RECRUITMENT OPEN UNTIL 10/29/23!!! Adventure (or at least gainful employment) awaits you on the streets of Tredroy, The City Of Three Laws, crossroads of Ytarria. The most cosmopolitan city in all the known lands, Tredroy straddles the borders of three very different countries – the Christian nation of Cardiel, the Shi’a Muslim nation of al-Haz, and the Sunni Muslim nation of al-Wazif – with a neutral territory on the river island between them all. It is a magnet and home for all varieties of adventurers, diplomats, pilgrims, scoundrels, fugitives, and wanderers.
You’ve come to Tredroy to seek your fortune. Or at least gainful employment. And whether you arrived moments or months ago, you’re about to take a job that has much larger implications than anyone expects.
-------------------
Well met, travelers! Once upon a time, in the long long ago, I attempted to run a full pbp campaign here on the forums. It did not go well, as I quickly realized I had bitten off more than I could chew. I ended up ghosting my players. Not cool. Apologies to them, if they're still around.
I never lost interest in the format, though. So after a lot of deliberation, I've decided that trying something of more limited scope is a better way to start. Hence, this project, a one-shot set in a campaign world (from outside official D&D) that has always intrigued me. I'm posting this thread to measure interest in the concept. I have no solid plan yet for when to launch it or how long it would run. Stay tuned on that front, depending on how robust the response is.
Please read the following information carefully, as "limited scope" is an important theme here. Also, there is an experimental, non-standard system for generating stats that I'd like to take for a spin. Other'n that, drop the usual bits of info about your character concept, using the information below to inspire you or flesh out your concept.
YOUR CHARACTER:
Name
Race
Class
Background
Backstory
Thanks!
-------------------
First, the mechanics. Again, please read carefully, as this is an example of building & flavoring a setting by limiting the scope of some choices. Unlike Eberron or The Forgotten Realms, Ytarria is not a "kitchen sink" setting where every option in the game is available.
Character Level: 2nd
Available Races:Human (Variant), Centaur, Dwarf, Elf (high, sea, or wood), Gnome (forest or rock), Goblin, Halfling (lightfoot or stout), Half-elf (high, sea, or wood), Half-orc, Hobgoblin, Kobold, Lizardfolk, Minotaur, Orc. Feel free to use the Mordenkainen's version of these races.
Classes: Any except Artificer. No homebrew, Eberron, or Critical Role content. (NOTE: Scroll to the end of this post for an experimental proposal regarding classes.)
Stats: Ability scores will be generated with an experimental method called Dice Points. It works like this:
You have a total of 4 Dice Points to distribute among your ability scores. You cannot spend more than three Dice Points on a single ability score. The number of points you allocate to ability scores determine how you will roll dice for them, as follows:
3 Dice Points = 18
2 Dice Points = 14 + 1d4
1 Dice Point = 8 + 1d4 + 1d6
0 Dice Points = 1d4 + 1d6 + 1d8
You may reroll 1s, a single time, on any ability score where you spent 0 Dice Points. You must keep the second roll.
-------------------
THE SETTING
Tredroy is found on the continent of Ytarria (external link to map image), the setting for GURPS Fantasy, a campaign world with a lot of interesting wrinkles. If you are unfamiliar with the setting, this section provides you with a broad overview of its history, lands, and peoples. If you are familiar with the setting, assume that any differences in this section supersede those of the original work, in the interests of making it more compatible with 5e D&D.
Keep in mind that your character does not necessarily know all or even any of the following information. It’s provided here to give you some context and ambiance.
HISTORY: One thousand years ago, a magical catastrophe called the Banestorm shredded the walls of the multiverse, and dropped hordes of refugees from other worlds in Ytarria… much to the dismay of the land’s native peoples: the dwarves, elves, gnomes, and orcs. All of these refugees had a significant impact on life in Ytarria, but none so much as a particular race called humans...
From the dry, desert world of Gabrook, the Banestorm brought goblins, hobgoblins, kobolds, and lizardfolk.
From the lush, green world of Loren’dil came the centaurs, giants, halflings, and minotaurs.
From the watery realm of Olokun arrived the merfolk and other sea peoples (except the sea elves, who were already here).
And from a world called Earth, the Banestorm stranded by far the largest group of newcomers, the race of humanity. They were taken almost entirely from the lands we know as Europe, the Middle East, and North Africa, during a time we know as the Middle Ages.
