Difference between revisions of "CotE Character Creation"

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The player characters are part of this expedition in association with one of the Elders of the Council. The player characters are part of an Elder's household: his family, his apprentices, his retainers, and his servants.
 
The player characters are part of this expedition in association with one of the Elders of the Council. The player characters are part of an Elder's household: his family, his apprentices, his retainers, and his servants.
  
==The Halruaan Diaspora==
+
==Race==
The Halruaans are divided into a number of small subcultures, owing to the time they have spent among other peoples. The cultural enclaves of Halruaan folk came to be called netyarl, a reference to those who "wait for the Netyarch," as the wizard-kings of old Halruaa were called. Netyarl tended to be insular, attempting to maintain and propogate as much Halruaan culture as its inhabitants could recall, with varying degrees of success.
+
The following advice should be taken into account when choosing a Race for Halruaan characters.
 +
===Human===
 +
* Halruaans are humans, built using Variant Humans rules.
 +
* It is quite common for Halruaans to take the Elemental Adept, Mage Slayer, Magic Initiate (Wizard), Ritual Caster (Wizard), Spell Sniper, or War Caster feats for their bonus feat.
 +
===Other Blood===
 +
* Though less common, it is also entirely possible for those with an elven or orcish parent may be born into Halruaan diaspora society. Such children are sometimes regarded as odd, but formally made welcome, especially if they express skill at arcane training of any sort.
 +
* The plane-touched are often found in Halruaan families as well, and these genasi, tieflings, and aasimar are regarded as full-blooded, proper Halruaans without hesitation.
 +
===Other Races===
 +
* Halruaans are willing to adopt non-humans as their own, in particular when a promising apprentice is taken in by a Halruaan wizard of note and skill. Though the process of learning not just wizardry but how to be Halruaan as well is grueling, there are many who are considered of the diaspora because of it.  
 +
* Halruaan wizards never take in apprentices who are not prepared to join their people, however – Halruaans teach only other Halruaans, or those who are studying to become part of the netyarl.
 +
* It is also entirely possible for someone of another race to have married into a Halruaan family.
  
===The Lapaliiyan Diaspora===
+
==Backgrounds==
The Halruaan refugees who fled the blue fires into the nation of Lapaliiya had it quite difficult.
+
The following advice should be taken into account when choosing Backgrounds for Halruaan characters.
* As the Lapal League had long raided into Halruaa, they considered the sudden arrival of these desperate immigrants an attack on their sovereignty, and a great many Halruaans died on the swords of the Lapaliiyans.  
+
 
* After a period of internment in disease-ravaged camps, the Lapaliiyans released them and allowed them to set up netyarl, with two requirements: they must abandon their worship of Mystra and Azuth, and any magicians must serve the city they dwelt in.  
+
===Halruaan Diaspora===
* The Lapaliiyan resentments never quite faded, leaving Lapaliiyan diaspora quite accustomed to active and legal marginalization.  
+
You have dwelt in lands not your own, a generational refugee from the destruction of the homeland, Halruaa. You have dwelt in a netyarl, one of the cultural enclaves of your people, turned inward, desperate to preserve your culture. The nation and people who your people sought sanctuary among may have treated you well or badly, depending on the specific situation, but you and your people have upheld the one dream: the Enstarment of Halruaa, as they call the reclamation and re-settling of the homelands (the term "enstarment" being a phrase in the creation of magic items for the act of placing magic within the mundane vessel).
* They also evolved a tradition of secret reverence of Mystra and Azuth who became the keepers of true Halruaan magical secrets, while other wizards became civic workers whose Art was put on a Lapaliiyan leash.  
+
 
* To this day, the truly powerful mages in Lapaliiyan netyarl are secrets hidden by the whole of the community, hoping they will one day lead their people out of Lapaliiya and back into a proud heritage of wizardry.  
+
'''Skill Proficiencies:''' ''Arcana'', and one other based on where your netyarl was located.<br>
* The Lapaliiyan Elder is xxx.
+
'''Language Proficiencies:''' ''Halruan'', and one other based on where your netyarl was located.
===The Dambrathi Diaspora===
+
 
Halruaans only made it as far east in Dambrath as Herath, establishing netyarl in both that city and in the much smaller Westwatch.  
+
===Feature: Among the People===
* Many of those who came here did so through the Nath Pass, meaning a great many miners and those with religious experiences formed the enclaves here.  
+
No matter where you go, if there are Halruaan diaspora there, you can find sanctuary for a time: food, shelter, basic clothing, and even work if you wish it. If you are in trouble, your people may hide you, depending on who you are running from.
* Because of the restrictive religious practices of Dambrath, the worship of Mystra and Azuth went deep underground, forming mystery societies to which only certain members of the netyarl were initiated.
+
 
