The Wrotan

The Wrotan are the human race of Air, philosophers who dedicate their lives to the pursuit of excellence who have studied and learnt much from the guidance of the Fey-Sirona. Under the guidance of the champions of Air they conceived and set up the Wrotan Republic, but in recent years they have turned away from the paths of a republic and embraced empire, giving rise to the Wrotan Empire currently seeking domination of the Elemental Union across Urutau.


History: During the Age of Air, the Wrotan were the most astute pupils to the Fey-Sirona who were instrumental in the shaping of that long lost age of wonder. Making friends easily with the other races of the Elemental Union, the Wrotan brought together the best of all cultures and used it to shape their own. Yet they did not notice one of their tribes slipping away – they, the Wrotan Savage are listed within this section also.

When the Age of the Void began, the Wrotan were among the first of the forces to resist and fight back against the enemy, it was the Wrotan that stopped the spread of corruption across the world and it was the Wrotan that enabled the Elemental Union to fight back.

The Age of Fire was brought about by the sacrifice of the Fey-Sirona, champions of the races of Air and what remained of them as they picked up the remnants of their society guided the Wrotan in the forming of the Wrotan Republic, a philosophical society among the Elemental Union unifying the races for the greater good. This is the striving ideal that binds all Wrotan and has seen them become the greatest society in today’s world.

Physical Characteristics: Most Wrotan warriors dress lightly for greater manoeuvrability yet they carry large shields, spears and swords. Civilian dress is most commonly simple and bland, though some among the senate will utilise contacts and dress more similarly to the nobility they have met or had frequent dealings with across the world of the Republic.

Culture: The Wrotan Republic is the singularly most powerful and organised political entity within the world of Element, run by a powerful and democratic body of officials made up of representatives from around the Republic; at the heart of the Republic there is the steady and guiding hand of the Fey–Sirona and a majority of the republic is made up of Wrotan Senators. The Wrotan are a very civilised and learned race, having learnt many things from their guardians and the mistakes of the past ages. A senator represents his or her district within the republic and is supported by a group of officials or ‘ministers’, the Republic acknowledges the prestige of nobility among the republic members, but within the Wrotan nation there are no nobility, this is not to say that its officials do not enjoy the perks of the job or that they are immune to the corruption of the void, however for the better part of its body, the Wrotans strive to design and maintain a society where everyone is happy and fruitful.

Racial Advantage: Due to their keen intellect, Wrotan gain a +1 bonus experience point at the end of a day’s adventuring, they also get a bonus +1 Skill Points at character creation as a human race.

- A Wrotan Savage is a character who was formerly one of the Men of the Mountains, that grew up in servitude to the Werewolves. Yet with the development of plot, they have become available as Player Characters and have this alternative Racial Advantage: Access to the following specific Racial Skill Lists (Wrotan Barbarian, Wrotan Hunter and Wrotan Shaman). They also get the bonus +1 Skill Points at character creation as a human race.
- The Gogi, the Ephor and the Spiratan Soldier are specific to a Wrotan background that works around a character growing up in that city and very specific part of Wrotan culture.

Racial Disadvantage: Due to their ideology, the Wrotan strive to be among the best in their chosen careers, to this extent they focus on building up skills to their maximum rather than studying new skills, only when they built all character creation skills to level five may they start developing new skills as they wish.

- The Wrotan Savage Disadvantage is that they must take at least One Void Point at Character Creation, and they may not learn any of the other ordinary Wrotan Racial Skill Lists.

Notes: Of all the human races and great civilisations in the history of the world the Wrotan are influenced by the Roman & Greek Empires and the legacy they have left behind.

Skill Lists

The Barbarian: is a Wrotan Savage ‘Warrior’ of power over skill, strength, tenacity and bravery, one of three specific racial skill lists that the former Men of the Mountains have brought with them out of the Savage Mountains.


Prerequsites: Must be a Wrotan Savage and may not be a Wrotan Savage Shaman.

Level One: Take the Pain: The character may ignore one blow up to a maximum of a Mundane Quad, once per day.

Level Two: Mountain Heritage: The character gains +2 Hits to all locations, owing to their greater strength and endurance.

Level Three: Barbarian Rage: x1 per day, the Barbarian may enter in to a battle rage, gaining +5 Hits per Location for three minutes, and they also gain +1 to all damage levels to a maximum of Quads. When the rage ends, the character must fall to the ground exhausted for three minutes.

Level Four: Strength of the Mountains: The Barbarian may cause a Mundane 'Knock-Back' Call with their weapons, with a cool down time of four minutes between uses.

