[ Character Sheets ]
1]Hau Icetail
2]Aterin
3]Lucus Quinn
4]
5]
[ Setting Information/Background ]
The world of Heim is a paradise. Edible food drops at one's feet, if needed. Winter is indistinguishable from Summer and Fall is as Spring. Almost everyday is perfect. Though the sky is starless at night, many plants are biolumenescent and it is often lit as if it were dusk.
In the time of myth and legends, the Old Ones brought many of the races to Heim from lands beyond the darkness and that there was a Golden Age where life was even greater than what it was now. The ruins of the far distance speak to that. Marvels were an everyday occurance and even the least member of society had untold power.
Heim, while ideal, has fallen far from that. Massive Varvemar tribes jockey for power while the Klishtesh scurry out at night, seeking to claim blood for their hives. The humans fortify their holdings and the other races dwindle. Things may be coming to a head soon to determine who is left.
...but that is not our problem now. Kesera Grae-Gin is the widowed matriarch of the Broken Horn pack of the Varvemar and must bury her mate. Ulnoth Grae-Gin was an accomplished Chief and it is her desire to bury him along side their ancestors with the fanfare and pomp that his accomplishments in life demands. Towards this end, Kesera needs artisans of all stripes to make works that comemorate Ulnoth's life and guards to protect them on the long journey to the ancient burial grounds of the Gin clan. The Mother of the Imperial Cults has endorsed this and will be travelling alongside Kesera's caravan to officiate the rites neccessary. Needless to say, the pay is VERY good and the Broken Horn pack tend to favor talent.
[ Character Creation ]
Standard for D&D 5th Edition
Available Sources:
D&D 5th Edition Core books
Elemental Evil Player's Companion
Banned Resources:
Anything else, really.
ECL: 3
Gold: Standard
Races:
Bizhen: The Bizhen are human-like plants that live in the deepest forests of the world. Long lived, the Bizhen are expert merchants and masters of the forest. When Bizhen age, they get larger and slower. It is said that the oldest Bizhen have seen the beginning of time and are tens of feet tall. Use Half-Elf stats
Glaur: Seemingly hewn from stone, the Glaur are smiths for the Varvemar. The sexless creatures sometimes shed brilliant crystals, which they incorperate into their creations. They are a race in decline. When two die, only one is born. Use Dwarf stats.
Beteben: The Beteben are small, inquisitive fox-like creatures who seem unable to escape the lure of experimentation and academic study. They are found in all communities in pursuit of various goals. They can interbreed with the Varvemar, although the result is always a Varvemari litter. Use Rock Gnome stats.
Humans: Humans live in seven kingdoms surrounding giant mountains. They do humany things and live humany lives. Use Human racial stats.
Tieflings: Tieflings are humans who have made a pact with...something. Not as extensive as a Warlock pact. The Offspring of humans and tieflings are humans. They find their way into the upper echelons of human society. Use Tiefling stats.
Aasimar and Genasi: These plane-touched are much like Tieflings. They've done something that has gained the favor of an elemental power. They are more trusted than Tieflings due to the fact that the agencies they have been shown favor by are much more relatable.
Varvemar: The Varvemar are wolf-like canids who live in strict, warlike packs that dominate the majority of Heim. The Varvemar claim to be the children of the Old Ones, but no one believes them. Most consider them domineering savages. The Varvemar love their cousins the Beteben and will often do things for them that they would never consider for others. They dislike to humans and hate tieflings. Use Half-orc stats.
Ability Scores*: Point buy (27 points), Array or roll 4d6 drop lowest six times.
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Hit Points: Random or half +1
Alignments: Standard
Pantheon:
The Imperial Cult: The Imperial Cult consists of a pantheon of past emperors of the Old Ones. Factions allied to the Varvemari tend to worship them. For rules purposes make up a name and give it a domain and off you go. EG Kiir the Mother would have the domain of life....although all have a war aspect to them. Alternately , the priest may choose to venerate the pantheon as a whole. The Mother is the guiding force behind the Imperial Cults. The small, oddly furred Betaben is considered by many to be the spirit of the Vemari packs and is treated with great reverence.
The Elemental Orders: The Elemental Orders are mostly followed by the Human allied factions and especially Genasi. The four elements are Air, Water, Earth, and Wind. For Role play purposes, choose any domain you wish and any element you wish. The domain you choose will be flavored by the element you choose. For example, an Earth Acolyte with the Tempest domain would see his abilities be based around dust storms and the like. a Water based light domain acolyte would see her abilties manifest in water crystals and the like.
Druids: Druids attempt to steward nature, but many of the aspects seem off to those who are called to Druidry. Many druids go mad as they advance in their understanding of the world. There are no moon based paths or powers as Heim lacks a moon.
Backgrounds:
Any
[ House/Optional Rules ]
1] Metal equipment is hard to come by and usually made from reclaimed materials of the past age. Beyond character creation, metal items are 2x+ the list price. Abuse of this will be frowned upon.