Character Generation Rules

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Character Generation Rules

#1 Post by dmw71 »

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Ability Score Generation

#2 Post by dmw71 »

Ability Score Generation

Player's choice:
  • 2d6+5 (+10% xp bonus)

    Use the following macro (substituting "username" with your actual username here on the forums):


    username: [_2d6+5], [_2d6+5], [_2d6+5], [_2d6+5], [_2d6+5], [_2d6+5]


  • 3d4+5 (+5% xp bonus)

    Use the following macro (substituting "username" with your actual username here on the forums):


    username: [_3d4+5], [_3d4+5], [_3d4+5], [_3d4+5], [_3d4+5], [_3d4+5]



Options
If your results fail to produce one roll of 15 or higher, you have two options:
  • Accept the results as-is (+10% xp bonus)
  • Re-roll the entire set.
Note: Only a single re-roll is allowed in this manner (the 10% bonus is only an option until you re-roll), but you are allowed to keep the results from either attempt if the first set was better.
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Hit Points

#3 Post by dmw71 »

Hit Points @ 1st Level

Fighter: 5+1d5
Cleric: 4+1d4
Thief: 3+1d3
Magic-User: 2+1d2

Notes:
Any constitution bonus or penalty is applied per hit die (e.g. rangers, monks).
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Languages

#4 Post by dmw71 »

Starting Languages
All characters will be able to speak the common tongue.

Common: A combination of Ancient Baklunish and the dialect of Old Oeridian spoken in the Great Kingdom forms the basis of this new, widely used tongue. Virtually anyone who crosses national boundaries must learn at least a smattering of common or be gready handicapped. It is frequently the case that one language must be translated into Common before it can be translated into another desired language. This is possible because of the universality of Common's roots.
Additionally, all characters will know their alignment language plus any class-specific languages, as appropriate.


Regional and Racial Languages
Both human and non-human characters will begin playing automatically knowing one additional language, as follows:
  • Human
    All human characters will also begin play freely knowing one secondary dialect, based upon their origin story or current location, whichever makes sense for their background:

    • Amedi
      Amedi is spoken by the savage Suel of the Amedio Jungle. Speakers of Suloise can understand only 40% of it. It is incomprehensible to speakers of Rasol, and this is mutual. It is rarely written, but when it is its speakers use the Suloise alphabet.
    • Ancient Baklunish
      Ancient Baklunish is one of the ancestors of the Common tongue, though there is little resemblance between the two in the present day, a thousand years since the two have diverged. It is still spoken by the nomads of the Plains of the Paynims, and by the faithful of Al'Akbar. It is the language of all official and religious documents west of the Yatil Mountains.
    • Cold Tongue
      The Cold Tongue, also known as Fruz, is heavily rooted in Suloise with some influence by Flan. It is the language of the Frost Barbarians, Ice Barbarians, and Snow Barbarians. It is unrelated to Common. Speakers of Suloise find it difficult to understand, while speakers of Lendorian find it indecipherable.
    • Etlani
      Etlani is a hybrid of Olman and Touv, a result of the Kundali Touv occupying the Olman state of Cuhuetla. Speakers of Etlani can understand about half of something said in Olman or Touv, and speakers of Olman or Touv can understand about half of Etlani.
    • Feral
      Feral was originally an Oeridian tribal language, but it is now a secret known only by the officials of the Iron League. Agents of the League use it to identify one another, and Feral is otherwise dead.
    • Flan
      Flan, the aboriginal human language in the Flanaess, is still spoken in Tenh, although the Tenha form has been much-changed by the Great Migrations and the passing of time. The Rovers of the Barrens speak their own odd Flan dialect. Flan is a comparatively stagnant language, and modern concepts, particularly magical ones, are difficult to translate into it.
    • Keolandish
      Keolandish is a dialect of Old High Oeridian with local influences, spoken in the Kingdom of Keoland and other nations of the Sheldomar Valley.
    • Lendorian
      Lendorian is an obscure Suloise dialect spoken in the Lendore Isles, influenced by Common and containing many nautical terms. It cannot be understood by those who speak only the Cold Tongue.
    • Leraran Suloise
      Leraran Suloise is a corrupt form of ancient Suloise with many words borrowed from the drow. It is 50% understandable to someone who speaks ancient Suloise, but mostly incomprehensible to those who only speak modern Suloise-descended languages such as Lendorian, the Cold Tongue, Amedi, or Rasol. It is spoken exclusively by the Lerara.
    • Low Baklunish
      Low Baklunish are the contemporary, colloquial Baklunish dialects, descended from Ancient Baklunish but much changed by time. Common is also widely used by traders and educated peoples of the Baklunish West.
    • Nyrondese
      Nyrondese is a High Oeridian dialect of Common, spoken primarily by peasants and commonfolk in the Kingdom of Nyrond. The learned almost always speak Common as well.
    • Old Oeridian
      Old Oeridian. was completely free of outside influences until the Great Migrations. Its grammar is thus unique and it is almost impossible to translate it into any language other than Common. Many of the books, records, and holy texts of the Aerdi were written in Old Oeridian, and it is still widely known in the lands of the former Great Kingdom.
    • Olman
      Olman is the language of the Olman people, written with thousands of complex pictographs.
    • Ordal
      Ordai is the language of the Wolf Nomads and Tiger Nomads, most similar to the Baklunish spoken by the nomads of the Plains of the Paynims. It uses the Baklunish script.
    • Ralat
      Ralat is a simple trade language derived from Touv, Olman, and Rasol. It is all but useless outside of the trading sphere.
    • Rasol
      Rasol is a Suel-derived tongue with many Olman loan-words, mostly describing flora and fauna. Rasol is simpler and cruder than classical Suel, and a speaker of the old tongue could understand only about 40% of a conversation in Rasol. Rasol uses simple runes derived from the Suel alphabet, but in a way that would leave a Suel reader bewildered. It is spoken in Zar, Lerga, Sharba, and Sharbakal.
    • Rhopan
      Rhopan is the secret cant of the Rhennee. Descended from some non-Oerthly tongue, it has incorporated terms from the criminal argot of many peoples.
    • Suloise
      Suloise, the language of the ancient Suel Imperium, is a nearly dead tongue, spoken only by a minority of sages in order to read ancient books and scrolls, and by the Scarlet Brotherhood. It can be dangerous to translate spells written in Suloise into other magical languages, as the significance of some Suel inflections has been lost.
    • Touv
      Touv is a name given to a variety of tribal tongues of the Touv people, all of them mutually comprehensible due to the Touv propensity for trade. The Touv language is rich in synonyms, easy to learn but difficult to master. It has its own phonetic alphabet.
    • Ulagha
      Ulagha is a debased form of Baklunish spoken by the people of Ull.
    • Velondi
      Velondi is an Old Oeridian tribal language spoken mostly by the peasantry of Furyondy and Veluna. Those who speak only Common find it incomprehensible.
    • Xolasa
      Xolasa is a hybrid of Olman and Rasol, spoken by the people of Xolapeqa. Speakers of Rasol are likely to understand only 10% of it, while speakers of Suel may only find some of the sounds familiar. Xolasa uses a pictographic language similar to Olman.
    • Other
      Please work with your DM.

