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Belgarion's World for Risus
Character Creation
Create characters as normal, using all Advanced Options except Double-Pumping and
Funky Dice. Clichés that allow those options are noted. No one starts with Funky
Dice, though. They must be earned through character advancement.
At least one die must be put into a racial or national Cliché. (Those are the
lowest-level Clichés listed under "The People of Belgarion's World.") Each racial
Cliché inherits the properties listed for higher levels. For example, both Thullish
men and Thullish women worship Torak overtly (Angarak) and are not very bright (Mishrak ac
Thull).
If a character is better at something than the racial Cliché might indicate,
it can be broken out as a sort of "bonus dice Cliché." The total dice provided by
both the racial and separate Clichés may not exceed four for a starting character, or
six at any time. Should the sum reach six dice, advancement is only allowed for the racial
Cliché, and any new dice are taken from the bonus dice Cliché.
Example 1: a starting character might have Nadrak woman(2) and Dancing(2). This character
effectively has Dancing(4). She would not be a legal starting character if she had Nadrak
woman(3) or Dancing(3), because that would give her Dancing(5) to start. However, she may
gain dice with character advancement.
Example 2: The same character has advanced to Nadrak woman(3) and Dancing(3), giving her
an effective Dancing(6)--the maximum allowed. She can gain no more dice in Dancing. If she
gains a die in Nadrak woman, it will come out of Dancing. This would leave her with Nadrak
woman(4) and Dancing(2). She still has an effective Dancing(6), but is now better at
cooking, making Morindim curse markers . . . and using her knives. Approach
with caution.
Characters worse at something than the racial Cliché would allow--such as a
Karand(4) who's a lousy farmer--may note this in a Hook.
THE PEOPLE OF BELGARION'S WORLD
Aloria (Being tall and fair-skinned, wanting to protect the Orb of Aldur)
- Algaria (Herding cattle, riding horses)
- Cherek (Sailing, brawling, living in snow, killing wild boars)
- Drasnia (Sneaking, spying, thieving, Drasnian secret language)
- Isle of the Winds (Looking grim, wearing grey, enjoying music and art)
Angarak (worshipping Torak overtly)
- Cthol Murgos (Driving slaves, fanatic hatred of Alorns)
- Dagashi (Killing with or without weapons, adder sting, desert survival,
disguise, sneaking)
These apply only to Dagashi men. Women are slaves.
- Gar og Nadrak (Drinking, haggling)
- Nadrak man (Brawling, hating Grolims)
- Nadrak woman (Knives, dancing, cooking, Morindim curse markers)
- Grolims (Priest of Torak, performing sacrifices, scaring
non-Mallorean Angaraks)
Most Grolims will also have either Sorcery or Sleight of Hand. However, Torak
restricts them to Sorcery(1) if they have it at all, and they don't get the "not
aging" part of the Cliché.
- Mallorea (Military etiquette, bribery, bureacracy)
- Mishrak ac Thull (Being stupid, hating Grolims, not swimming)
- Thullish man (Being strong, manual labor)
- Thullish woman (Getting pregnant)
Arendia (Being honest and brave, hating other Arendish peoples, loving
tournaments, acting impulsively, showing no common sense, court intrigue)
- Asturia (Archery, banditry)
- Erat: For the first fifty years of its existence, Erat may be
treated as Wacune. After that, it came to closely resemble modern Sendaria.
- Mimbre (Long-winded flowery speaking, love of high drama and
romance, patience in conversation)
- Mimbrate man (Wearing armor, being strong, using melee
weapons, riding horses, jousting)
- Mimbrate woman (Embroidery, turning suicidal when
dramatically appropriate)
- Wacune (Archery, long-winded flowery speaking, ignoring
contractual obligations)
- Serfs (Farming, starving, being subservient)
Serfs start with only three dice, which usually all go into the Serf Cliché.
Any dice not allocated to Serf must normally go into labor-oriented Clichés.
