Player's Guide--Character Creation: Difference between revisions

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;[[Dwarves]]: Common in the [[Holy Kaelthian Republic]], [[Shinevog]], and [[Zhapai Karmap]]. Uncommon but not unknown in the [[Serpent Dominion]]. Rare otherwise.
;[[Dwarves]]: Common in the [[Holy Kaelthian Republic]], [[Shinevog]], and [[Zhapai Karmap]]. Uncommon but not unknown in the [[Serpent Dominion]]. Rare otherwise.


;Elves : [[Puun Ihmisia]] (pronounced poohn ih-ME-si-a, commonly shortened to imisi, aka wood elves) are common in [[Byssia]], the [[Duarchy]], and [[Zhapai Karmap]]. [[Gwerin]] (GOOER-in) high elves) are only common in the [[Crisial Kingdom]]. As of mid-summer 250 AC, [[goroesi]] (gor-o-ES-i, dark elves) are available for play. All goroesi come through the [[Serpent Dominion]] and must use the statistics noted in that article. Second note: wood elven and [[Yonwach]] high elven are different languages. Choose one if you choose Elven as a language.
;Elves : [[Puun Ihmisia]] (pronounced poohn ih-ME-si-a, commonly shortened to imisi, aka wood elves) are common in [[Byssia]], the [[Duarchy]], and [[Zhapai Karmap]]. [[Gwerin]] (GOOER-in), aka high elves are only common in the [[Crisial Kingdom]]. As of mid-summer 250 AC, [[goroesi]] (gor-o-ES-i, dark elves) are available for play. All goroesi come through the [[Serpent Dominion]] and must use the statistics noted in that article. Second note: Metsae (wood elven) and [[Yonwach]] (high elven) are different languages. Choose one if you choose Elven as a language.


;[[Halflings]] : Only common in the [[Holy Kaelthian Republic]], but present in the [[Crisial Kingdom]] and the [[Sha'slar Autonomous Zone]] as well, especially in agricultural areas. Rare. Strongly matriarchal society--men are comparatively rare.
;[[Halflings]] : Only common in the [[Holy Kaelthian Republic]], but present in the [[Crisial Kingdom]] and the [[Sha'slar Autonomous Zone]] as well, especially in agricultural areas. Rare. Strongly matriarchal society--men are comparatively rare.
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;[[Dragonborn]] (all colors<sup>4</sup>): Rare but more common as adventurers. Very common (dominant, in fact) in [[Wyrmhold]]. Not found elsewhere. Mostly related to one another (small, clannish population). Add Darkvision (60 ft) and can choose either +2 DEX or +2 STR. Breath weapon is a bonus action.  
;[[Dragonborn]] (all colors<sup>4</sup>): Rare but more common as adventurers. Very common (dominant, in fact) in [[Wyrmhold]]. Not found elsewhere. Mostly related to one another (small, clannish population). Add Darkvision (60 ft) and can choose either +2 DEX or +2 STR. Breath weapon is a bonus action.  
;[[Tieflings]]<sup>4</sup>: Rare, skips generations. They occur everywhere humans are found. Can use any of the published variants except Feral (Winged).


;[[Plane-touched]] (Homebrew<sup>1</sup>): Elemental plane-touched are mostly from [[Byssia]], although others are starting to pop up elsewhere. Astral plane-touched are rare and most common in the [[Successor States]].
;[[Plane-touched]] (Homebrew<sup>1</sup>): Elemental plane-touched are mostly from [[Byssia]], although others are starting to pop up elsewhere. Astral plane-touched are rare and most common in the [[Successor States]].
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;[[Soul-forged]] (Homebrew) : Present in southern [[Wyrmhold]] or [[Byssia]]. Very new race, may get startled reactions elsewhere.
;[[Soul-forged]] (Homebrew) : Present in southern [[Wyrmhold]] or [[Byssia]]. Very new race, may get startled reactions elsewhere.
;[[Sher-ka]] [sher-KA] (Homebrew<sup>2</sup>): Anthropomorphic cats from [[Ithemba]] on the south continent.
;[[Udaaka]] [oo-DAH-ka] (Homebrew<sup>2</sup>): Winged bird-people from [[Ithemba]] on the south continent


;[[Jazuu]] [JAZZ-oo] (Homebrew<sup>2</sup>): Large, competitive, mountain people related to giants. From [[Zhapai Karmap]] or [[Wyrmhold]].
;[[Jazuu]] [JAZZ-oo] (Homebrew<sup>2</sup>): Large, competitive, mountain people related to giants. From [[Zhapai Karmap]] or [[Wyrmhold]].