* In recent days, however, the people of Dambrath rose up against the Crinti (a caste of wealthy landowners made up of drow and half-drow) and overthrew them, and did so with the aid of the Dambrathi Elder and their apprentices.
+
===Netyarl Proficiencies===
* The Dambrathi Elder is xxx.
+
Halruaan diaspora characters receive a Skill and a Language proficiency based on where the netyarl they grew up in was located.  
===The Shaaran Diaspora===
+
* '''Lapaliiya:''' The diaspora of the Lapal League learned subtlety and going unnoticed, being proficient in ''Stealth''. They speak the local ''Tashalan'' language.
The Halruaan diaspora found homes among the small settlements along trade routes through the Shaar, forming netyarl in Kormul and Fryndul near Lake Lhespen, in Shaarmid, Firesteap, and Alamontyr north of there, in the trade towns of Kethmar and Channathgate east along the trade route from Fryndul, and among the folk around Talar Bay.  
+
* '''Dambrath:''' The diaspora of Dambrath learned to help with animal rearing and care, being proficient in ''Animal Handling''. They speak the local ''Dambrathan'' language.
* These places were already familiar with Halruaan ways, and were used to the wizard-folk holding themselves apart, so the creation of the netyarl was a normal and respected outcome.  
+
* '''The Shaar:''' The diaspora of Shaaran settlements were steeped in mercantile efforts, being proficient in ''Persuasion''. They speak the local ''Shaaran'' language.
* These enclaves often formed a sort of "magicians' quarter" in the towns that held them, with diaspora working as spellcasters, fortune tellers, alchemists, scriveners, and similar occupations.
+
* '''Tymanther:''' The diaspora of Tymanther quickly learned that meekness among the dragonborn of this nation earned them only further harassment, so they quickly became proficient in ''Intimidation''. They speak Draconic, using the local ''Tymantheran'' dialect.
* The Shaaran Elders are xxx, xxx, and xxx.
+
* '''Calimshan:''' The diaspora of Calimshan gained the ire of the genie warlords for their original alignment with the Calishite nobility, forcing them to deny such allegiances in order to survive, being proficient in ''Deception''. They speak the local ''Alzhedo'' language.
===The Tymanthan Diaspora===
+
* '''Turmish:''' The diaspora of Turmish became insular and suspicious as Turmish descended into poverty and anarchy, protecting themselves through being proficient in ''Insight''. They speak ''Turmic'', the local language.
The Halruaan diaspora settled in Tymanther's new cities, sequestered in their netyarl – which suited both the refugees and the warlike dragonborn building a new nation.
+
* '''The Thunderpeaks:''' The diaspora of Cormyr and Sembia became knowledgeable in local laws and history, gaining a reputation as sages and scholars, being trained in ''History''. They speak ''Chondathan'', the local language.
* The leaders of Tymanther were happy to have magical aid from these folk, and largely left them along otherwise…officially, at least.  
+
 
* In truth, the people of the Tymanthan netyarl were favored targets of harassment, without equal status in the laws of Tymanther.
+
===Other Backgrounds===
* Still, they are known for being a stalwart people who band together to uplift one another.
+
Not all Halruaan characters have the above Background. Feel free to take an entirely different Background, and swap in one or two elements from the above Background to reflect your origins. You may even choose to not take any of the above traits, although a Halruaan without training in Arcana and the Halruan language is fairly strange.
* The Tymanthan Elders are xxx and xxx.
+
 
