafting skills are
slightly less expensive in DP cost than Martial or Magic Skills.
Crafting
Skills are slightly less expensive in DP cost than Martial or Magic skills. You
may also increase your character's skill through practice. If your character is
successful in making an item, the Crafting Skill you used may increase without
having to spend DP. You must buy at least the first point of skill through DP,
either in character generation or in the game world.
Armorsmithing
The Armorsmithing
skill includes the creation and repair of metal armor, as well as creation of
needed parts for specific types of armor. Armorsmithing skill aids in
Identifying pieces of heavy armor, though Lore and Mining skills may prove
useful. As a fighter, the ability to repair armor in the field is valuable.
Armorsmithing can
not be used to create light armor (cloth or leather). Instead, the Tailoring
skill is used to make and repair light armor.
Tailoring
Tailoring governs
the creation of light armor, including cloth and leather armors. The Tailoring
skill allows a character make cloth, to repair and create leather and cloth
armor, and to attempt to Identify cloth and leather armors. A Tailor is one who
is specialized in the skill of Tailoring. Lore, Hunting and Herbalism can all be
useful skills to a Tailor.
As a person learns
more about Tailoring, they will be able to make better protecting armor with
different types of cloth and leathers.
Fletching
The Fletching
skill governs the art of making bows, crossbows, slings, and ammunition for all
three. The Fletching skill also allows you to repair and identify bows,
crossbows, slings and ammunition. As a Bowyer or Fletcher, Hunting and Herbalism
may be useful as secondary skills. If your character uses ranged ammunition, you
may want to consider this skill to save on the cost of ammunition.
Characters skilled
in Fletching may also create wooden weapons.
As a person learns
more Fletching skill, they will be able to craft better, larger and more
elaborate types of ranged weapons and ammunition from available materials.
Weaponsmithing
The Weaponsmithing
skill includes the repair and creation of weapons, not including bows, crossbows
and slings. Weaponsmithing also aids in the Identification of weapons that can
be crafted with the skill. Mining, Lore and Herbalism may all be useful skills
to a Weaponsmith.
As a person learns
more Weaponsmithing skill, they will be able to make better and more elaborate
weapons out of exotic metals and woods, as well as gemstones and even bones.
Alchemy
The Alchemy skill
includes the use of herbs to make potions, tonics, salves and elixirs that can
have a variety of purposes and effects. Since potions, tonics, salves and
elixirs can be used for healing, even in combat, many adventurers find those
types of items to be useful and are often interested in purchasing them.
Alchemists may find the Herbalism, Hunting, Mining, Search and Lore skills to be
particularly useful.
As a person gains
more skill in Alchemy, they may craft better and stronger brews which can boost
Skills and Attributes, as well as providing healing. An Alchemist is someone who
is specialized in Alchemy.
Lapidary
The Lapidary Skill
can be used to make plain jewelry from metals, and to set gems into previously
created jewelry. In some cases, this jewelry can have slight magical properties.
The Lapidary skill can be used to create jewelry that can be Enchanted. Items
crafted through the Lapidary skill are often worth much more than their
component parts. The Mining, Lore and Search skills are useful secondary skills
to a Jeweler.
As a person learns
more of the art of making jewelry, they can work with better materials to create
more elaborate jewelry from available components. Characters of the Jeweler
class are specialized in Lapidary.
Calligraphy
Calligraphy is a
type of writing, commonly used for the creation of scrolls and important
documents. The Calligraphy skill covers the creation of inks and the creation of
scrolls and books, both magical and mundane. Scrolls can be used to store spells
for later release. A scroll can allow a fighter to cast a spell without needing
any Magic skills or allow a spellcaster to cast higher level spells or spells of
a different school than the school(s) they know. Lore, Spellcraft and a Spell
School are important secondary skills to have as a Calligrapher.
As a person learns
more about Calligraphy, they can scribe stronger magic to scrolls and work with
different materials to craft their books and scrolls.
Enchanting
The Enchanting
skill can be used to imbue mundane weapons, armor, jewelry and other items with
magical powers. A character skilled at Enchanting can use a variety of types of
components prepared through the Hunting, Mining and Herbalism skills to apply
the properties of the components to the target of their craft. Unlike other
Craft skills, Enchanting requires a great deal of knowledge of the items you are
combining, so the Lore skill and the other Crafting skills are essential. An
Enchanter is one who specializes in the skill of Enchanting.
Skills that
allow a character to gather items for use with Craft Skills are considered
Gathering Skills. While Gathering skills are not used to make items directly,
they can be used to find vital and rare materials.
Gathering
skills can add to your character's chance of Indentifying an item which is
commonly found through the use of a particular Gathering skill. Herbalism allows
you to find plants and wood, Hunting allows you to find useful animal parts, and
Mining allows you to find metals and gems.
