Continuing to muck about with my GLOG/echo, I wrote two classes that tie in with the fair and fell ancestries. Gaining lots as an earthwife represents growing closer to the elemental world to the exclusiong of the civilized one, while gaining lots as a termagant represents gaining magical power at the cost of your social graces.
Both are three-level classes, and both have decreasing-dice mechanics inspired by The Oblidisideryptch's excellent druid. The termagant's abilities were lifted from Rise Up Comus's Dwarf class.
- Earthwife (fair ancestral class)
- You cannot tolerate anything of base metal upon your person, but can speak heart-to-heart with any living thing. Plants and animals will attempt to do as you bid, though not contrarily to their natures. This roll has no goals; the dangers are not reaching what you cannot touch with your limbs, not reaching more than you could bear on your shoulders and not conveying more than flashes of raw sense information.
- You cannot tolerate spun fibers upon your person, but may speak heart-to-heart with earth and stone, which tell you what they know of old or bestir and rearrange themselves for you. When you speak with living things you may disregard one danger.
- You cannot use common nouns; though you may use or give proper nouns to specific things, you must otherwise describe whatever you refer to obliquely. You may speak heart-to-heart with bodies of water to learn nearly anything you wish to know or ask them to bar your enemies or save your friends. When you speak to earth and stone you may disregard one danger, and when you speak to living things you may disregard two.
- Termagant (fell ancestral class)
- You gain two useful magic items chosen by the Referee. When slighted or wronged at all, you roll for the goals of not complaining, not demanding recompense and not holding a grudge. Keep a list of every grudge and strike names from the list only if they suffer a greater loss.
- Once in your life, you may withdraw from worldly affairs for a time and emerge with a powerful magic item you wrought. Work with the Referee to determine the nature of this item. When slighted or wronged, you may only roll for two goals.
- Magic, friendly or malign, can no longer affect you. If any of your hair is cut or dressed, you lose this protection until it grows knotted and tangled again. When slighted or wronged, you may only roll for one goal.