Campaign ID: 1028
Character Generation Rules
Character Generation Rules
-- Games --
- DM: In Development
Ability Score Generation
Ability Score Generation
Options
If your results fail to produce one roll of 15 or higher, you have two options:
Player's choice:
- 2d6+5 (+10% xp bonus)
- 3d4+5 (+5% xp bonus)
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.
-- Games --
- DM: In Development
Hit Points
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).
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).
-- Games --
- DM: In Development
Languages
Starting Languages
All characters will be able to speak the common tongue.
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:
Additional Languages
The total number of additional languages a character is capable of knowing will follow the Intelligence table:
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.
The character's:
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:
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:
Continuing the previous example:
Situations
Other examples where a check would be required:
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.
All characters will be able to speak the common tongue.
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:
- 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:
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.
Wisdom: Study and observation.
Charisma: General interactions.
The character's:
- Relevant ability scores will be ranked, from highest to lowest.
- 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:
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
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:
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.
-- Games --
- DM: In Development
Secondary Skills
Secondary Skills
Player's choice (potentially literally). Feel free to choose either of the following options:
Much like your background information, I fully intend on using these details throughout the adventure.
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)
- Player's choice.
Much like your background information, I fully intend on using these details throughout the adventure.
-- Games --
- DM: In Development
Starting Possessions
Starting Possessions
Every character begins the game with:
Additionally, the starting money for each class will be as follows:
Notes:
Every character begins the game with:
- One weapon of their choosing (from the list of weapons they can be proficient with);
- One special item (distributed by the DM privately); plus
- 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:
- Please use the provided macros for each class.
- Multi-class characters use the macro for the most beneficial class (and do not combine).
-- Games --
- DM: In Development
Human Races of the Flanaess
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
. - 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
. - 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
. - 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
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- DM: In Development