All of these refugees brought their cultures, languages, and religions with them, and clung to them tightly in this strange new world. Humans – who were mostly Christian (medieval Catholic) and Muslim, with a sizable portion of Jews and a smattering of pagans – were shocked to discover that magic was real here. In time, they adjusted their cultures and religions to accommodate this new reality.
Over the next millennium, there were of course many tumultuous events that reshaped the borders and politics of Ytarria… including several Crusades. But those are tales for another day.
All you need to know is that in the present time, the largest and most powerful nations are ruled by Christian or Muslim humans, and that human rivalries have been and remain the most significant influence on life across Ytarria.
More details are provided below, with an eye towards what’s immediately relevant to character creation. Even more lore is available upon request.
THE PEOPLES: The “flavor” of Ytarria is built around a specific collection of fantasy peoples, who have had the greatest impact on the setting’s history. So we will begin with a brief look at the available races.
Human, Variant: The most widespread and culturally consequential “race” in Ytarria. They govern the most powerful nations, occupy the most territory, and their religions have shaped the politics and cultures of nearly everyone else in some way. Our one-shot is set in the (mostly) human city of Tredroy, which straddles the borders of three (mostly) human nations: Cardiel, al-Haz, and al-Wazif. Cardiel is one of the most liberal and tolerant nations in Ytarria, and considered "Christian" only because of its ruling class; its general populace is the most religiously diverse in the known world. Al-Haz is a strict theocracy that heavily regulates the use of magic, but also guards the holy city of Geb al-Din, towards which devout Ytarrian Muslims pray five times a day, and to which they make a pilgrimage at least once in their life, if they are able. Al-Wazif is a more free-wheeling society than al-Haz, where magic and merriment are far more common; it's the "Arabian Nights" land.
Centaur: Rarely seen outside their wilderness homes on the western plains, wise lone centaurs are sometimes seen in the human lands serving as advisors to rulers, merchants, and diplomats.
Dwarf (Hill or Mountain only): Since the Banestorm, dwarves have largely retreated to their fastnesses in Zarak, but maintain robust trade relations with nearly every power in Ytarria. They supply most of Ytarria’s metal and stone, making them a major economic power. For unknown reasons, they harbor a long-standing distrust of the elves. They once lived under all the mountains of Ytarria, but retreated into Zarak after the Banestorm.
Elf (High, Sea, or Wood only): A dying people, the elves have withdrawn to the depths of The Great Forest (or the deep sea) that borders the human lands of Caithness (a chivalric Christian land dominated by warring barons), al-Haz (the center of Shi’a Islam), and al-Wazif (the center of Sunni Islam). They are deeply suspicious of all the newcomer races, but especially humanity.
Gnome (Forest or Rock only): Cousins and vassals of the dwarves, gnomes are the public “face” of Zarak, living as they do on the surface woodlands and peaks of that mountainous realm. Visitors to Zarak can spend years on the surface without ever meeting a dwarf. But gnomes are everywhere.
Goblin: The goblins of Ytarria were never a subterranean folk, and actually fit quite well into human society, all things considered. They make up the majority population in southern Megalos (the largest human empire), where they have significant political and economic clout. Their culture is centered around the duchy and city of Yibyorak, one of Ytarria’s great urban centers and trade ports. Extroverted, bright, and often magically talented, most goblins are Christian or Muslim (depending on their national origin), though some secretly maintain worship of their original gods.
Halfling (lightfoot or stout only): Halflings make up the most sizable minority in most human lands (except for southern Megaos; see, Goblin, above), and tend to follow the local human religion. They hold significant influence in the craft guilds, and are the quintessential quiet neighbors.
Half-elf (aquatic, high, or wood subraces only) and Half-orc characters are exceedingly rare, given the limited contact between their parent races, but will conform to the culture of whichever of their parents’ society they grew up in.
Hobgoblin: Like goblins, hobgoblins adapt well to human society, and tend to adopt the culture and religion of the local human nation. Unlike goblins, they are a distinct minority, and rarely magically talented. They most commonly find work in physical or martial trades, and many serve as loyal bodyguards to goblin nobles.
Kobold: Kobolds are the least politically consequential race in Ytarria. Most live either in isolated bands in remote ruins or wilderness areas, or hand-to-mouth in human or goblin cities. A majority of kobolds remain pagan in the eyes of Christians and Muslims, which contributes to their low social status.