  • Non-Human
    All non-human character's will also begin play knowing either a regional dialect (as if they were human; above), or their primary racial language, whichever makes sense for their background:
    • Dwarf: Dwarven
    • Elf: Elvish
    • Gnome: Gnome
    • Half-Elf: Elvish
    • Half-Orc: Orcish


Additional Languages
The total number of additional languages a character is capable of knowing will follow the Intelligence table:
Possible Number of Additional Languages.png
Possible Number of Additional Languages.png (218 KiB) Viewed 505 times

Language Fluency
Each known language (including the common tongue) will have a fluency score.

This fluency score will be determined by an ability score: Intelligence, Wisdom, or Charisma.

Intelligence: Natural ability and intellect.
Wisdom: Study and observation.
Charisma: General interactions.

The character's:
  1. Relevant ability scores will be ranked, from highest to lowest.
  2. Known languages will be prioritized, from most fluent to least.

For your character's three top known languages, assign it the value of one of your character's relevant ability scores.

For any known languages beyond three, the fluency score value will be the lowest relevant ability score minus two. Then minus two more (four total), etc...


Example:
I will use Castien Larenthalryl (one of my favorite characters) as an example:

Castien
STR: 8
INT: 17
WIS: 11
DEX: 13
CON: 4

CHA: 12



The three relevant ability scores from the above, ranked highest to lowest, are: 17 (INT), 12 (CHA), and 11 (WIS).

Castien had four known languages, in order: Common, Elvish, Goblin, and Orcish.

The fluency score of each known language for Castien would have been:

Common: 17 (INT)
Elvish: 12 (CHA)
Goblin: 11 (WIS)
Orcish: 9 (WIS-2)

If, in the future, Castien learned a fifth language, its fluency score would be 7 (WIS-4).

Etc...



Fluency Score Use
Under normal circumstances, where there is no risk and the parties involved are attempting to communicate normally, no roll will be needed.

In unusual circumstances (e.g. risk; distance; unknown, but related language; etc...), the outcome of the attempt will be determined by rolling 3d20, where success is determined by rolling the fluency score of the language in use or under:

Results
0 successes: No understanding
1 success: Basic understanding (nouns and verbs)
2 successes: Most things (not the subtleties or anything too complex)
3 successes: Complete understanding



Continuing the previous example:
Castien wishes to overhear some goblins speaking from a distance. Despite being fluent in the goblin language (fluency score: 11), a check will be required due to the obstacle (e.g. distance) presented by the situation.