The Godless Ones
- Dalasia (Studying, observing, speaking cryptically, group
overmind, wearing white)
- Dryads (Bowhunting, talking to trees, living in forests, being
vegetarian, kidnapping attractive mortal men, living as long as her bonded tree
does, enjoying chocolate on a whole new level)
- Karanda (Knowing about demons, worshipping demons, farming,
highway robbery)
- Melcena (Study, bureaucracy, civility, writing bad poetry, paperwork)
- Gandahar (Making and eating very spicy food, refusing to
sell elephants)
This is an optional provincial Cliché that Melcenes are not required
to take.
- Morindland (Arctic survival, knowing about demons, worshipping
demons, making curse markers)
- Perivor: Prior to the shipwreck, treat the inhabitants of Perivor
as Dals. After the shipwreck, they may be treated as Dals or Mimbrates at the
player's option.
- Ulgoland (Seeing in near-total darkness, avoiding light, climbing
rocks, worshipping UL in all aspects of life)
Others
- Maragor (Speaking both Marag and common languages)
- Marag man (Being athletic, being stupid)
- Marag woman (Being physically attractive, not caring about
material wealth)
- Nyissa (Talking to snakes, experimenting with drugs, poisoning
people, taking antidotes)
- Sendaria (Politeness, planning, gossiping, brawling, being practical)
- Tolnedra (Greed, money handling, bribery, neatness)
OTHER CLICHÉS
- Alchemy (Mixing ingredients to form supernatural compounds, blowing stuff
up by mistake)
- This Cliché is taught only at the University of Melcene.
- Astrology (Reading stars and planets to foretell the future)
- According to Belgarath, the stars seem to say something different every fifteen
minutes. Accordingly, only Dals may ever have more than Astrology(2).
- Bear-Cult (Fighting, acting mysterious, distrusting outsiders, fanatical
desire to reunite Aloria)
- This is Cliché is available only to Alorns. It may not be used as a Team
Cliché.
- Berserker (Going crazy in combat until all foes are dead--or you are)
- Only Alorns may take this Cliché, and must take a minimum of two dice in it.
Double-Pumping is allowed. Roll this Cliché every combat round against a target
number of 10 to go Berserk, whether the player wants to or not. Once it's successful, use
Berserker for all further combat rolls. Berserker may not be used as a Team Cliché.
- Divining/Dalasian (Understanding the whisperings of nature)
- This Cliché is available only to Dals, and should be reserved for NPCs.
Double-Pumping is allowed.
- Divining/Ulgo (Sensing caves, walking through earth, making holes in rock)
- Only Ulgos may have this Cliché. It may be taken at character creation only.
- Drasnian secret language (Talking with fingers)
- All Drasnians have this by default, and so don't need to take this Cliché.
Non-Drasnians may learn it with GM--and Drasnian--approval.
- Guide (Leading a seer, using a staff, being mute, faking sign language
with telepathy, being big and strong)
- This Cliché is only available to Dals.
- Legionnaire (Sword, shield, marching, patrolling)
- Only adult Tolnedran men may have this Cliché. If Legionnaires in a Team can
form a shield wall, they gain two dice per extra Team member, not one.
- Magic (Summoning and controlling demons, drawing pentagrams)
- Magic may be bought Double-Pumped. Any non-Morindim or non-Karand character must explain
how this Cliché was learned, to the GM's satisfaction.
- Necromancy (Summoning the spirits of the dead, talking to them, wearing
black robes)
- Only the Dals (including Perivor) and the Melcenes study this art. Target numbers for
Necromancy attempts are:
- 5 The necromancer is in arm's reach of the corpse.
- 10 The necromancer is in arm's reach of part of the corpse.
- 15 The necromancer is standing on the grave.
- 20 The necromancer is at the scene of death.
- 25 The necromancer is with someone the deceased knew well.
- 30+ The necromancer has no worldly access to the deceased.
A successful roll allows the necromancer to ask the deceased one question for every point
the roll was made by.
- Old Angarak (Speaking and reading a dead language)
- Torak outlawed this language after the Age of Prophecy ended. Angaraks get this for free
as part of their racial Cliché until that time. After that, it's a capital offense in
that part of the world to know it.
- Seer (Knowing the future, speaking cryptically about it, wearing a blindfold)
- This Cliché is available only to Dals, and should be reserved for NPCs.
Double-Pumping is allowed, and Cyradis may use Funky Dice.