Lizardfolk: The lizardfolk are widely feared in human lands, not least because of their (rumored) tendency to kill and eat other sentient races in times of war. They have never integrated into human society, preferring to remain in the mysterious Great Desert of the west, where they live in loose tribal bands who raid nearby settlements. Some individual lizardfolk have converted to Christianity or Islam, but most remain pagan.
Minotaur: Almost all minotaurs live in wild forests and deserted plains, eating whatever they can catch, but a few civilized ones reside in human cities. Some work as guards, mercenaries, or gladiators; others become entertainers, trading on their novelty value, and a few settle into occupations having nothing to do with their unusual background.
Orc: One of the Elder Races, orcs are humanity’s greatest rivals on Ytarria, for only they can match humans in aggressiveness, stubbornness, and breeding rate. A majority live in the Orclands of the far west coast, having been driven there by elves and humans over the centuries. Most outsiders today know orcs only as “barbarian” raiders from the wilds, but their internal culture is quite sophisticated. Some orcs claim that they once ruled all of Ytarria.
-------------------
NOTES ABOUT RELIGION IN YTARRIA
Although life in Ytarria is dominated by “real world” religions, they are fantasy versions of said religions. Further, the setting makes no judgment about which religion is “true.” Divinity is incredibly remote in Ytarria. No known form of magic has ever allowed a mortal to speak directly to any deity. The presence of fictionalized versions of Christianity, Islam, Judaism, etc., should be taken as neither endorsement nor mockery, just plot devices used to lend an air of familiarity to a fantasy world.
Clerics vs Clergy: Characters of any gender can be members of the cleric class, but only men can be ordained clergy. Most ordained clergy in Ytarria are not adventurers or spellcasters (though most study magical theory as part of their training). Clergy can belong to any character class, including cleric. But members of the cleric class are often outsiders from official religious hierarchies, seen as miracle-workers or heretics. If you take the cleric class, it does not necessarily mean you are an ordained clergyfolk; if you are a clergyfolk, you aren’t necessarily a cleric. You could also be a rogue, a fighter, a wizard, etc.
Monks vs Monks: There are many monastic orders across Ytarria, especially in Christian lands (the Benedictines, the Franciscans, etc.). None of them are dedicated to the study of unarmed combat. The monk character class, like the cleric, is not connected to any particular monastic order. As with the ordained clergy, monastic characters can be any character class, including monk. But within the setting, members of the monk character class are not called monks unless they actually belong to an established monastic order. Otherwise, they are considered warriors or magicians.
"Pagans": There are, of course, religions other than Christianity and Islam. Among humans, the people of the Nomad Lands are devoted to the Norse pantheon; in Sahud, the human population is mostly of East Asian descent and have versions of Buddhism, Taoism, and Shinto. Scattered throughout the continent, there are isolated Enclaves of other human cultures originating on Earth, as well. Meanwhile, the Elder Races (dwarf, elf, gnome, orc) all practiced a druidic path called The Eternal before the Banestorm, and it persists in the modern day, even having earned some human converts. The other newcomer races had their own religions, as well. More lore about all these paths is available on request.
Druids: Members of the druid class can belong to any religion; they do not have to be pagan. All the major religions have traditions within them that revere nature.
AN EXPERIMENTAL PROPOSAL: EXPANDING SIDEKICK CLASSES INTO CORE CLASSES
I've thought a lot about how the 5e rules would interact with the default flavor of Ytarria. In some ways, the level of complexity in the standard core classes is incompatible with the setting's assumptions. One thing I thought would work better was making the Sidekick classes -- expert, spellcaster, and warrior -- into the only three core classes. I would expand their class feature options a bit, and make Spellcasters into full rather than half casters. But the DDB character builder doesn't support Sidekick options in any way I can see, nor do any of the Homebrew tools. So I've decided to stick with the core classes as written for purposes of this project. However, if the players were open to it, we could try the expanded Sidekick option with off-line character sheets. But we'd have to do one or the other: only Sidekick classes or only core classes.
Verri grew up in Tedroy, chasing up and down Upper Swandham Lane with his mates, peeking up skirts, picking pockets, that sort of thing. Being about as smart as the average halforc Verri kept getting caught by the Watch. He was mostly able to talk his way out of anything more serious than a couple of nights in the cells or a few lashes...mostly. And during his stints in the cells he started realizing the food wasn't half bad, the cells didn't leak, and for the past year or so the beatings he'd been catching were coming more from his mates than the coppers. So, the morning after one horrible stormy night, he snuck into the neighbourhood station into the boss copper's office and asked to join up.
