Low Magic Medieval
Your character is special. They are destined for greatness. But first, they must confront the lies and treachery of the rich and powerful and discover old truths long forgotten. And should they survive the perils of the wild, the turmoil of the war, and horrors beyond the Last Vale, they will begin to develop and harness special abilities that set them apart from others – this is your paragon path. There are four ways in which your character may exhibit power, four secrets lost during the migration, that will shape your destiny and the destiny of all.
Players can skip selecting a paragon path and continue the character creation process without one. A path can be purchased with character points later in the story. However, once chosen, this path is irrevocable and exclusive. No character may have more than one of the four paragon paths. There are plenty of branches and variety down each path, but the mechanics of how the magic works, where it comes from, and its advantages and drawbacks are unique to each system. Here they are, pick one:
Your character has been studying magic and charlatanism for years, reading over the academic texts, learning obscure cyphers, singing songs in dead languages, or studying the recipes and medicines of great-grandmother. Just like most sensible people, you thought it was all bluster, until your discovery… Now there is no turning back. You are what is known as a “hedge witch,” a magic user in search of an arcane tradition. Turn to page xx to learn about Hexery: Wizards, and Witches.
It has always been there; that tingle. That little thing that starts to rise up in you when you are excited, scared, or stressed. It isn’t just emotion. As a fact this power has manifested. It may have only been once, so far, but you know it lives inside. Your journey is to control it so that it does not control you. You are a channeler and you create magic. Turn to page xx to learn about Drafting mana: Sorcerers, and Conjurers.
Your family tree has borne the fruit of many an eccentric. There are many old family secrets, and history of madness – even though some might call it the “glint” or the “shine.” Recently your character’s sensations have been getting the better of them, more than usual, more than the feelings you learned to hide as a child, now stronger than ever you are feeling things, seeing things, and hearing things that defy reason. You have desperately tried to steer away from the family curse, but you fear it has its hooks into you because you don’t see it is a curse so much any more. You think you have a power. Turn to page xx to learn about Mystics: Scops and Aelk Masters.
“Don’t ask questions about your grandfather,” your mother may have said. “He wasn’t from around here,” is the most you ever gleaned about him. But something about your ancestry is different, and as you grow more and more of the “old family traits” start to surface. Maybe it is your strength, your hearing, or your agility. You won’t ever conjure mists or do magical things, but you won’t exactly be normal either. Turn to page xx to learn about Atavisms and the transhuman.
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