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Skip Navigation LinksWorld of San'Dora>Inhabitants>Var>True Var>Race Packages>SaerMaen
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
Saer Maen, Clan of the Chisel
Clan Saer Maen (SIRE MINE) are the premiere builders and stonecutters among the Var. They are responsible for many of the great halls, throne rooms, and other amazing and awe-inspiring works of architecture in the Varholds. Additionally, the Saer Maen stress the importance of education more than any other clan, so virtually all Saer Maen are literate.
Thanks to the weight they place on education, the Saer Maen boast more Arwyddlun than any other clan. The Saer Maen prize their Arwyddlun greatly, both for their knowledge and their ability to enchant the stonework of their clansmen.
The architects of this clan are often asked to plan and help build the castles and fortress of other races, but they are loath to leave their Varholds for such tasks. When they do agree to such tasks, it is either at great cost or as a very precious gift.
The Saer Maen tend to be burly for Var, and have grey hair and black eyes most often. They tend to dress similarly to the Peiriant, but favor light cloth for their undergarments, particularly silk if they can get it, as stone dust particles work their way thru most fabrics and get itchy, even for the thick skinned Var.
The menfolk generally are clean shaven and many also shave their heads, for stone dust is difficult to wash out of hair.
The Saer Maen are similar to the Gwerthfawr in their lack of interest in politics, but unlike the Gwerthfawr the Saer Maen are highly curious and often well informed -- they merely prefer to watch and annotate rather than take part.
Being the Var most interested in history, and being stoneworkers by trade, they have a predisposition towards recording things in stone, ranging from tablets to elaborate "Story Rooms" where the walls themselves are chiseled with the passages of a tale or history.
Another Saer Maen invention is the Lay Column, which are stone columns (and occasionally butresses between two or more columns) which are inscribed with a tale or history, running around the coloumn either in bands or in a spiral from either top to bottom or bottom to top.
These can be difficult to read of course, but are decorative and symbolic at the same time. Most buildings or structuress built by the Saer Maen will contain at least one Lay Column, if nothing else it will tell the story of the structure and list all of the builders and relevant dates. This type of Lay Column is called a Cyddcysk (kith-KISK).
The Ceidwad of Clan Saer Maen is always the highest-ranking and most respected Arwyddlun of the clan. They are the most knowledgeable, and aware of a great amount of history, so are probably the most fit to rule, at least in the minds of the Saer Maen.
Cost Ability
10 Durable: +5 CON
10 Tough: +5 BODY
10 Stubborn +5 EGO
5 Small & Dodgy: +1 DCV
3 Sagacious: +3 INT
5 Doughty: Power Defense: 10; Only vs Magic (-1)
5 Unfazed: Mental Defense: +10; Only vs Magic (-1)
22 Magic Resistance: Damage Reduction 50% 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)
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
147 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: 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 350 lbs)
-2 Slow: -1" Running
-2 Dense Flesh: -2" Swimming
-1 Cumbersome: -1" Leaping
-6 Thick-limbed: -2 DEX
-1 Rough-hewn: -2 COM
+45 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