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]] (Variant not allowed): Most common race by far. Major populations exist in all nations except [[Wyrmhold]]. [[Player Option--Variant Races|Variant race and subraces]] available.
Most common race by far.
Major populations exist in all nations except the Remnant Dynasty.


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


Elves (except drow, who do not officially exist)
; Elves : [[Puun Ihmisia]] (wood elves) are common in [[Byssia]], the [[Duarchy]], and [[Zhapai Karmap]]. [[Gwerin]] (high elves) are only common in the [[Crisial Kingdom]]. [[Goroesi]] (dark elves) are rare but not unknown in [[Asai'ka]]. Note: disregard all default lore about dark elves. Second note: wood elven and high elven are different languages. Choose one if you choose Elven as a language.
* [[Puun Ihmisia]] (wood elves) are common on the outskirts of the Council
* [[Gwerin]] (high elves) are rarer and tend toward aristocracy


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


[[Halflings]]
; [[Half-elves]] : 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. [[Player Option--Variant Races|Variant race and subraces]] available.
Common in the Council Lands, especially in agricultural areas. Rare (but not unknown) elsewhere.
Matriarchal society


[[Half-elves]]
; [[Half-orcs]] Full-blooded orcs use these stats; half-orcs ''per se'' don't exist. Very common in [[Wyrmhold]] and the [[Duarchy]]. Uncommon or rare elsewhere. [[Player Option--Variant Races|Variant race and subraces]] available.
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]]
; [[Dragonborn]] (all colors): 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. [[Player Option--Variant Races|Variant race and subraces]] available.
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)
; [[Tieflings]]: Rare, skips generations. They occur everywhere humans are found. Can use any of the published variants except Feral (Winged).
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]]
; [[Aasimar]]: Rare, skips generations. Occur most places that humans are found. Use the Volo's Guide version. Do not have to be evil to be Fallen.
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]]
; [[Genasi]]: Rare and only found in [[Byssia]] in any numbers.
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]]
; [[Hobgoblins]] (Volo's Guide): Either from [[Wyrmhold]] or the [[Wind-Walker Collective]].
Rare and only found in Byssia.
 
[[Hobgoblins]] (Volo's Guide)
Either from the Remnant Dynasty or the Wind-Walker Collective.
Mistrusted by populations where they're not native.
Mistrusted by populations where they're not native.
Ignore the fluff presented in the book.
Ignore the fluff presented in the book.


[[Yuan-ti Pureblood]] (Volo's Guide)
; [[Yuan-ti Pureblood]] (Volo's Guide): Only present in the nations of the [[Jungle of Fangs]]. Ignore the fluff presented in the book.
Only present in the Stone Throne.
2nd-class citizens in [[Asai'ka]].
Ignore the fluff presented in the book.
2nd-class citizens in their homeland.


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


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


[[Shifters]] (Eberron)
;[[Shifters]] (Eberron): From [[Ithemba]] on the south continent or from [[Godsfall]].
From Ithemba on the south continent or from Godsfall


[[Aarocokra]] (Volo's Guide)
;[[Aarocokra]] (Volo's Guide). From [[Ithemba]] on the south continent
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].  
If you use the [[Player Option--Variant Races| variant race]] option for applicable races, you may choose an extended background from [[Player Option--Regional Backgrounds].  


==== Classes and Archetypes ====
==== Classes and Archetypes ====
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==== 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. Furthermore, ownership of uncommon or rarer items is restricted by the [[Adventurer's Guild]]. There is no ability to purchase most permanent magical items. Potions and other consumable magical items are purchasable in the larger cities.


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.


==== House Rules ====
==== House Rules ====
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==== 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]]




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See [[Player's Guide: Nations and Cultures]].
See [[Player's Guide: Nations and Cultures]].


Area Map
=== Area Map ==
TODO
[[File: West-Noefra-250-political.png|600px]]

Revision as of 16:03, 12 April 2020

Races

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

Humans (Variant not allowed)
Most common race by far. Major populations exist in all nations except Wyrmhold. Variant race and subraces available.
Dwarves
Common in the Holy Kaelthian Republic, Shinevog, and Zhapai Karmap. Uncommon but not unknown in the Serpent Dominion. Rare otherwise.
Elves
Puun Ihmisia (wood elves) are common in Byssia, the Duarchy, and Zhapai Karmap. Gwerin (high elves) are only common in the Crisial Kingdom. Goroesi (dark elves) are rare but not unknown in Asai'ka. Note: disregard all default lore about dark elves. Second note: wood elven and 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-elves
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. Variant race and subraces available.
Half-orcs Full-blooded orcs use these stats; half-orcs per se don't exist. Very common in Wyrmhold and the Duarchy. Uncommon or rare elsewhere. Variant race and subraces available.
Dragonborn (all colors)
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. Variant race and subraces available.
Tieflings
Rare, skips generations. They occur everywhere humans are found. Can use any of the published variants except Feral (Winged).
Aasimar
Rare, skips generations. Occur most places that humans are found. Use the Volo's Guide version. Do not have to be evil to be Fallen.
Genasi
Rare and only found in Byssia in any numbers.
Hobgoblins (Volo's Guide)
Either from Wyrmhold 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)
Only present in the nations of the Jungle of Fangs. Ignore the fluff presented in the book.

2nd-class citizens in Asai'ka.

Soul-forged (Homebrew)
Present in southern Wyrmhold or Byssia. Very new race, may get startled reactions elsewhere.
Sher-ka (Tabaxi, Volo's Guide)
From Ithemba on the south continent.
Shifters (Eberron)
From Ithemba on the south continent or from Godsfall.
Aarocokra (Volo's Guide). From Ithemba on the south continent

If you use the variant race option for applicable races, you may choose an extended background from [[Player Option--Regional Backgrounds].

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.

Technology and Magic Levels

Magic is common, but permanent magic items are rare. Furthermore, ownership of uncommon or rarer items is restricted by the Adventurer's Guild. There is no ability to purchase most permanent magical items. Potions and other consumable magical items are purchasable in the larger cities.

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.

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


Quick Cosmology Guide

See Quick Planar Cosmology Guide

Gods and Religions Guide

See Player's Guide: Nations and Cultures.

= Area Map