I love this idea. Thank you for coming up with this idea!
Here is my concept: Human, druid; Celtic (the Picts); convert from pagan religions to Christianity; considers himself a Christian clergy spreading the word.
Name: Steven
Race: Variant Human
Class: Druid
Background: Farmer (tbd)
Backstory: Having lived his life as a farmer on his parents farm, he lived day to day. He did not think of tomorrow or yesterday and only lived in the moment. While out tending his field a storm arose, but he paid it no heed. The winds picked up and threw branches and stones, but he paid it no heed. There was a voice on the wind, but he paid it no heed. The rains came down, but he paid it no heed. The thunder crashed in the sky, but he continued to work his field, paying it no heed. Finally, lightning crashed in the sky and struck the earth. With this he looked to the sky and shouts "What do you want!?!". The voice answers him...
Okay, so from what I saw in the post, we can only reroll the one in the ability score where we didn't add a point. Is it only one reroll, or one reroll per zero point stat? Cuz' I got a lot of ones. If it's one reroll per the entire thing. I reroll that Charisma one.
This sounds like a lot of fun. I've KSd all of Metis Creative's products because I'm very interested in playing D&D somewhere other than a Middle-Earth clone, and I was even a playtest DM for them.
YOUR CHARACTER:
Name Aamira
Race Human Variant
Class Fighter
Background Acolyte
Backstory She grew up in a small village in Al-Haz, the daughter of a renowned cleric who loved her, and secretly wished he'd had a son instead. That wish came true a few years later, and her parents devoted their time and energy to raising the next generation of clergy. Aamira channeled her pain into martial prowess, determined to show her parents that she was just as worthy of holy pursuits, believing deep down that the love her father showed her in early life would return, and that he'd be able to intercede on her behalf when the time came. But her father instead recommended her for the mosque guard, reminding her that the will of God transcends all other desires. A few years later, her younger brother joined the clergy, with their father's backing.
Her father believed that, in his own way, he was providing for both of his children, but though Aamira has excelled in her duties, the sting of exclusion and the wish for more still remain.
If I'm accepted, I'll roll for abilities and such.
Oooh, this sounds real interesting! Welp, here's my submission. My concept is a strange old Martial artist who left his pagan society in the Nomad Lands in order to join a circus troupe.
Name: Aegnor "Master Ruoshe" Rustad
Race: Human (Variant, Martial Adept)
Class: Monk
Background: Entertainer
Backstory: Formerly a child to a religious family raised in the Nomad Lands, Rustad was raised to be a warrior above all things. Trained in the art of unarmed combat under the wise words of the worshipers of Tyr, amongst other unarmed combatants such as him, he managed to make a name for himself in his home town. However, there was just one problem. Despite his prestige, he found his life boring and lacking something that all people want. Fun. So, at the young age of seventeen, he fled the Nomad Lands trying to find a better, more interesting life. And that he did, once he discovered a travelling circus troupe that were interested in his strange "pagan" ideals and interesting techniques. And in that troupe he stayed for many, many years, putting on shows and impressing children with the acts of showmanship he performed under the new names of "Master Ruoshe". Now he remains an elderly man, but still having the same amount of energy he had in his youth.
Okay, so from what I saw in the post, we can only reroll the one in the ability score where we didn't add a point. Is it only one reroll, or one reroll per zero point stat? Cuz' I got a lot of ones. If it's one reroll per the entire thing. I reroll that Charisma one.
Okay, so from what I saw in the post, we can only reroll the one in the ability score where we didn't add a point. Is it only one reroll, or one reroll per zero point stat? Cuz' I got a lot of ones. If it's one reroll per the entire thing. I reroll that Charisma one.
Oooh, this sounds real interesting! Welp, here's my submission. My concept is a strange old Martial artist who left his pagan society in the Nomad Lands in order to join a circus troupe.
Name: Aegnor "Master Ruoshe" Rustad
Race: Human (Variant, Martial Adept)
Class: Monk
Background: Entertainer
Backstory: Formerly a child to a religious family raised in the Nomad Lands, Rustad was raised to be a warrior above all things. Trained in the art of unarmed combat under the wise words of the worshipers of Tyr, amongst other unarmed combatants such as him, he managed to make a name for himself in his home town. However, there was just one problem. Despite his prestige, he found his life boring and lacking something that all people want. Fun. So, at the young age of seventeen, he fled the Nomad Lands trying to find a better, more interesting life. And that he did, once he discovered a travelling circus troupe that were interested in his strange "pagan" ideals and interesting techniques. And in that troupe he stayed for many, many years, putting on shows and impressing children with the acts of showmanship he performed under the new names of "Master Ruoshe". Now he remains an elderly man, but still having the same amount of energy he had in his youth.
