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

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===== Character Creation Quick Guide =====
==== Races ====
==== Races ====
The playable races of the setting are (sub-races are included unless specifically excluded):
The playable races of the setting are (sub-races are included unless specifically excluded):


[[Humans]] (including Variant)
;[[Humans]]<sup>4</sup>: Most common race by far. Major populations exist in all nations except [[Wyrmhold]].
Most common race by far.
Major populations exist in all nations except the Remnant Dynasty.
 
[[Dwarves]]
Common in the Council Lands.
Uncommon but not unknown in the Stone Throne
Rare otherwise.


Elves (except drow, who do not officially exist)
;[[Dwarves]]: Common in the [[Holy Kaelthian Republic]], [[Shinevog]], and [[Zhapai Karmap]]. Uncommon but not unknown in the [[Serpent Dominion]]. Rare otherwise.
* [[Puun Ihmisia Wood elves]] are common on the outskirts of the Council
* [[Gwerin High elves]] are rarer and tend toward aristocracy


Languages are separated.
;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.
Wood elves are common in the Council Lands and in Byssia. High elves are only found in any numbers in the Council Lands.


[[Halflings]]
;[[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.
Common in the Council Lands, especially in agricultural areas. Rare (but not unknown) elsewhere.
Matriarchal society


[[Half-elves]]
;[[Half-elves]]<sup>4</sup> : 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.
Uncommon, except in Byssia and the Stone Throne, where they're common.
Social split (not mechanical) between those who are human dominant, wood elf dominant, or high elf dominant
Byssian half-elves tend to be wood elf or human dominant, while Stone Throne half-elves are uniformly high elf dominant.  


[[Half-orcs]]
;[[Orcs|Half-orcs]]<sup>4</sup>: Full-blooded orcs use these stats; half-orcs ''per se'' don't exist. Very common in [[Wyrmhold]] and the [[Duarchy]]. Uncommon or rare elsewhere.
Full-blooded orcs from the Remnant Dynasty use these stats.
Uncommon except in the Remnant Dynasty where they're common.
Distrusted and feared in the Council Lands. Unknown in Byssia and the Stone Throne. Common in Godsfall.


[[Dragonborn]] (all colors)
;[[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.  
Rare but more common as adventurers. Very common (dominant, in fact) in the Wyrmhold.
Mostly related to one another.
Add Darkvision (60 ft) and can choose either +2 DEX or +2 STR. Breath weapon is a bonus action.


[[Tieflings]]
;[[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]].
Rare, skips generations. They occur everywhere humans are found.
Mostly raised by the government as inquisitors in the Council Lands, but raised more normally in the Stone Throne.
Distrusted by the populace
Can use any of the published variants except Feral (Winged).


[[Aasimar]]
;[[Hobgoblins]] (Homebrew<sup>2</sup>): Either from [[Wyrmhold]] or the [[Windwalker Confederacy]]. Mistrusted by populations where they're not native. Ignore the lore presented in the book.
Rare, skips generations. They occur only in the Council Lands and Godsfall.
Mostly raised by the Temple as acolytes.
Use the Volo's Guide version. Do not have to be evil to be Fallen.


[[Genasi]]
;[[Ophidian]]s (Homebrew<sup>2</sup>): Humanoids with snake-like influences. Only present in the nations of the [[Jungle of Fangs]]. 2nd-class citizens in [[Asai'ka]].
Rare and only found in Byssia.


[[Hobgoblins]] (Volo's Guide)
;[[Soul-forged]] (Homebrew) : Present in southern [[Wyrmhold]] or [[Byssia]]. Very new race, may get startled reactions elsewhere.
Either from the Remnant Dynasty or the Wind-Walker Collective.
Mistrusted by populations where they're not native.
Ignore the fluff presented in the book.


[[Yuan-ti Pureblood]] (Volo's Guide)
;[[Jazuu]] [JAZZ-oo] (Homebrew<sup>2</sup>): Large, competitive, mountain people related to giants. From [[Zhapai Karmap]] or [[Wyrmhold]].
Only present in the Stone Throne.
Ignore the fluff presented in the book.
2nd-class citizens in their homeland.


[[Soul-forged]] (Homebrew)
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]].
Present in southern Remnant Dynasty or Byssia
Very new race, may get startled reactions elsewhere.


[[Sher-ka Tabaxi]] (Volo's Guide)
[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.
From Ithemba on the south continent


[[Shifters]] (Eberron)
[2]: Acceptable alternate stats for these races are found in various published books.
From Ithemba on the south continent or from Godsfall


[[Aarocokra]] (Volo's Guide)
[3]: Acceptable alternate stats for this race are found in various published books.
From Ithemba on the south continent


As an option, you may use the [[Player Option: Variant Races]]; if you do, you may choose an extended background from [[Player Option: Regional Backgrounds].  
[4]: Main stats are found in the [[Player Option--Variant Races]] document.


==== Classes and Archetypes ====
==== Classes and Archetypes ====
All PHB, Sword Coast, or Xanathar's Guide classes and archetypes 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) and the Xanathar's Guide are allowed.
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 ====
==== Technology and Magic Levels ====
Magic is common, but permanent magic items are rare. Furthermore, ownership of uncommon or rarer items is restricted by the Adventurers Guild. There is no ability to purchase most permanent magical 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.


==== Expectations ====
==== 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).
* 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.
* 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.
* 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.
* 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.
* 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 ====:
==== House Rules ====
See [[Default Houserules]].
See [[Default Houserules]].


==== Languages ====
==== Languages ====
Most citizens of the FNC area speak Common of one dialect or another. This does not include most goblins or orcs not from the Remnant Dynasty. All characters start with proficiency in Common. For Elven, choose either high elven or wood elven. For more information, see [[Languages of Western Noefra]]
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 ====
==== Quick Cosmology Guide ====
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==== Gods and Religions Guide ====
==== Gods and Religions Guide ====
See [[Player's Guide: Nations and Cultures]].
See [[Player's Guide--Nations and Cultures]].
 
== Area Map ==
[[File:Noefra-253AC-political.webp|alt=Noefra Political Map|600x600px|West 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


Area Map
[[Category:Dawn of Hope]]
TODO
[[Category:Player's Guide]]

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