If you use the [[Player Option--Variant Races| variant race]] option for applicable races (marked with <sup>4</sup>), you may choose an extended background from [[Player Option--Regional Backgrounds]].
If you use the [[Player Option--Variant Races| variant race]] option for applicable races (marked with <sup>4</sup>), you may choose an extended background from [[Player Option--Regional Backgrounds]].
'''Options from "Customizing Your Origin" (TCoE) are not allowed.''' Use the variant races and backgrounds instead.


[1]: Acceptable alternate stats for the astral plane-touched are found in published books; alternate stat blocks for elemental plane-touched are found in the the a free official pdf.
[1]: Acceptable alternate stats for the astral plane-touched are found in published books; alternate stat blocks for elemental plane-touched are found in the the a free official pdf.
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[3]: Acceptable alternate stats for this race are found in various published books.
[3]: Acceptable alternate stats for this race are found in various published books.


[4]: Main stats are found either in the SRD or in the [[Player Option--Variant Races]] document.
[4]: Main stats are found in the [[Player Option--Variant Races]] document.


==== Classes and Archetypes ====
==== Classes and Archetypes ====
All PHB and Xanathar's Guide classes and archetypes are allowed. From Tasha's Cauldron of Everything, all archetypes except Stars Druid, Twilight and Peace clerics, all the sorcerer archetypes, and the scribe wizard are allowed. Non-elf bladesingers are fine. Note that necromancy (specifically creation of undead) is frowned on strongly. Other UA or homebrew requires permission. Spells from Elemental Evil (pdf), Xanathar's Guide, and Tasha's Cauldron of Everything (except for ''dream of the blue veil'') are allowed. Note: gunpowder and guns do not exist and will not exist. Thus, the Gunner feat and any firearms-related class is off the table and will not be accepted.
To learn more about the role of the classes (and their NPC equivalents) in Dreams of Hope, see [[Classes and Quartus]]. For a list of allowed classes and archetypes, talk to the DM.
 
To learn more about the role of the classes (and their NPC equivalents) in Dreams of Hope, see [[Classes and Quartus]].


==== Technology and Magic Levels ====
==== Technology and Magic Levels ====
Magic is common, but permanent magic items are rare. There is no general ability to purchase most permanent magical items, although some organizations facilitate purchase of items for their members in good standing (generally limited to Uncommon and Common items). Potions and other consumable magical items are purchasable in the larger cities.
Magic is common, but permanent magic items are rare. There is no general ability to purchase most permanent magical items, although some organizations facilitate purchase of items for their members in good standing (generally limited to Uncommon and Common items). Potions and other consumable magical items are purchasable in the larger cities.
'''Note''': There are no chemical explosives (although there are magical aether-based devices that create similar effects) and especially no firearms. This is an aesthetic choice more than anything.


Tool uses from Xanathar's Guide are in play, as are downtime rules.
Tool uses from Xanathar's Guide are in play, as are downtime rules.
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== Area Map ==
== Area Map ==
[[File:West-Noefra-250-political.png|600px|West Noefra Political Map]]
[[File:Noefra-253AC-political.webp|alt=Noefra Political Map|600x600px|West Noefra Political Map]]


Pronunciation guide (capitalization indicates primary emphasis):
Pronunciation guide (capitalization indicates primary emphasis):

Latest revision as of 19:30, 31 March 2025

Races

The playable races of the setting are (sub-races are included unless specifically excluded):