Gathering
skills cost less than Martial or Magic skills in DP, but like Craft skills, they
can also be learned through practice. If you successfully find an item, there is
a chance you will gain skill. Some areas are harder to harvest in than others,
and only by challenging your skills can you raise them without a trainer.
Herbalism
Herbalism is the
art of finding and collecting herbs for use in Enchanting, Alchemy, Calligraphy
and other crafting skills. Herbalism allows your character to find a variety of
herbs and types of wood in the wild. It also adds to your character's Lore skill
for purposes of Identifying herbs and woods.
An Herbalist is
one who has specialized in finding and identifying growing plants. Search, Lore,
and Alchemy or Fletching may be useful secondary skills for an Herbalist to
consider.
Hunting
The Hunting skill
includes knowing what animal parts are useful for a wide variety of things and
finding those that are useful. This skill mainly aids in finding useful items
that the untrained eye might overlook. While these items cannot immediately be
used, a Huntsman can collect many ingredients for use with the Alchemy,
Weaponsmithing, Armorsmithing and Fletching skills, and thus is often a useful
person to have around when fighting rare beasts that contain possible components.
As a person learns
more Huntsman skill, they will be able to find rarer and more obscure items, and
they will have a better chance of finding them in a useful state. Lore and
Search are complementary skills for a Huntsman.
Mining
The Mining skill
represents the knowledge needed to find and Identify rocks, gems, minerals and
metals. Though finding some items may require the use of mining tools, many
inexpensive stones can be found on the surface, or in cavern walls without tools.
A Miner is one who
has specialized in the art of Mining. Since metals and gemstones are used for
many things, including Alchemy, Weaponsmithing, Armorsmithing, Lapidary and
spellcastering, one who is skilled in mining can make a reasonable amount of
coin with their skills.
As a person
becomes a more effective miner, they will become more efficient and skilled at
gathering various types of metals and gems.
Skills that do
not directly affect combat, can not be used to make or repair items, and that
are not languages are considered to be Worldly Skills. Worldly skills cost less
to learn than Crafting skills, Martial Skills and Magic Skills, and are
excellent for making a well-rounded character that is more than a series of
numbers. The description of individual skills can be viewed by selecting each
skill. Some character classes are based on these skills as a primary requirement.
Bargaining
The Bargaining
skill represents your character's ability to get a good price for any item that
is sold to or bought from a shopkeeper. Bargaining is a passive skill, as it
always in effect. Intelligence is an important factor in Bargaining, so don't
forget to consider your character's Attributes when learning skills.
Merchants,
Scoundrels and Sycophants are well known for their ability to haggle and bargain
for better prices and trades with this skill.
Camping
The Camping skill
represents how well your character can set up a safe camp that will allow you
and your fellows to rest effectively. The Camping skill is most effective for
those who travel in groups, as everyone in a party may benefit from the
increased physical and mental healing that even one person with a Camping skill
can provide. When one person sets up a camp, everyone in the party who sits with
that person will recover faster from any wounds or other afflictions that they
may have.
Wardens, Woodsmen,
and Explorers commonly have knowledge of how to set up a camp effectively.
Rangers, Barbarians and Druids are sometimes skilled in Camping as well.
First Aid
The First Aid
skill allows one to staunch and possibly heal the wounds of oneself or others;
as long as the wounds are greivous enough. If the target of First Aid is more
than half as healthy as he or she can be, then First Aid will not help. However,
in conjunction with Shamanic magic, Camping skills, and other types of healing,
First Aid can be very effective at a low overall cost in time and materials.
Barbers, Healers, Clerics and Friars are all known for their ability to heal
through First Aid.
Lore
The Lore skill
represents knowledge of the world around your character. Someone with knowledge
of Lore may try to Identify items and may find interesting information in places
where others find nothing. Lore is a key to unlocking the secrets of magic,
mainly in the case of items.
Scholars,
Philosophers, and many types of magic users are skilled in Lore. Mages, Bards,
Merchants, Sages, Witchs and Wizards often have some knowledge of Lore.
Pick Locks
The Pick Locks
skill allows your character to attempt to pick locks on doors, chests and other
locked items. While many know the very basics of picking locks, Thieves and and
Bandits often have studied the art extensively. Items such as Lock Picks and
other tools may help a character with this skill. The Traps skill may be useful
for a character planning to Pick Locks to get into places where the inhabitants
may not like the intrusions of others.
Scouting
The Scouting skill
is used to find hidden creatures and people, and to appraise an adversaries
threat value to oneself and to one's party. In some cases, a Scout may be able
to determine information about a creature or person that others cannot see, such
as vulnerabilities, resistances, social habits, physical strength, or other
useful bits of information. The Scouting skill is used to counter another
individual's Stealth skill.