Checks
Goblin language test (Fluency 11): [1d20]=18, [1d20]=5, [1d20]=5


Since success is measured by rolling under the fluency score, the above results in two successes, or near complete understanding of what the goblin conversation.


Situations
Other examples where a check would be required:
  • The speakers are deliberately attempting to speak privately, or in code.
  • Trying to make sense of an unknown language (e.g. giant) when a related language (e.g. dwarven) is known.
  • Attempting to communicate while under duress (e.g. active combat, climbing, running water/swimming, etc...)




Fluency Changes
A language can be stacked or taken more than once, where each successive investment will improve the fluency score of that language by 2 (e.g. 11+2 = 13).



Available Languages
T.B.D.
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Secondary Skills

#5 Post by dmw71 »

Secondary Skills

Player's choice (potentially literally). Feel free to choose either of the following options:
  • Using the 'Secondary Skills' table on page 12 of the DMG; or. (+5% xp)
    Play by post is slow! Yes, all these potential bonuses are stackable.
  • Player's choice.

Much like your background information, I fully intend on using these details throughout the adventure.
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Starting Possessions

#6 Post by dmw71 »

Starting Possessions

Every character begins the game with:
  1. One weapon of their choosing (from the list of weapons they can be proficient with);
  2. One special item (distributed by the DM privately); plus
  3. An additional 5d10 gold pieces.

Additionally, the starting money for each class will be as follows:
  • Magic-User: 10 gold pieces

    Macro: Magic-User starting gold: [5d10]+10
    .
  • Thief: 20 gold pieces

    Macro: Thief starting gold: [5d10]+20
    .
  • Cleric: 30 gold pieces

    Macro: Cleric starting gold: [5d10]+30
    .
  • Fighter: 40 gold pieces

    Macro: Fighter starting gold: [5d10]+40

Notes:
  1. Please use the provided macros for each class.
  2. Multi-class characters use the macro for the most beneficial class (and do not combine).
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Human Races of the Flanaess

#7 Post by dmw71 »

Human Races of the Flanaess
  • Baklunish
    Baklunish, or "Bakluni," is generally used in reference to the Baklunish people, a race of humans living in the Flanaess (as well as regions of Oerik further west), though the term may also refer to the language and culture of said people.

    Baklunish folk have golden-hued skin and hair that ranges from blue-black to dark brown. Their eyes are often green or gray-green.

    Descendants of the human inhabitants of the ancient Baklunish Empire, the Baklunish of today are confined chiefly to the northwest Flanaess, in that region known as the Baklunish Basin and other nearby regions, including Zeif, Ekbir, Tusmit, Ull, Ket, the Dry Steppes, the Plains of the Paynims, the Tiger Nomads, and the Wolf Nomads.

    In some cases, the Baklunish mirror the real life Arabian people. Many similarities can be drawn between the two, including aspects of their culture and the influence of genies and other magical forces. However, other Bakluni groups have been compared to various nomadic horse tribes of Central Asia.

    Details
    • Appearance:
    • Language: Ancient Baklunish, Low Baklunish
    • Deities:
    • Calendar: Baklunish Hegira
    • Dress: Baklunish peoples are of two sorts. The northern branch favors bright patterns and gaudy colors. They wear gowns and robes, or else short breeks and flowing coats. The poorer folk even wear gaudy prints, although their garments are typically a one-piece coverall with whatever additional garb they can add. The southern branch likes parti-colors of a more pastel hue. Their dress is complex and full of many puffs and slashes when adorned for special events. They commonly wear rough hide and cloth when traveling or at war, with shields and banners showing clan colors.

    .
  • Flannae
    Flan is generally used in reference to the Flan people, (sometimes called the "Flannae"), a race of humans of Oerth, though the term may also refer to the language and culture of said people. The Flan peoples were the first humans known to have settled the eastern portion of the continent of Oerik, the Flanaess, which is named for them. Regions of the Flanaess that contain a significant number of Flan peoples include Geoff, Sterich, the Rovers of the Barrens, Tenh, and the Wolf Nomads.

    Pre-migrations Flan are described in the World of Greyhawk Fantasy Game Setting's Guide to the World of Greyhawk as "hardy and capable hunters but not particularly warlike, and their small and scattered groups made no appreciable civilizing efforts." This is a simplification, for the Flan boast several pre-Migrations cultures, including those found at Sulm in the Bright Desert, Veralos on the edge of Rift Canyon, Tostenhca in the Griff Mountains, and several others. In ancient times, the Flan feared the Ur-Flan, rare mystics and necromancers who held entire tribes and kingdoms in bondage to their evil.