Here is my concept: Human, druid; Celtic (the Picts); convert from pagan religions to Christianity; considers himself a Christian clergy spreading the word.
The Banestorm hit Earth around 1050 CE, and Pictish identity was gone by then. Scotland was fully Gaelicized. Perhaps Steven comes from an Enclave of Celtic Christians, or from the Nomad Lands.
RECRUITMENT OPEN UNTIL 10/29/23!!!
Adventure (or at least gainful employment) awaits you on the streets of Tredroy, The City Of Three Laws, crossroads of Ytarria. The most cosmopolitan city in all the known lands, Tredroy straddles the borders of three very different countries – the Christian nation of Cardiel, the Shi’a Muslim nation of al-Haz, and the Sunni Muslim nation of al-Wazif – with a neutral territory on the river island between them all. It is a magnet and home for all varieties of adventurers, diplomats, pilgrims, scoundrels, fugitives, and wanderers.
You’ve come to Tredroy to seek your fortune. Or at least gainful employment. And whether you arrived moments or months ago, you’re about to take a job that has much larger implications than anyone expects.
-------------------
Well met, travelers! Once upon a time, in the long long ago, I attempted to run a full pbp campaign here on the forums. It did not go well, as I quickly realized I had bitten off more than I could chew. I ended up ghosting my players. Not cool. Apologies to them, if they're still around.
I never lost interest in the format, though. So after a lot of deliberation, I've decided that trying something of more limited scope is a better way to start. Hence, this project, a one-shot set in a campaign world (from outside official D&D) that has always intrigued me. I'm posting this thread to measure interest in the concept. I have no solid plan yet for when to launch it or how long it would run. Stay tuned on that front, depending on how robust the response is.
Please read the following information carefully, as "limited scope" is an important theme here. Also, there is an experimental, non-standard system for generating stats that I'd like to take for a spin. Other'n that, drop the usual bits of info about your character concept, using the information below to inspire you or flesh out your concept.
YOUR CHARACTER:
Name
Race
Class
Background
Backstory
Thanks!
-------------------
First, the mechanics. Again, please read carefully, as this is an example of building & flavoring a setting by limiting the scope of some choices. Unlike Eberron or The Forgotten Realms, Ytarria is not a "kitchen sink" setting where every option in the game is available.
Character Level: 2nd
Available Races: Human (Variant), Centaur, Dwarf, Elf (high, sea, or wood), Gnome (forest or rock), Goblin, Halfling (lightfoot or stout), Half-elf (high, sea, or wood), Half-orc, Hobgoblin, Kobold, Lizardfolk, Minotaur, Orc. Feel free to use the Mordenkainen's version of these races.
Classes: Any except Artificer. No homebrew, Eberron, or Critical Role content. (NOTE: Scroll to the end of this post for an experimental proposal regarding classes.)
Stats: Ability scores will be generated with an experimental method called Dice Points. It works like this:
You have a total of 4 Dice Points to distribute among your ability scores. You cannot spend more than three Dice Points on a single ability score. The number of points you allocate to ability scores determine how you will roll dice for them, as follows:
You may reroll 1s, a single time, on any ability score where you spent 0 Dice Points. You must keep the second roll.
-------------------
THE SETTING
Tredroy is found on the continent of Ytarria (external link to map image), the setting for GURPS Fantasy, a campaign world with a lot of interesting wrinkles. If you are unfamiliar with the setting, this section provides you with a broad overview of its history, lands, and peoples. If you are familiar with the setting, assume that any differences in this section supersede those of the original work, in the interests of making it more compatible with 5e D&D.
Keep in mind that your character does not necessarily know all or even any of the following information. It’s provided here to give you some context and ambiance.
HISTORY: One thousand years ago, a magical catastrophe called the Banestorm shredded the walls of the multiverse, and dropped hordes of refugees from other worlds in Ytarria… much to the dismay of the land’s native peoples: the dwarves, elves, gnomes, and orcs. All of these refugees had a significant impact on life in Ytarria, but none so much as a particular race called humans...
From the dry, desert world of Gabrook, the Banestorm brought goblins, hobgoblins, kobolds, and lizardfolk.
