Solnar Swift Arc is a new Tabletop Roleplaying Game that I am currently developing. Other articles on Solnar Swift Arc’s game development can be found on Nerdarchy here – Genesis Die Pool Impact Rolling Races Combat PC Moves Difficulty Levels.
Population – 700 to 900 Solnar wander their planet currently
Birth – Solnars emerge from Sol Shards once every 19 years
Death – Sol Flash: When a Solnar is wounded they emit a bright flash that has a 50% chance to blind anyone within close range Sol Down: When a Solnar dies there is an explosion of light and any living creature within close range increases one of their Attributes by one Step and all of their wounds, ailments or diseases are cured
Culture – Sol Wander: Solnar do need to breath or consume food or sleep ~ Solnar are not adversely affected by temperatures above negative 10 Fahrenheit or below 110 Fahrenheit (and correspondingly they do not build structures) ~ Solnar prefer to spend their time wandering their planet experiencing beauty ~ Solnar do not keep possessions (primarily because they do not need them or desire them) ~ Solnar suffer a debilitation if they are not under the sky each day Sol Awk: Because use of physical objects are so alien to Solnar, they are limited to d8 and above on roll involving a task in which they use a physical object Sol No: Solnar do not speak about the birth or death of themselves or any other Solnar (it is considered to be a repugnant practice to them) Sol Adventuring: Adventuring, working with a team to explore and quest and aid does not synchronize with the base nature of Solnars ~ Very few Solnar choose to adventure ~ Solnar choose to adventure only because they have befriended or have been befriended by an adventure ~ Solnars consider friendship to be a powerful, eternal bond and once they have befriended an adventurer they will spend their time adventuring with that adventurer until they or the adventurer has died
Population – 7 to 9 Shrouds wander their planet currently
Birth – No one knows how Shrouds are born, except Shrouds A Shroud is born when a Solnar takes its own life Each Shroud is born with no memories of any kind The birth of a new Shroud emits a call to all Shrouds and the closest rushes to the new Shroud to explain its state to it
Death – Shrouds do not die When a Shroud is successfully attacked and a wound is achieved against a Shroud the wound is resolved as through no wound was achieved This makes Shrouds incredibly deadly in combat and groups that have dealt with Shrouds usually combat them by attempting to restrain them and them burying them deep below the ground in an iron bound sarcophagus, the location of which is kept secret
Culture – Shroud Wander: Shrouds do need to breath or consume food or sleep ~ Solnar are not adversely affected by temperatures above negative 10 Fahrenheit or below 110 Fahrenheit (and correspondingly they do not build structures) ~ Shrouds prefer to spend their time in silent solitude until they decide not to ~ Shrouds do not keep possessions (primarily because they do not need them or desire them) Shroud No: Shrouds do not speak about the birth of Shrouds and will immediately attempt to kill anyone who speaks on the subject in their presence Shroud Adventuring: Adventuring, working with a team to explore and quest and aid is an unusual endeavor and as such some Shrouds choose to adventure for a time, primarily to be close to the impact of the adventurer’s actions, which are occasionally world shaking
Solnar (Swift Arc) is in development so your feedback is eagerly sought! Please let Tabletop Roleplaying Game Developer J. Scott Garibay know your thoughts here on Nerdarchy.com or on Nerdarchy’s Facebook Page. Thank you very much.