===The Calishite Diaspora===
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==Classes==
The first netyarl were established in Calimshan, and given protected by the local government, who sought an alliance with the nation of wizards, hoping to benefit from their knowledge.  
+
The following advice should be taken into account when creating Halruaan characters.
* When the genie wars began, however, the netyarl were forced to close in on themselves to defend their folk.  
+
===Barbarian===
* Many of them were wiped out for their magical lore, so the diaspora in Calimshan learned to make alliances where they could, such that many of the Calishite diaspora include genasi in their number.
+
It was once very uncommon to find anyone in Halruaa with the kind of origins that led them to becoming barbarians. Today, however, the Halruaan diaspora has found their way among the peoples surrounding their fallen lands, many of whom embrace the power of this class. Some barbarian paths that might be found among Halruaans include:
* The Calishite Elders is xxx.
+
* xxx
===The Turmian Diaspora===
+
===Bard===
Though Halruaan refugees found sanctuary in Turmish, their welcome was not a warm one.  
+
Once, bards were considered less-capable magicians at best. With the rise of the diaspora, however, bardic traditions that remember secret Halruaan lore and keep the tales of their homelands alive are cherished and valued. Some bardic colleges that might be found among Halruaans include:
* The general xenophobia and poverty of the nation in the aftermath of the Spellplague led to many netyarls becoming well-defended and protected by magic, patrolled by constructs to ensure Halruaan folk were not attacked for their wealth or lore.  
+
* xxx
* In the years since, Halruaan wizards have become insular and suspicious, distrustful of those not of their blood.  
+
===Cleric===
* Turmian diaspora tend to speak Halruaan exclusively and have evolved strident and orthodox societal rules.
+
Halruaan clerics were almost always exclusively Azuthan or Mystran in origin – those called by other gods almost inevitably left Halruaa to tend to other lands where their gods were revered and needed. This propensity has only sharpened with the diasporia. Many of the branches of diaspora are forced to hide callings to service among the nations in which the Halruaans have found sanctuary. Some cleric domains that might be found among Halruaans include:
* The Turmain Elders are xxx and xxx.
+
* xxx
===The Thunderpeaks Diaspora===
+
===Druid===
The furthest afield the Halruaan diaspora reached was those scattered among the Cormyran and Sembian communities on both sides of the Thunder Peaks.  
+
There was a time when druids were all but unknown in Halruaa, a type of spellcaster found beyond the Walls. Halruaans who have gone among other peoples have sometimes found themselves with a connection to the land that would have confused their ancestors. Some of the druid circles that might be found among Halruaans include:
* These Halruaans are all descended from merchants who found sanctuary among trading allies in the unsteady years after the Spellplague.
+
* xxx
* They actually held on to the least amount of Halruaan culture, integrating strongly into the cultures of their neighbors.  
+
===Fighter===
* Many of the other diaspora consider them "only barely Halruaan," although they do bring a great deal of wealth and contacts with useful mercenary companies to the table.  
+
Though most of Halruaan military conflict was resolved through the use of mighty spells, there has always been a need for folk skilled with sword rather than spell. Halruaan fighters are often very knowledgeable in the capabilities of magicians. Some fighter archetypes that might be found among Halruaans include:
* Only a few actual netyarl were ever established here – for the most part, most of the diaspora simply lived among their neighbors.
+
* xxx
* The Thunderpeaks Elder is xxx.
+
===Monk===
===Other Diaspora===
+
Halruaan society has always included a place for cloistered, disciplined contemplatives. Mystran and Azuthan orders were common in old Halruaa, and monks made up many of the clergy found in the temples of the Nath Basin. Today, Halruaan monks are much rarer, as the diaspora did not have the luxury of establishing cloisters where they might be trained. Still, a few old masters who survived the Spellplague and have taught a body of followers over the years. The presence of such a master in a netyarl is a source of pride for its people, many of whom contribute food and goods to the master and his apprentices that they might keep a vital part of Halruaan culture alive. Some of the monastic ways that might be found among Halruaans include:
A rare few others managed to find homes outside of diaspora areas, but these individuals or small family clans did not significantly impact the identity of Halruaan diaspora. Still, several of them were powerful wizards, and there are even a few Elders among them.
+
* '''Way of the Jordain (New):''' Though House Jordain fell along with the rest of Halruaa, the traditions of that hallowed institution remain. The Jordaini were completely without magic and very scholarly, as well as trained in the arts of fighting. They were the preferred advisors and bodyguards for the Elders of Halruaan society, forbidden magic so that their advice might never tempt them to seek power themselves (as magic is political power in Halruaa). This tradition has continued among some of the diaspora.
* The other Elders are xxx and xxx.
+
===Paladin===
 +
Holy champions of both Azuth and Mystra were found within the church and military structures of old Halruaa, and there are still those who hear the call aplenty among the Halruaan diaspora, especially in those communities in need of protectors. Indeed, many of these paladins are at the heart of the great call toward the Enstarment of Halruaa once more. Some of the oaths that might be found among Halruaans include:
 +
* xx
 +
===Ranger===
 +
The old protectors of the Nath Basin and watchers in the mountains of old Halruaa were rangers, though even then they did not fit in well with Halruaan society. Those diaspora who found themselves close to wild places have much more room for these folk among them, however, and quite a few have volunteered their skills in the Enstarment. Some of the ranger archetypes that might be found among Halruaans include:
 +
* xx
 +
===Rogue===
 +
X
 +
===Sorcerer===
 +
X
 +
===Warlock===
 +
X
 +
* '''The Magehound (New):''' Though its secrets were well-preserved by the church of Azuth, the Halruaan magehounds were warlocks who bound their pact with an entity whose nature and identity were secret. One of the early magisters elevated into Azuth's service after death, this magehound seeks out those who use the Art to the detriment of society. In Halruaa, the magehound warlock was given legal standing to perform these hunts, and they were the pinnacle of the law, testing Jordaini monks for magic, and hunting down renegade or criminal magicians and magic-thieves.
 +
===Wizard===
 +
Wizards in Halruaa partake of traditional, Netherese-style arcane disciplines, specializing in one of the eight schools of magic. Though it is possible for a Halruaan wizard to take a tradition other than one of the PHB ones, they are definitely studying non-Halruaan magic at that point, and are likely to be regarded as someone who has rejected their heritage.  
 +
 