From the lush, green world of Loren’dil came the centaurs, giants, halflings, and minotaurs.
From the watery realm of Olokun arrived the merfolk and other sea peoples (except the sea elves, who were already here).
And from a world called Earth, the Banestorm stranded by far the largest group of newcomers, the race of humanity. They were taken almost entirely from the lands we know as Europe, the Middle East, and North Africa, during a time we know as the Middle Ages.
All of these refugees brought their cultures, languages, and religions with them, and clung to them tightly in this strange new world. Humans – who were mostly Christian (medieval Catholic) and Muslim, with a sizable portion of Jews and a smattering of pagans – were shocked to discover that magic was real here. In time, they adjusted their cultures and religions to accommodate this new reality.
Over the next millennium, there were of course many tumultuous events that reshaped the borders and politics of Ytarria… including several Crusades. But those are tales for another day.
All you need to know is that in the present time, the largest and most powerful nations are ruled by Christian or Muslim humans, and that human rivalries have been and remain the most significant influence on life across Ytarria.
More details are provided below, with an eye towards what’s immediately relevant to character creation. Even more lore is available upon request.
THE PEOPLES: The “flavor” of Ytarria is built around a specific collection of fantasy peoples, who have had the greatest impact on the setting’s history. So we will begin with a brief look at the available races.
Human, Variant: The most widespread and culturally consequential “race” in Ytarria. They govern the most powerful nations, occupy the most territory, and their religions have shaped the politics and cultures of nearly everyone else in some way. Our one-shot is set in the (mostly) human city of Tredroy, which straddles the borders of three (mostly) human nations: Cardiel, al-Haz, and al-Wazif. Cardiel is one of the most liberal and tolerant nations in Ytarria, and considered "Christian" only because of its ruling class; its general populace is the most religiously diverse in the known world. Al-Haz is a strict theocracy that heavily regulates the use of magic, but also guards the holy city of Geb al-Din, towards which devout Ytarrian Muslims pray five times a day, and to which they make a pilgrimage at least once in their life, if they are able. Al-Wazif is a more free-wheeling society than al-Haz, where magic and merriment are far more common; it's the "Arabian Nights" land.
Centaur: Rarely seen outside their wilderness homes on the western plains, wise lone centaurs are sometimes seen in the human lands serving as advisors to rulers, merchants, and diplomats.
Dwarf (Hill or Mountain only): Since the Banestorm, dwarves have largely retreated to their fastnesses in Zarak, but maintain robust trade relations with nearly every power in Ytarria. They supply most of Ytarria’s metal and stone, making them a major economic power. For unknown reasons, they harbor a long-standing distrust of the elves. They once lived under all the mountains of Ytarria, but retreated into Zarak after the Banestorm.
Elf (High, Sea, or Wood only): A dying people, the elves have withdrawn to the depths of The Great Forest (or the deep sea) that borders the human lands of Caithness (a chivalric Christian land dominated by warring barons), al-Haz (the center of Shi’a Islam), and al-Wazif (the center of Sunni Islam). They are deeply suspicious of all the newcomer races, but especially humanity.
Gnome (Forest or Rock only): Cousins and vassals of the dwarves, gnomes are the public “face” of Zarak, living as they do on the surface woodlands and peaks of that mountainous realm. Visitors to Zarak can spend years on the surface without ever meeting a dwarf. But gnomes are everywhere.
Goblin: The goblins of Ytarria were never a subterranean folk, and actually fit quite well into human society, all things considered. They make up the majority population in southern Megalos (the largest human empire), where they have significant political and economic clout. Their culture is centered around the duchy and city of Yibyorak, one of Ytarria’s great urban centers and trade ports. Extroverted, bright, and often magically talented, most goblins are Christian or Muslim (depending on their national origin), though some secretly maintain worship of their original gods.
Halfling (lightfoot or stout only): Halflings make up the most sizable minority in most human lands (except for southern Megaos; see, Goblin, above), and tend to follow the local human religion. They hold significant influence in the craft guilds, and are the quintessential quiet neighbors.
Half-elf (aquatic, high, or wood subraces only) and Half-orc characters are exceedingly rare, given the limited contact between their parent races, but will conform to the culture of whichever of their parents’ society they grew up in.
Hobgoblin: Like goblins, hobgoblins adapt well to human society, and tend to adopt the culture and religion of the local human nation. Unlike goblins, they are a distinct minority, and rarely magically talented. They most commonly find work in physical or martial trades, and many serve as loyal bodyguards to goblin nobles.