Scouts, Explorers,
Thieves, Woodsmen and Wardens are among those who are often known to have
scouting expertise. When combined with Stealth, the Scouting skill can be a
valuable information gathering tool for a group.
Search
The Search skill
is used to determine whether your character can find hidden objects or treasure
that may be nearby. In the case of Huntsman, Lapidary, and Herbalist items,
Search adds to one's ability to find hidden objects. Searching relies heavily on
Intelligence, though the trained eye will find more than the untrained,
regardless of Intelligence.
When you choose to
Search, your character is searching the nearby area, an area of approximately 3
meters
Stealth
The Stealth skill
is used to determine how well a character can hide from sight or detection, even
while in plain view. The Scout skill is used to counter an individual's Stealth.
Intelligence, Scout and Stealth are all factors in effectively using Stealth.
Not all creatures use sight as their primary means of finding others, so the
Stealth skill represents knowledge of how to hide from many forms of detection.
Traps
The Traps skill is
a passive skill, as it is assumed that an individual with the ability to
recognize traps and disarm them will attempt to find them automatically. If a
character with the Traps skill finds a trap, that person may choose to examine
the Trap and to try to disarm it. Most traps reset after a period of time, so a
character with the Traps skill may need to disarm a particular trap repeatedly.
Once a nearby Trap is recognized, the finder may be able to determine what type
of trap it is and how dangerous it may be.
There are 6
common languages of the civilized people of Vormis, and each is covered by a
Language skill. Language skills are least expensive skills in terms of DP. All
characters start with a 100 skill in Praxic, the common tongue of Vormis. A 100
skill allows your character to chat or speak that language fluently. A 150 skill
allows your character to read and write the language fluently. Each language is
associated with specific races, so all characters also have a 100 skill in their
native tongue.
Aeolandis
Aeolandis is the
native language of the leshy. Since the leshy developed Illusion magic, many of
the older texts and scrolls involving the art of Illusion are written in
Aeolandis. Aeolandis is difficult for some to comprehend, as it is very complex
and has many sounds that are foreign to the other races of Vormis. Linguists,
Poets and other classes that often deal with languages other than the common
tongue of Vormis, Praxic, may find the Aeolandis skill to be useful. All leshy
are fluent in speaking Aeolandis.
Heiroform
Heiroform is the
native language of the elves. Many ancient texts about Druidic and Bardic magic
and histories of the civilized elves are written in Heiroform. Heiroform is a
flowing and sweet sounding language so many Bardic spells are in some form of
Heiroform, though casting of Bardic magic does not require knowledge of
Heiroform. Linguists, Poets, and other classes that often deal with languages
other than the common tongue may find the Heiroform skill to be useful. All
elves are fluent in speaking Heiroform.
High Gundis
High Gundis is the
native language of the orcs and ogres. As orcs and ogres were recently
considered civilized races of Vormis, there are very few written texts in High
Gundis, and no magic schools make extensive use of the language. High Gundis is
a useful language for those who wish to speak to some of the orcs, ogres, and
related creatures in the wilderness of Vormis. It is a very gutteral language,
difficult for some people to speak and understand.
According to the
histories, the orcs and ogres developed their own language to be able to hide
the meanings of their words from other races before they were allowed to venture
into cities and towns as citizens. All ogres and orcs are fluent in speaking
High Gundis.
Old Praxic
Old Praxic is the
language of the ancient humans from the time of Praxus, a great leader of the
human tribes over 2000 years ago. Praxus is said to have brought a common
culture and language to the scattered tribes of humans, uniting them into a
civilization that continued to develop long after his death. Old Praxic is not
particularly gutteral or flowing, but formed a basis for the common tongue of
Vormis, Praxic.
Traces of Old
Praxic are evident in Sorcery and Summoning spells, and the language is
prevalent in the first written histories of the ancient humans. Old Praxic is a
common tongue for those who are interested in histories and linguistic pursuits.
All humans are fluent in speaking Old Praxic.
Praxic
Praxic is the
common tongue of modern Vormis. All of the civilized races, elves, ogres, orcs,
dwarves, humans, gnomes and leshy are fluent in speaking the Praxic tongue.
While many modern texts and scrolls are written in Praxic, scholarly works tend
to be scribed in the older languages.
Learning more of
the Praxic language is of use to those who are interested in scholarly,
linguistic or noble pursuits, but does not reveal many of the historical aspects
of Vormis.
Runic
Runic is the
native language of the dwarves and gnomes, named after the elaborate set of
runes that form its alphabet. Many of the ancient dwarven histories are scribed
in Runic, either on scrolls or stone tablets. Gnomes have also traditionally
used Runic to write their official documents.
Shamanic,
Conjuring and Necromantic spells all show roots in the ancient forms of the
Runic language. Many ruins have stones inscribed with Runic messages, some more
cryptic than others. All dwarves and gnomes are fluent in speaking Runic.