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Skip Navigation LinksWorld of San'Dora>Inhabitants>Var>True Var>Race Packages>Anweledig
Clan of the Void
Clan of the Stein
Clan of the Earth
Clan of the Crafter
Clan of the Anvil
Clan of the Bull
Clan of the Shield
Clan of the Hammer
Clan of the Wheel
Saer Maen
Clan of the Chisel
Clan of the Forge
Clan of the Axe
Anweledig, Clan of the Void
Members of Clan Anweledig (an-well-ED-ig) are touched with a special sort or magic. They may become invisible at will, though this is uncomfortable for them to maintain over long periods of time, due to an increasingly painful headache.
However, this ability comes at the cost of the normal Varic resistance to magic. Despite this, even Anweledig cannot become arcane spell casters.
The Anweledig are frequently used as spies and sappers, though they are not proud of this type of work. They also learn to fight invisibly, though they are quite careful when teamed with Var not used to having invisible allies.
Other Var generally give them a wide berth, but treat them fairly. Only the Methu truly dislike them. A high number of Anweledig become Carreg Iachawr, and the Clan also possesses a fair number of warriors, miners, and smiths.
The Anweledig tend to be on the small side for Var, and favor black hair and eyes, dusky grey skin, and tend to prefer greys in their clothing. The Anweledig menfolk tend to shave their facial hair down to a neat spade beard (around the mouth) and keep it short.
The Anweledig are generally somewhat dour and cynical, even for Var. They often feel like their Invisibility knack is a curse, ensuring that they will never be fully trusted by other Var, and simultaneously guaranteeing that their other attributes and accomplishments will always be overlooked by people fascinated with their trick. They tend to grow more and more reclusive the older they get.
The Anweledig Ceidwad is a hereditary position. It passes to the oldest child of the current Ceidwad. Should the Ceidwad die with no children, the title passes to a cousin, uncle, or some more distant relative.
Cost Ability
23 Invisibility to Sight Group and Mental Awareness , No Fringe, Reduced Endurance (1/2 END; +1/4) (41 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Only When In Contact With The Ground (-1/4)
6 Quick: +2 DEX
6 Durable: +3 CON
6 Tough: +3 BODY
10 Stubborn +5 EGO
15 Small & Dodgy: +3 DCV
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)
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)
2 Tactile Sensitivity: +1 PER Touch
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
114 Total Cost of Abilities
Value Disadvantages
-20 Normal Characteristic Maxima
-5 Distinctive Feature: Var (Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures)
-10 Psychological Limitation: Loner (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 - 4.5 ft; 250 to 300 lbs)
-2 Dense Flesh: -2" Swimming
-1 Cumbersome: -1" Leaping
-3 Small: -3 STR
-1 Rough-hewn: -2 COM
+15 Total Cost of Package
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