Kobold: Kobolds are the least politically consequential race in Ytarria. Most live either in isolated bands in remote ruins or wilderness areas, or hand-to-mouth in human or goblin cities. A majority of kobolds remain pagan in the eyes of Christians and Muslims, which contributes to their low social status.
Lizardfolk: The lizardfolk are widely feared in human lands, not least because of their (rumored) tendency to kill and eat other sentient races in times of war. They have never integrated into human society, preferring to remain in the mysterious Great Desert of the west, where they live in loose tribal bands who raid nearby settlements. Some individual lizardfolk have converted to Christianity or Islam, but most remain pagan.
Minotaur: Almost all minotaurs live in wild forests and deserted plains, eating whatever they can catch, but a few civilized ones reside in human cities. Some work as guards, mercenaries, or gladiators; others become entertainers, trading on their novelty value, and a few settle into occupations having nothing to do with their unusual background.
Orc: One of the Elder Races, orcs are humanity’s greatest rivals on Ytarria, for only they can match humans in aggressiveness, stubbornness, and breeding rate. A majority live in the Orclands of the far west coast, having been driven there by elves and humans over the centuries. Most outsiders today know orcs only as “barbarian” raiders from the wilds, but their internal culture is quite sophisticated. Some orcs claim that they once ruled all of Ytarria.
-------------------
NOTES ABOUT RELIGION IN YTARRIA
Although life in Ytarria is dominated by “real world” religions, they are fantasy versions of said religions. Further, the setting makes no judgment about which religion is “true.” Divinity is incredibly remote in Ytarria. No known form of magic has ever allowed a mortal to speak directly to any deity. The presence of fictionalized versions of Christianity, Islam, Judaism, etc., should be taken as neither endorsement nor mockery, just plot devices used to lend an air of familiarity to a fantasy world.
Clerics vs Clergy: Characters of any gender can be members of the cleric class, but only men can be ordained clergy. Most ordained clergy in Ytarria are not adventurers or spellcasters (though most study magical theory as part of their training). Clergy can belong to any character class, including cleric. But members of the cleric class are often outsiders from official religious hierarchies, seen as miracle-workers or heretics. If you take the cleric class, it does not necessarily mean you are an ordained clergyfolk; if you are a clergyfolk, you aren’t necessarily a cleric. You could also be a rogue, a fighter, a wizard, etc.
Monks vs Monks: There are many monastic orders across Ytarria, especially in Christian lands (the Benedictines, the Franciscans, etc.). None of them are dedicated to the study of unarmed combat. The monk character class, like the cleric, is not connected to any particular monastic order. As with the ordained clergy, monastic characters can be any character class, including monk. But within the setting, members of the monk character class are not called monks unless they actually belong to an established monastic order. Otherwise, they are considered warriors or magicians.
"Pagans": There are, of course, religions other than Christianity and Islam. Among humans, the people of the Nomad Lands are devoted to the Norse pantheon; in Sahud, the human population is mostly of East Asian descent and have versions of Buddhism, Taoism, and Shinto. Scattered throughout the continent, there are isolated Enclaves of other human cultures originating on Earth, as well. Meanwhile, the Elder Races (dwarf, elf, gnome, orc) all practiced a druidic path called The Eternal before the Banestorm, and it persists in the modern day, even having earned some human converts. The other newcomer races had their own religions, as well. More lore about all these paths is available on request.
Druids: Members of the druid class can belong to any religion; they do not have to be pagan. All the major religions have traditions within them that revere nature.
AN EXPERIMENTAL PROPOSAL: EXPANDING SIDEKICK CLASSES INTO CORE CLASSES
I've thought a lot about how the 5e rules would interact with the default flavor of Ytarria. In some ways, the level of complexity in the standard core classes is incompatible with the setting's assumptions. One thing I thought would work better was making the Sidekick classes -- expert, spellcaster, and warrior -- into the only three core classes. I would expand their class feature options a bit, and make Spellcasters into full rather than half casters. But the DDB character builder doesn't support Sidekick options in any way I can see, nor do any of the Homebrew tools. So I've decided to stick with the core classes as written for purposes of this project. However, if the players were open to it, we could try the expanded Sidekick option with off-line character sheets. But we'd have to do one or the other: only Sidekick classes or only core classes.