 +
However, wizards are among those most likely to study an Arcane Lore, which are frequently derived from other wizard traditions, effectively allowing Halruaan wizards to double specialize.

Latest revision as of 00:56, 25 January 2022

The player characters are part of this expedition in association with one of the Elders of the Council. The player characters are part of an Elder's household: his family, his apprentices, his retainers, and his servants.

Race

The following advice should be taken into account when choosing a Race for Halruaan characters.

Human

  • Halruaans are humans, built using Variant Humans rules.
  • It is quite common for Halruaans to take the Elemental Adept, Mage Slayer, Magic Initiate (Wizard), Ritual Caster (Wizard), Spell Sniper, or War Caster feats for their bonus feat.

Other Blood

  • Though less common, it is also entirely possible for those with an elven or orcish parent may be born into Halruaan diaspora society. Such children are sometimes regarded as odd, but formally made welcome, especially if they express skill at arcane training of any sort.
  • The plane-touched are often found in Halruaan families as well, and these genasi, tieflings, and aasimar are regarded as full-blooded, proper Halruaans without hesitation.

Other Races

  • Halruaans are willing to adopt non-humans as their own, in particular when a promising apprentice is taken in by a Halruaan wizard of note and skill. Though the process of learning not just wizardry but how to be Halruaan as well is grueling, there are many who are considered of the diaspora because of it.
  • Halruaan wizards never take in apprentices who are not prepared to join their people, however – Halruaans teach only other Halruaans, or those who are studying to become part of the netyarl.
  • It is also entirely possible for someone of another race to have married into a Halruaan family.

Backgrounds

The following advice should be taken into account when choosing Backgrounds for Halruaan characters.

Halruaan Diaspora

You have dwelt in lands not your own, a generational refugee from the destruction of the homeland, Halruaa. You have dwelt in a netyarl, one of the cultural enclaves of your people, turned inward, desperate to preserve your culture. The nation and people who your people sought sanctuary among may have treated you well or badly, depending on the specific situation, but you and your people have upheld the one dream: the Enstarment of Halruaa, as they call the reclamation and re-settling of the homelands (the term "enstarment" being a phrase in the creation of magic items for the act of placing magic within the mundane vessel).

Skill Proficiencies: Arcana, and one other based on where your netyarl was located.
Language Proficiencies: Halruan, and one other based on where your netyarl was located.

Feature: Among the People

No matter where you go, if there are Halruaan diaspora there, you can find sanctuary for a time: food, shelter, basic clothing, and even work if you wish it. If you are in trouble, your people may hide you, depending on who you are running from.

Netyarl Proficiencies

Halruaan diaspora characters receive a Skill and a Language proficiency based on where the netyarl they grew up in was located.

  • Lapaliiya: The diaspora of the Lapal League learned subtlety and going unnoticed, being proficient in Stealth. They speak the local Tashalan language.
  • Dambrath: The diaspora of Dambrath learned to help with animal rearing and care, being proficient in Animal Handling. They speak the local Dambrathan language.
  • The Shaar: The diaspora of Shaaran settlements were steeped in mercantile efforts, being proficient in Persuasion. They speak the local Shaaran language.
  • Tymanther: The diaspora of Tymanther quickly learned that meekness among the dragonborn of this nation earned them only further harassment, so they quickly became proficient in Intimidation. They speak Draconic, using the local Tymantheran dialect.
  • Calimshan: The diaspora of Calimshan gained the ire of the genie warlords for their original alignment with the Calishite nobility, forcing them to deny such allegiances in order to survive, being proficient in Deception. They speak the local Alzhedo language.
  • Turmish: The diaspora of Turmish became insular and suspicious as Turmish descended into poverty and anarchy, protecting themselves through being proficient in Insight. They speak Turmic, the local language.
  • The Thunderpeaks: The diaspora of Cormyr and Sembia became knowledgeable in local laws and history, gaining a reputation as sages and scholars, being trained in History. They speak Chondathan, the local language.

