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Belgarion's World for Eternal Soldier

Aloria

Alorns are the people of Belar. Around the year 2000 in the Alorn calendar (which dates from the cracking of the world), Belgarath divided Aloria into four kingdoms: Algaria, Cherek, Drasnia and the Isle of the Winds. The other Alorn nations are sworn to protect the Isle, which is why the lands are divided that way, and why Chereks build ships.

Alorns in general are a tall, fair-skinned people.

Any Alorn can be a berserker for 2,000 experience points, at any time during or after character creation. In battle, a berserker will trigger on a successful WI roll. Berserkers gain +100% to all combat skills while berserk. They also ignore any negative ST modifiers they may have, and positive ST modifiers are doubled. While berserk they feel no pain, and will not stop fighting until all their opponents are dead, or they are.

Algaria

Algars are clannish nomadic cattle herders. They also raise the finest horses in the world, and are justifiably proud of it. In fact, it's said that Algars spend more time on horseback than they do walking. Thus, they start with four skill levels in Horsemanship.

These exceptional horses give Algars what may be the best light cavalry in the world. They prefer the saber, lance and short bow as weapons. They wear studded leather armor.

An Algar may trade all 2,000 starting experience points to be a Sha-dar. This must be done at the time of character creation. It gives the ability to telpathically communicate with horses. This adds four levels to Horsemanship skill, meaning Sha-darim start with eight. Only Algars may be Sha-darim.

Horses always accept a Sha-dar as the herd leader. While no horse will disobey a Sha-dar, they will quite often lie to get out of situations they find distasteful, tiring, etc. Still, they think in herd terms and will usually consider a Sha-dar to be more horse than human.

Cherek

Chereks inhabit the north of Aloria. They are physically large, and tend to be stronger than other Alorns. As such, Chereks may choose to trade their ST score with any other characteristic roll that is higher.

Chereks prefer longswords, chain mail and shields.

Because they were originally set to protect Riva by sea, Chereks make the best warships in the world. As such, Chereks start with four skill levels spread among the following skills:

Drasnia

Drasnia is a nation of spies. The world's only known academy for spying is in Boktor. It's safe to assume any Drasnian met outside the country is a spy. He probably has a nickname (Silk, Javelin, Velvet, etc.) picked up at the academy as well.

As a result of this national industry, Drasnians start with 3,000 experience points instead of 2,000. They also get one level with Extra Language (Drasnian secret language). However, the only skills they may purchase levels in at start are:

At least one purchased level is required in a practical or combat skill also. For the definition of a "practical skill," see Sendaria.

Isle of the Winds

Rivans do not, as a people, study arts other than protection of the Orb and, by extension, the Isle. The notable exception is music. Thus, they may distribute four additional skill levels among the combat skills all PCs start with. They also have the option of placing some or all of those levels into musical skills.

The Bear-Cult

Because they want to conquer all the world, the Bear-Cult prides itself on its members' fighting ability. Bear-Cultist characters thus start with four skill levels that may be spread among any standard combat skills. They may also put some or all of these levels into the skill Priest (Belar).

On the other hand, they are fanatics, and they aren't well organized in battle. No Bear-Cultist may start with any levels in a tactical skill.

Note that Bear-Cultists are Alorns, and therefore must choose a country of origin, but they do not get the advantages from being a nationality. They are fanatics, and so their free time is spent in their peculiar rites and planning a takeover of the world.


  1. Introduction
  2. Character Creation
    1. Aloria
    2. Angarak
    3. Arendia
    4. The Godless Ones
    5. Other Races
  3. Mystical Arts
  4. New Skills
  5. Drugs and Poisons
  6. Monsters

Original material © Patrick Clark 1999/2001
Everything else is either © Tai-Gear Simulations or © David & Leigh Eddings
Last updated 21 November 2001

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