Level Five: Might of the Mountains: The two handed weapon of the character may use the 'Crush' or 'Shatter' call up to Five times per Event, requiring big blows, and to have a cool down time of at least five minutes between uses.

The Ephor: The Priesthood of Spirata are famed for their wisdom and guidance, through which all religious ceremonies, omens and portents are undertaken within that warrior culture. A King or Senator may rule Spirata, but they may not act without the approval of the Ephors.

Level One: Spiratan Lore: This skill equals to the total skill level in this list and represents the Ephors understanding and knowledge of Spiratan Lore.

Level Two: Ritual Scars: An Ephor looks weak, but beneath the robes they are covered in strange, ritualistic scarring that grant the Ephor +2 Hits to all Locations.

Level Three: Purity of the Flesh: The Ephors understand Lord Arios better than many, and understand the value of virtue and purity of the body, mind and spirit. So long as the Ephor maintains their purity (Referee Discretion), they may, three times per event, manipulate the element of Air as though they possessed it as a Natural Ability.

Level Four: Enhanced Resilience: An Ephor is Immune to All Mundane Poisons, Diseases and Alchemical Potions, including beneficial.

Level Five: Compelling: The guidance of the Ephors is central to Spiratan society, and through their rituals and ways, they may choose to compel a Spiratan individual to do as they ordain, granting upon the blessed Spiratan subject Immunity from all Mundane Means of persuasion and deception when concerned with the task at hand, until the compelled task is complete.

The Gogi: The children of the Spiratan people undergo the most arduous of trials before they can be recognised as Citizens and even adults in Spiratan society. Many die. But those that survive (completing this skill list) can then move on to become something more in Spiratan society.

Level One: Scavenge: Stuck in dire straits, the Gogi can always find enough scraps of food and water to survive for one more day. This requires a simple test with a referee that the Gogi need only draw. Winning the test means the Gogi gets more satisfying fare, or they may have enough scraps to feed another individual if needs be.

Level Two: Dodge: The Gogi may call Dodge versus a ‘Mundane’ attack Twice per Day.

Level Three: Resilience: Mundane Poisons and Mundane Diseases only do half effect versus the Gogi.

Level Four: Tough Enough: The Gogi is sufficiently toughened and determined enough to survive the harshness of Spiratan life that they get +4 Hits to all locations.

Level Five: Combat Instincts: The Gogi has natural aptitude enough that they may pick up any weapon and do 'Singles' with it. They also call 'No Effect' versus mundane mind effects.

Notes on the Gogi: Before they can become a True Spiratan Soldier or Ephor, a Spiratan MUST complete this skill list. As The Gogi is a right of passage for Spiratan Children, a starting Adult character may buy level five in this skill list in order to begin the life of a Spiratan Soldier, but the purchase of the level five Gogi skill costs Two Free Points.

The Hoplite Soldier: The Wrotan pride themselves on the professional soldiering abilities and the organisation of their armies, and this racial skill list


is a part of the reason.

Level One: Basic Training: The character may use any weapon and be able to do a 'Single' point of damage with it.

Level Two: Tough: The character gains +2 Hits to all Locations.

Level Three: Advanced Training: The character may use any weapon and be able to do 'Doubles' with them. They may maintain the weapons as well.

Level Four: Disciplined: As disciplined soldiers the Wrotan do not afford themselves the weakness of fear, as such they are Immune to anything that causes Mundane ‘Fear’ or Mundane ‘Intimidation’.

Level Five: Strength in Numbers: For every player character Wrotan present who is fighting, the player character Wrotan Soldier gets +1 Hits per Location, to a maximum bonus of +5 Hits per Location which adds on top of their base hits.

The Hunter: is a skilled Wrotan Savage hunter who has learned their skills among the Savage Mountains, alongside such predators as the Werewolves and the Sabre-Tooth Tigers and Mammoths of the Southern Ice Plains of Lyrzeria.

Prerequisite: Must be a Wrotan Savage.

Level One: Hunters Strength: The character gains +1 Hits to all Locations.

Level Two: Skilled: The character gains +1 to Tracking and Stealth.

Level Three: Hunters Senses: The character gains +3 to Tracking and Stealth whilst in the Savage Mountains and Lyrzeria.

Level Four: Greater Movement of the Hunter: The character gains +4 Mundane Dodges per Day.

Level Five: Bring it Down: The Hunter may call, once per day, a Mundane 'Sever' to a leg or arm only, allowing for the hunter to bring down its prey.

The Leader of Men: From generals in the army to the esteemed members of the Senate House, this is a skill list that helps them make all the tough decisions that have to be made and also face up to the consequences.