Other Backgrounds

Not all Halruaan characters have the above Background. Feel free to take an entirely different Background, and swap in one or two elements from the above Background to reflect your origins. You may even choose to not take any of the above traits, although a Halruaan without training in Arcana and the Halruan language is fairly strange.

Classes

The following advice should be taken into account when creating Halruaan characters.

Barbarian

It was once very uncommon to find anyone in Halruaa with the kind of origins that led them to becoming barbarians. Today, however, the Halruaan diaspora has found their way among the peoples surrounding their fallen lands, many of whom embrace the power of this class. Some barbarian paths that might be found among Halruaans include:

  • xxx

Bard

Once, bards were considered less-capable magicians at best. With the rise of the diaspora, however, bardic traditions that remember secret Halruaan lore and keep the tales of their homelands alive are cherished and valued. Some bardic colleges that might be found among Halruaans include:

  • xxx

Cleric

Halruaan clerics were almost always exclusively Azuthan or Mystran in origin – those called by other gods almost inevitably left Halruaa to tend to other lands where their gods were revered and needed. This propensity has only sharpened with the diasporia. Many of the branches of diaspora are forced to hide callings to service among the nations in which the Halruaans have found sanctuary. Some cleric domains that might be found among Halruaans include:

  • xxx

Druid

There was a time when druids were all but unknown in Halruaa, a type of spellcaster found beyond the Walls. Halruaans who have gone among other peoples have sometimes found themselves with a connection to the land that would have confused their ancestors. Some of the druid circles that might be found among Halruaans include:

  • xxx

Fighter

Though most of Halruaan military conflict was resolved through the use of mighty spells, there has always been a need for folk skilled with sword rather than spell. Halruaan fighters are often very knowledgeable in the capabilities of magicians. Some fighter archetypes that might be found among Halruaans include:

  • xxx

Monk

Halruaan society has always included a place for cloistered, disciplined contemplatives. Mystran and Azuthan orders were common in old Halruaa, and monks made up many of the clergy found in the temples of the Nath Basin. Today, Halruaan monks are much rarer, as the diaspora did not have the luxury of establishing cloisters where they might be trained. Still, a few old masters who survived the Spellplague and have taught a body of followers over the years. The presence of such a master in a netyarl is a source of pride for its people, many of whom contribute food and goods to the master and his apprentices that they might keep a vital part of Halruaan culture alive. Some of the monastic ways that might be found among Halruaans include:

  • Way of the Jordain (New): Though House Jordain fell along with the rest of Halruaa, the traditions of that hallowed institution remain. The Jordaini were completely without magic and very scholarly, as well as trained in the arts of fighting. They were the preferred advisors and bodyguards for the Elders of Halruaan society, forbidden magic so that their advice might never tempt them to seek power themselves (as magic is political power in Halruaa). This tradition has continued among some of the diaspora.

Paladin

Holy champions of both Azuth and Mystra were found within the church and military structures of old Halruaa, and there are still those who hear the call aplenty among the Halruaan diaspora, especially in those communities in need of protectors. Indeed, many of these paladins are at the heart of the great call toward the Enstarment of Halruaa once more. Some of the oaths that might be found among Halruaans include:

  • xx

Ranger

The old protectors of the Nath Basin and watchers in the mountains of old Halruaa were rangers, though even then they did not fit in well with Halruaan society. Those diaspora who found themselves close to wild places have much more room for these folk among them, however, and quite a few have volunteered their skills in the Enstarment. Some of the ranger archetypes that might be found among Halruaans include:

  • xx

Rogue

X

Sorcerer

X

Warlock

X

  • The Magehound (New): Though its secrets were well-preserved by the church of Azuth, the Halruaan magehounds were warlocks who bound their pact with an entity whose nature and identity were secret. One of the early magisters elevated into Azuth's service after death, this magehound seeks out those who use the Art to the detriment of society. In Halruaa, the magehound warlock was given legal standing to perform these hunts, and they were the pinnacle of the law, testing Jordaini monks for magic, and hunting down renegade or criminal magicians and magic-thieves.

Wizard

Wizards in Halruaa partake of traditional, Netherese-style arcane disciplines, specializing in one of the eight schools of magic. Though it is possible for a Halruaan wizard to take a tradition other than one of the PHB ones, they are definitely studying non-Halruaan magic at that point, and are likely to be regarded as someone who has rejected their heritage.

However, wizards are among those most likely to study an Arcane Lore, which are frequently derived from other wizard traditions, effectively allowing Halruaan wizards to double specialize.