    Details
    • Appearance: Pureblooded Flan boast a bronze-colored complexion, varying from a light copper shade to a deep brown hue. Eyes are typically dark brown, black, brown, or amber. Their wavy or curly hair is usually black, brown-black, dark brown, or brown.
    • Language: Flan
    • Deities:
    • Calendar: Flan Tracking
    • Dress: Flannae once wore brightly-hued body paints, with yellow ochre and vermilion being the favorites. While the Rovers of the Barrens still use considerable body painting (where their high boots, loincloth and chest and arm leather don't cover them), the more civilized Flan dress in the mode currently fashionable in their portion of the continent. Garments, however, tend to be of solid primary colors, with very bright hues predominant.

    .
  • Oeridians
    Oeridian is generally used in reference to the Oeridian people, (sometimes called the "Oerid"), a race of humans living in the Flanaess, though the term may also refer to the language and culture of said people.

    Having once inhabited the plains of Central Oerik, the Oeridians moved into what is now known as Ull (where they were called the Yorodhi by their Baklunish neighbors) starting 1,235 years ago. The Oeridians were driven eastward into the Flanaess by orcs and goblins used as mercenaries by the Baklunish Empire and the Suel Imperium. The Oeridians settled in much of the Flanaess, often conquering and assimilating the Flan natives and Suel settlers, though some lands, such as the Sheldomar Valley and Vale of Luna, were settled more peacefully.

    The Flanaess' most powerful modern empire, the Great Kingdom of Aerdy, was founded by a warlike Oeridian tribe known as the Aerdi. The Nehron of modern Nyrond, the Keogh of modern Keoland, the Ferroi of modern Furyondy, and the Vollar of modern Veluna are other notable Oeridian tribes.

    "Unmixed" Oeridians are most commonly found in Furyondy, Perrenland, the Shield Lands, the North Kingdom of Aerdy, the See of Medegia, Onnwal, and Sunndi.

    Details
    • Appearance: Oeridian skin ranges from tan to olive. Their hair ranges the whole spectrum from honey blond to black, although brown and reddish brown predominate. Eye coloration varies, but brown and gray are most common.
    • Language: Old Oeridian
    • Deities:
    • Calendar: Oeridian Record
    • Dress: Oeridians typically favor checks and plaids. Aerdi and Nyrondal houses tend to wear plaids, while the southern and western Oeridians favor checks, often of a diamond pattern or similar variation from the standard square. Clothing tends toward tight-legged trousers, close-fitting upper garments, and capes or cloaks.

    .
  • Suloise
    Suloise is generally used in reference to the Suloise people, (sometimes called the "Suel"), a race of humans living in the Flanaess, though the term may also refer to the language and culture of said people.

    The Suel began migrating to the Flanaess in large numbers circa -447 CY, from the Suel Imperium. The numbers of the Suloise Migration increased dramatically after the Invoked Devastation and the Rain of Colorless Fire in -422 CY. The Suel settled in many regions of the Flanaess, often competing with the native Flan and migrant Oeridians, as well as non-human inhabitants such as the elves and dwarves.

    Though people of Suel descent can be found nearly anywhere in the Flanaess, notable lands that contain a significant number of Suel include the Thillonrian Peninsula, the Scarlet Brotherhood, the Lordship of the Isles, the Sea Barons, the Sheldomar Valley, and the Urnst States. The Lendore Isles were once home to a large contingent of Suel, but most humans have been expelled from that land since the cult of Sehanine Moonbow gained control after the Greyhawk Wars.

    Details
    • Appearance: Purebred Suel typically have pale skin, with albinism being far more common than among other races. Violet and pale blue eyes are common, with gray and deep blue less common. Hair color is fair, from several shades of blond to light red, and is often kinky in texture.

      Suloise fashion favors solid colors, with parti-colored garments marking higher social station. Emblems, tokens, or similar affectations (typically in hues contrasting their clothes), often mark status or affiliation with ancient Suel houses and traditions. The ancient Suel often wore loose-fitting pantaloons covered by a baggy blouse, but their fashion has adapted to various climes in the centuries following the Great Migrations.
    • Language: Suloise
    • Deities:
    • Calendar: Suloise Dating
    • Dress: Suloise folk have long used solid colors. Aristocratic houses have two or more such colors in their dress, so parti-colored garments are not uncommon. Similarly, the Suel people tend to favor display of emblems or tokens on their garments, typically of a contrasting color to their basic one. Dress was originally loose pantaloons topped by a baggy blouse. This form of dress has been changed to meet the needs of the varying climates, so the northern Suloise barbarians wear furs and skin garments, while those in the southernmost area have replaced the blouse with vest-like upper wear.
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

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