- Sha-Dar (Talking to horses)
- Only Algars may be Sha-darim. This Cliché may be taken only at character
creation.
- Sight (Seeing the true nature of things, limited prophecy, being physically
blind but not needing a guide)
- The only recorded instance of this talent was Martje.
- Sorcery (Using the Will and the Word, hearing other people use it, not aging)
- This Cliché may be bought Double-Pumped. Disciples of Aldur or Torak may earn
Funky Dice through character advancement.
- Witchcraft (Persuading nature spirits to do what you want, living a few
hundred years)
- This Cliché may be bought Double-Pumped.
- Wizardry (Enchanting and cursing things, making sailors superstitious)
- Not discussed much in any of the books. It's how the Seers kept Grolims out of Kell.
Sailors sometimes blame unexpected storms on wizards.
ENCHANTED ITEMS
There are very few enchanted items mentioned in the books. Some are bonus dice gear,
others add Clichés to the wielder. For practical purposes, they are impossible to
obtain unless the character is part of the right group of people. The GM must approve this,
of course. And if you do allow the Rivan King as a PC, don't cry about game balance.
- Amulets
- Worn by Ce'nedra and the disciples of Aldur. Ce'nedra's amulet gives the Clichés
Worldwide Eavesdropping(6) and Talk Through Amulets(6). It's unclear what the other amulets
do besides talk to Ce'nedra's, if anything.
- Angarak gold
- This gold calls to its own. Like all money, it can add Bonus Dice to bribery attempts.
However, if the subject has some Angarak gold already, he won't want to part with it, and
he'll want more. Attempts to bribe such a person with Angarak gold gain one additional Bonus
Die, over and above what the GM would normally allow.
- The Cave
- See chapter eight of Magician's Gambit and remember that the cave itself
is sentient. Things may be possible there that aren't possible anywhere else. Garion brought
a stillborn foal back to life in it, though Polgara was sure he'd kill himself instead. Good
luck trying to get in, though, if it can even be found.
- The Hierarchs' ruby
- This gives a Team of sorcerers using it two dice per additional sorcerer, not one.
- Iron-grip's sword
- Without the Orb of Aldur attached to the pommel, this is too heavy for all but the
strongest to wield. It's too long and awkward to add any dice to a Cliché in this
case. Instead, treat as an unfamiliar weapon, causing the wielder to be at half the
appropriate Cliché dice.
With the Orb attached, the situation is reversed. Iron-grip's sword then adds two Bonus
Dice to the appropriate Cliché. Like the Orb of Aldur, this only works for the Rivan
King. Anyone else has to deal with the Orb.
- Kell
- Surrounding Kell is an area no Grolim can penetrate. Those who try go blind to the
world. They spend the rest of their lives with peaceful, quietly joyous expressions on their
faces as they contemplate their God. Given their expressions, the God they see isn't Torak.
- The Orb of Aldur (Cthrag Yaska)
- Adds +[6d30] to the Rivan King's Sorcery Cliché, or gives him Sorcery[6d30].
Anyone else gets to fight the Orb's innate Sorcery[6d30] Cliché.
- The Sardion (Cthrag Sardius)
- Acts as the Orb of Aldur, but for anyone. The problem is that it would rather stay
hidden. It has the power to do just that.
STUFF THAT BUGS ME
The world is round, based on the travels described. For that matter, Urgit insults
Nathel's intelligence by saying Nathel believes the world is flat. Yet no one sails from,
say, Camaar to Melcena. (This despite the theory that the Melcenes came from islands to
their east, before said islands were sunk by the cracking of the world.) All sailing now is
more or less on the coasts of the continents and in the Sea of the East. No explanation is
given. Why is this?
It appears to be an Eddings peculiarity. The same sort of thing happens in the Sparhawk
books. In both cases, it's unrealistic unless the Great Western Sea is too large to
navigate. Or perhaps it's subject to frequent storms, or there are sea monsters.
- Introduction
- Character Creation
- Drugs and Poisons
- Monsters
Original material © Patrick Clark 2000
Everything else is either © S. John Ross or © David & Leigh Eddings
Last updated 31 March 2000
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