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Skip Navigation LinksWorld of San'Dora>Inhabitants>Var>True Var>Race Packages>Marchog
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
 
 
Marchog, Clan of the Shield
The Marchog (MAR-cog) are known as disciplined, honorable combatants. They train in the arts of war, but primarily as defensive fighters and commanders. Many Marchog strive to become Aes Arfod.
 
They also have quite a large number of Arwyddlun, with a few smiths. Historically, they have been one of the most politically powerful clans among the Var, and many Varholds have a Marchog Terrenbrenin. They maintain good ties with virtually all of the other Clans, but have an especially good relationship with the Gyrru.
 
They earn the respect of the more warlike Clans with their consistently excellent performance in battle, while the more levelheaded Clans see them as reasonable and moderate Var with a good idea of what is best for the Hold.
 
APPEARANCE & DRESS
 
The Marchog tend to be pretty much average as Var go, average height and weight, black or brown hair, black or blue eyes, and dark ruddy skin. They tend to wear short goatees and keep their hair short as well.
 
GENERAL CHARACTER
 
The Marchog are stolid and unemotional. They are moderate and avoid hastiness in their decisions. They consider all things that are presented to them, and form an opinion over time, avoiding knee-jerk reactions.
 
ORIGINS & ORGANIZATION
 
The Ceidwad of Clan Marchog is selected by vote among the adults of the clan. The Ceidwad rules for 20 years, after which a new vote is called.
 
PACKAGE DEAL
 
Cost Ability
10 Durable: +5 CON
10 Tough: +5 BODY
10 Stubborn +5 EGO
10 Small & Dodgy: +2 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)
160 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: Hold the Line At All Costs (Uncommon, Strong)
-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 Slow: -1" Running
-2 Dense Flesh: -2" Swimming
-1 Rough-hewn: -2 COM
+45 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