Level One: Eye for Detail: The character may recall any details they have heard or seen with a successful test with a Referee.

Level Two: For the Greater Good: The character may make decisions that would earn them Void Points. However, instead of them taking effect as normal as per the rules for Void Points, the Leader of Men may 'bank' up to two Void Points, ignoring the normal effects of Void Points and be able to buy them off with Experience Points which must be done as soon as possible. Failure to buy them off will result in them taking effect immediately, with an additional Void Point for good effect!

Level Three: Determined: The Leader of Men is Immune to all Mundane Psychological effects that would hinder them from fulfilling their endeavours.

Level Four: Take the Blame: The Leader of Men can issue orders to a Wrotan Soldier that would earn the soldier a Void Point, but instead of the Wrotan Soldier getting the Void Point, the Leader of Men can take it instead; the Soldier is then merely 'following orders'.

Level Five: Politician's Tongue: The Leader of Men may make statements and talk about subjects that seem completely Immune to Mundane means of Deception used against them. This is because they gain a bonus +5 to Deception when talking.

The Philosopher: A wise sage and council, this Wrotan magic user is one who considers the very nature of metaphysics and the pursuit of excellence.


Level One: Create Mana: For every ten minutes the Philosopher talks about and participates in a debate about philosophy and metaphysics, they regain +1 Mana Points.

Level Two: The Meaning of Life (SPELL): A confusion spell if you like, that forces a target to sit down and consider 'the meaning of their life' for the duration of the spell.

Level Three: Skill Manipulation (SPELL): The Magic User may manipulate and rearrange up to three points of a Targets skill points which stand for the duration of the spell. If the Mage spends a Fate Point the effects of the spell may be made permanent. A skill may not exceed level five in this manner and can only be reduced to level one. It may not be used to manipulate Hits per Location.

Level Four: Summon Sylph (SPELL): The Magic User may summon a local Sylph who will speak to the magic user with a free will. The Sylph will be neutral towards the character and will only stay around for the duration of the spell, but they do love to gossip!

Use of this spell requires a Referee.

Level Five: Command Sylph (SPELL): The Magic User may command a Sylph to perform one duty for them, which the Sylph is obliged to do (It may not be happy about it, so be warned - after it has performed the duty it may come back!) The duty should be something capable of being completed within one day, if it is not, the Magic User has the option of expending additional Mana to extend the duration by +1 Mana per additional day - at the time of the casting of this spell!

The Shaman: is a Wrotan Savage that understands the way of Spirit Magic (which will appear in the magic section of the Players Handbook), but also get a specified skill list of their own:

Prerequisite: Must be a Wrotan Savage, Must be a Magic User.

Level One: Sense Undead: Use of this spell reveals all Undead Energies within the Shaman's Line of Sight.

Level Two: Strength of the Mountains: The target of this spell gains +2 Hits to all Locations for the duration of the spell.

Level Three: Elemental Manipulation - Air: The Spell allows for the ‘Enchanted’ manipulations of the element of Air within the range of the caster.

Level Four: Elemental Manipulation - Stone: The Spell allows for the ‘Enchanted’ manipulation of targeted Stone within the range of the caster, changes to stone may be permanent depending upon the wishes of the Shaman.

Level Five: Bone Blast: This spell targets one location, and does an ‘Enchanted Quad’ to the location, as all bones within the location get shattered, causing immense pain to the target and being an injury that is extremely difficult to heal.

The Spiratan Soldier: Elite fighters, forged through a lifetime of hardship and endurance. A Spiratan Soldier has completed the Gogi and gets all those benefits before learning this skill list, which takes some of the Gogi's teachings further still.

Level One: Spiratan Training: While the Armour Skill must also be learnt, the Spiratan Training allows for the soldier to gain all of the benefits of wearing the armour according to its skill without the need to actually wear the armour itself. So a character who can wear Chainmail, but who has this skill may gain the +3 to Hits Per Location bonus and immunity to Mundane 'Singles' and 'Doubles' to represent their Spiratan Training, but not have the need to actually wear the armour itself.

Level Two: Tough: The Spiratan Soldier gains +2 Hits to all Locations.

Level Three: Combat Training: A step up from the Gogi Combat Instincts, the Spiratan may use any weapon and do 'Doubles' with them, as well as maintain them.

Level Four: Battle-Hardened: The Spiratan Soldier gains +4 hits to all Locations.

Level Five: Intensity to Kill: Through either the expenditure of a Fate Point or a Void Point, the Spiratan Soldier may focus all of their energies into delivering a 'Fatal' strike to one opponent.

The Wrotan may also learn The Way of the Lammasu.

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