Humans4
Most common race by far. Major populations exist in all nations except Wyrmhold.
Dwarves
Common in the Holy Kaelthian Republic, Shinevog, and Zhapai Karmap. Uncommon but not unknown in the Serpent Dominion. Rare otherwise.
Elves
Puun Ihmisia (pronounced poohn ih-ME-si-a, commonly shortened to imisi, aka wood elves) are common in Byssia, the Duarchy, and Zhapai Karmap. Gwerin (GOOER-in), aka high elves are only common in the Crisial Kingdom. As of mid-summer 250 AC, goroesi (gor-o-ES-i, dark elves) are available for play. All goroesi come through the Serpent Dominion and must use the statistics noted in that article. Second note: Metsae (wood elven) and Yonwach (high elven) are different languages. Choose one if you choose Elven as a language.
Halflings
Only common in the Holy Kaelthian Republic, but present in the Crisial Kingdom and the Sha'slar Autonomous Zone as well, especially in agricultural areas. Rare. Strongly matriarchal society--men are comparatively rare.
Half-elves4
Common in Byssia and all 3 of the nations of the former Stone Throne. Present in all 5 of the Council Lands Successor States but not common.
Half-orcs4
Full-blooded orcs use these stats; half-orcs per se don't exist. Very common in Wyrmhold and the Duarchy. Uncommon or rare elsewhere.
Dragonborn (all colors4)
Rare but more common as adventurers. Very common (dominant, in fact) in Wyrmhold. Not found elsewhere. Mostly related to one another (small, clannish population). Add Darkvision (60 ft) and can choose either +2 DEX or +2 STR. Breath weapon is a bonus action.
Plane-touched (Homebrew1)
Elemental plane-touched are mostly from Byssia, although others are starting to pop up elsewhere. Astral plane-touched are rare and most common in the Successor States.
Hobgoblins (Homebrew2)
Either from Wyrmhold or the Windwalker Confederacy. Mistrusted by populations where they're not native. Ignore the lore presented in the book.
Ophidians (Homebrew2)
Humanoids with snake-like influences. Only present in the nations of the Jungle of Fangs. 2nd-class citizens in Asai'ka.
Soul-forged (Homebrew)
Present in southern Wyrmhold or Byssia. Very new race, may get startled reactions elsewhere.
Jazuu [JAZZ-oo] (Homebrew2)
Large, competitive, mountain people related to giants. From Zhapai Karmap or Wyrmhold.

If you use the variant race option for applicable races (marked with 4), you may choose an extended background from Player Option--Regional Backgrounds.

[1]: Acceptable alternate stats for the astral plane-touched are found in published books; alternate stat blocks for elemental plane-touched are found in the the a free official pdf.

[2]: Acceptable alternate stats for these races are found in various published books.

[3]: Acceptable alternate stats for this race are found in various published books.

[4]: Main stats are found in the Player Option--Variant Races document.

Classes and Archetypes

To learn more about the role of the classes (and their NPC equivalents) in Dreams of Hope, see Classes and Quartus. For a list of allowed classes and archetypes, talk to the DM.

Technology and Magic Levels

Magic is common, but permanent magic items are rare. There is no general ability to purchase most permanent magical items, although some organizations facilitate purchase of items for their members in good standing (generally limited to Uncommon and Common items). Potions and other consumable magical items are purchasable in the larger cities.

Note: There are no chemical explosives (although there are magical aether-based devices that create similar effects) and especially no firearms. This is an aesthetic choice more than anything.

Tool uses from Xanathar's Guide are in play, as are downtime rules.

Expectations

  • Formal alignment is not in force—this goes for NPCs as well. Not all orcs are evil; neither are chromatic dragons (by default anyway).
  • Don’t be a jerk. Repeated evil behavior will get your character exiled or killed.
  • Build characters that have a reason to be with the group. This is a group game and there is no room for unhelpful loners.
  • Keep things PG. Profanity is discouraged. Sexual content will never be explicit (fade-to-black). Violence should never be graphically described.
  • PvP actions are forbidden and will not be allowed. This includes passive-aggressive actions and (non-consensual) theft from party members. The only exception is if both people agree to it out of character as well as rules that will be followed and consequences. Either side can say no at any time which vetos that action.

House Rules

See Default Houserules.

Languages

Most citizens of the Federated Nations area speak Common of one dialect or another. This does not include most goblins or orcs not from Wyrmhold. All characters start with proficiency in Common. For Elven, choose either high elven or wood elven. For more information, see Languages of Western Noefra. Note: language is important. I'm fine with people that have a "any language of your choice" feature holding that choice until it's needed (and then locked in once made).

Quick Cosmology Guide

See Quick Planar Cosmology Guide

Gods and Religions Guide

See Player's Guide--Nations and Cultures.

Area Map

Noefra Political Map

Pronunciation guide (capitalization indicates primary emphasis):

  • Noefra: NO-fra
  • Crisial: CRIS-i-al
  • Kaelthia: KALE-thi-a
  • Uulan: OO-lan (technically double-length on that oo, but...)
  • Asai'ka: ahs-eye KA
  • Sena'ka: sen-ah KA
  • Puun Ihmisia: poohn eem-EES-i-a
  • Shinevog: SHIN-uh-vog
  • Tuura Adam: TOOH-rah AD-am
  • Rauviz: RAUW-viz
  • Khaimal: KHI-mal (very gutteral KH, similar to the russian X sound)
  • Zhapai Karmap: ZHAP-eye car-MAHP