Skip Navigation Links
World of San'Dora
Setting
GlossographyExpand Glossography
HistoryExpand History
CosmologyExpand Cosmology
OrganizationsExpand Organizations
Languages
Inhabitants
HaelfinanExpand Haelfinan
VarExpand Var
CympyionExpand Cympyion
MankindExpand Mankind
Ullu
Campaigns
Clutching Nine ArrowsExpand Clutching Nine Arrows
High Fantasy HERO
Contact Webmaster
KillerShrike.com
Skip Navigation LinksWorld of San'Dora>Inhabitants>Var>True Var>Race Packages>Trinoedd
SanDora
Var
Anweledig
Clan of the Void
Bragwyr
Clan of the Stein
Caregan
Clan of the Earth
Gwerthfawr
Clan of the Crafter
Gyrru
Clan of the Anvil
Llanastr
Clan of the Bull
Marchog
Clan of the Shield
Methu
Clan of the Hammer
Peiriant
Clan of the Wheel
Saer Maen
Clan of the Chisel
Tanllwyth
Clan of the Forge
Trinoedd
Clan of the Axe
 
 
Trinoedd, Clan of the Axe
The Trinoedd (TRIN-oyth) are a very aggressive group and delight in wars and battles. They are one of the most warlike of the Var clans, only surpassed by the Tanllwyth. They are not known for their patience or discipline, and thus prefer offense to defense.
 
The Trinoedd are often considered little more than berserkers, rowdies, and ignorant thugs, just as happy in a bar room brawl as in a true battle.
 
Most Trinoedd make their day-to-day living as miners or by refining ore. Some aspire to positions in the Aes Arfod.
 
For a clan that generally scorns education, (few are even literate) the Trinoedd do boast a few Arwyddlun. The Trinoedd Arwyddlun are the Var who originally introduced the idea of using the mystic runes as tattoos.
 
APPEARANCE & DRESS
 
The Trinoedd tend to be a bit on the large side for Var, and usually have dark brown hair, light blue eyes, and a steely, dusky grey skin. Almost all of the menfolk wear armor, all the time. The women folk wear simple garments, usually quilted and bearing an odd resemblance to gambeson (because it is made the same way from the same fabric).
 
GENERAL CHARACTER
 
The Trinoedd are aggressive, though not as wall-banging crazy as the Tanllwyth. They typically like to drink or fight, and believe that the secret to life is finding just the right balance of the two. Most of the other Var tolerate them but secretly tend to think of them as little more than thugs, and the Trinoedd dont seem to be in any hurry to convince them otherwise.
 
ORIGINS & ORGANIZATION
 
The Trinoedd Ceidwad is chosen by battle. Any other Trinoedd may challenge the current Ceidwad, who must either step down or fight for their position. These conflicts dont necessarily have to result in death, but its common for the victor to maim the defeated in some way if they show mercy lest they remain a threat. Should the Ceidwad die (Such as during a war) or resign, a tournament is held for the seat.
 
PACKAGE DEAL
 
Cost Ability
10 Durable: +5 CON
10 Tough: +5 BODY
6 Stubborn +3 EGO
5 Small & Dodgy: +1 DCV
5 Doughty: Power Defense: 10; Only vs Magic (-1)
5 Unfazed: Mental Defense: +10; Only vs Magic (-1)
30 Magic Resistance: Damage Reduction 75% Resistant; Only vs Magic (-1)
2 Forged Flesh: Armor 3 PD/0 ED; Only vs Blunt Weapons (-1)
2 Forged Flesh: Armor 0 PD/3 ED; Only vs Heat/Fire  (-1)
26 Way Tougher Than You: 50% Damage Reduction Physical, Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2), Nonpersistant (-1/4) plus 50% Damage Reduction Energy, Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2), Nonpersistant (-1/4)
8 Poison Resistance: Immunity to Poisons, Activation 15- (-1/4)
7 Deep Roots: -5" KB, Only While Standing On Rock Or Soil (not indoors, or in unnatural environments; -1/2)
5 Infravision: Infrared Perception
4 Find the Path: Detect Way Out, Discriminatory, Underground Only (-1)
1 Walk the Path: Bump of Direction, Underground Only (-1)
8 Stone-eyes: Detect Concealed Stone\Rock Features, Discriminatory
4 Underground Senses: Detect Depth & Slope Information, Discriminatory, Underground Only (-1)
8 Life Support: Eating: Character only has to eat once per week, Longevity: 400 Years, Safe in Intense Cold, Safe in Intense Heat, Sleeping: Character only has to sleep 8 hours per week
5 Racial Enmity: +2 All Combat, vs Kor Only (-2)
151 Total Cost of Abilities
Value Disadvantages
-20 Normal Characteristic Maxima
-5 Dependence: Contact or Close Proximity to Stone/Soil; Takes 3d6 Damage (Extremely Common; 1 Hour)
-5 Distinctive Feature: Var (Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures)
-10 Psychological Limitation: Racial Emnity: Kor (Uncommon, Strong)
-10 Psychological Limitation: Goldlust & Greed (Common, Moderate)
-10 Psychological Limitation: Antisocial and Untrusting (Common, Moderate)
-15 Psychological Limitation: Insane Loyalty to Clan and Friends (Uncommon, Total)
-15 Physical Limitation: Cannot cast Arcane Spells (All the Time, Slightly Impairing)
-15 Physical Limitation: Cannot use Magic Items Other Than Weapons & Armor (All the Time, Slightly Impairing)
-5 Physical Limitation: Short but Heavy (4 ft - 5 ft; 250 to 400 lbs)
-2 Dense Flesh: -2" Swimming
-3 Ruminating: -3 INT
-1 Rough-hewn: -2 COM
+35 Total Cost of Package
OPTIONS
Cost Ability
1 WF: Axes/Maces/Hammers/Picks
25 Varic War Art: (Art used with Axes/Maces/Hammers/Picks; KS: Varic War Art (INT), Avoidance: Martial Dodge, Block: Martial Block, Chop: Offensive Strike {2d6+1 location}, Stroke: Defensive Strike {2d6+7 location}, Side Slash: Martial Strike {3d6 location})
17 Varic War Art Training: +3 with Varic War Art, +2 DC with Varic War Art