Frontiers – Imperial Stalwart Background (AGE System)

   Posted by: Andrew Linstrom   in AGE System, Frontiers

“Stalwarts” is the name worn proudly by the ones who honor the memory of the fallen Atreborian Empire. Deriders call them “Diehards.” Stalwarts came of age before the Empire’s fall, and were proud of what the Empire stood for: security, prosperity, and progress. Their yearning for the stability of the old days attracts many Stalwarts to positions of authority and responsibility. Many a frontier town with a Temerytic charter nonetheless has a gray-haired Stalwart veteran for a judge and another for a sheriff, willing where their liberty-loving neighbors are not to condemn outlaws to hang from the tree of justice by rope or by nail. A number of major cities in or on the way to the New World are Stalwart-ruled: Cinder Keep, Fort Sajoo, and the Final Islands. They are run according to the old Imperial pattern in both their civil and military structures, and are havens for Stalwarts rankled by the way government and business are conducted in the cities and towns built on the Temerytic or Konetti models. Stalwarts mainly worship the gods of the old Atreborian pantheon, eschewing veneration of Beronna, despite her clergy’s claims to her primacy.

Adventuring Stalwarts are usually former legionnaires, veterans of the last campaigns the Legions prosecuted in the New World, first against the native orcs, and then turning on their plains elf allies. Many such veterans still wander, decades later, unable to settle down. The disquiet in their soul may stem from guilt over their betrayal of the elves, or it may be that their work isn’t completed so long as the frontier remains lawless. They live as mercenaries, as bounty hunters, or sometimes as warlords intent on carving out a stable fiefdom where they can rule by a gladius still pledged to an emperor who will never again call for it. They keep a memento of their past lives with them–their gladius, their infantry rifle, their officer-issue revolver–and tend to name their weapons, their steeds, and their children after people and things of significance from the old days.

Playing an Imperial Stalwart

If you choose to play an Imperial Stalwart, modify your character as follows:

  • Add 1 to your Willpower ability. Stalwarts possess a will sharpened by a life of service and tempered by decades of heartbreak.
  • Pick one of the following ability focuses: Communication (Leadership) or Willpower (Self-Discipline).
  • Your character is a human.
  • You can speak and read Low Treb.
  • Choose a class. You can play a mage, a rogue, or a warrior.
  • Roll twice on the accompanying table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Imperial Stalwart

2d6 RollBenefit
2+1 Cunning
3-4Focus: Cunning (Cultural Lore)
5Focus: Cunning (Military Lore)
6Focus: Willpower (Courage)
7-8+1 Communication
9Focus: Dexterity (Light Blades)
10-11Focus: Cunning (Historical Lore)
12+1 Perception
This entry was posted on Friday, July 29th, 2011 at 8:52 pm and is filed under AGE System, Frontiers. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

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