str 3 + 5 + 8 =
dex 14 + 4 =
con 8 + 1 + 3 =
int 1 + 1 + 5 =
wis 2 + 3 + 5 =
chr 8 + 1 + 1 =
str 16, dex 18, con 12, int 7, wis 10, chr 10
https://www.dndbeyond.com/sheet-pdfs/Smendrick_110603547.pdf
Verri Tealeaf
Rogue, Criminal
Verri grew up in Tedroy, chasing up and down Upper Swandham Lane with his mates, peeking up skirts, picking pockets, that sort of thing. Being about as smart as the average halforc Verri kept getting caught by the Watch. He was mostly able to talk his way out of anything more serious than a couple of nights in the cells or a few lashes...mostly. And during his stints in the cells he started realizing the food wasn't half bad, the cells didn't leak, and for the past year or so the beatings he'd been catching were coming more from his mates than the coppers. So, the morning after one horrible stormy night, he snuck into the neighbourhood station into the boss copper's office and asked to join up.
!!!!! Iplace holder for human or half elf convert toThe Eternal from Celtic enclave (maybe pagan, maybe Celtic branch of Christianity)
str: 3 + 5 + 2 =
dex (1 dice point): 8 + 4 + 2 =
con (1 dice point): 8 + 4 + 1 =
int:2 + 4 + 3 =
wis (2 dice points): 14 + 4 =
chr: 2 + 5 + 8 =
Famh Thrawn Fiadhaich - 'half elven' sorcerer (wild magic) 2, Sleeping Gods - A Dragon Warriors campaign in the Lands of Legend
Quspira Inirali - tiefling cleric (Life domain) 4, Painted's "He'll be the father of my child"
Antar al'Barmeqi - goblin warlock (The Genie: Marid) 1, THE MOON OF THORNS
Sae Ivui Nailo - wood elf rogue (inquisitive) 5 - Sea of Death: Captain Hailstorm's Lost Treasure
Theris Dionte, shadar-kai rogue 1, Born of Stormmount
I love this idea. Thank you for coming up with this idea!
Here is my concept: Human, druid; Celtic (the Picts); convert from pagan religions to Christianity; considers himself a Christian clergy spreading the word.
Name: Steven
Race: Variant Human
Class: Druid
Background: Farmer (tbd)
Backstory: Having lived his life as a farmer on his parents farm, he lived day to day. He did not think of tomorrow or yesterday and only lived in the moment. While out tending his field a storm arose, but he paid it no heed. The winds picked up and threw branches and stones, but he paid it no heed. There was a voice on the wind, but he paid it no heed. The rains came down, but he paid it no heed. The thunder crashed in the sky, but he continued to work his field, paying it no heed. Finally, lightning crashed in the sky and struck the earth. With this he looked to the sky and shouts "What do you want!?!". The voice answers him...
STR: 8
DEX: 16
CON: 11
INT: 14
WIS: 15
CHR: 15
D&D since 1984
Stats for a Sea Elf (or Half-Sea Elf) Ranger.
Stats:
Str (One Dice Point). - 12 + 3
Dex. (Two Dice Points) - 15
Con. - 1 + 3 + 4
Int. - 2 + 3 + 4
Wis. (One Dice Point) - 12 + 1
Cha. -4 + 4 + 4
Okay, so from what I saw in the post, we can only reroll the one in the ability score where we didn't add a point. Is it only one reroll, or one reroll per zero point stat? Cuz' I got a lot of ones. If it's one reroll per the entire thing. I reroll that Charisma one.
4
Stat Rolls for Steven
4 Dice Points
STR: 12
DEX: 15 (1 point used)
CON: 12 (1 point used)
INT: 6
WIS: 18 (2 points used)
CHR: 14
Ability scores: 15 15 14 11 12 9
D&D since 1984
This sounds like a lot of fun. I've KSd all of Metis Creative's products because I'm very interested in playing D&D somewhere other than a Middle-Earth clone, and I was even a playtest DM for them.
YOUR CHARACTER:
Name Aamira
Race Human Variant
Class Fighter
Background Acolyte
Backstory She grew up in a small village in Al-Haz, the daughter of a renowned cleric who loved her, and secretly wished he'd had a son instead. That wish came true a few years later, and her parents devoted their time and energy to raising the next generation of clergy. Aamira channeled her pain into martial prowess, determined to show her parents that she was just as worthy of holy pursuits, believing deep down that the love her father showed her in early life would return, and that he'd be able to intercede on her behalf when the time came. But her father instead recommended her for the mosque guard, reminding her that the will of God transcends all other desires. A few years later, her younger brother joined the clergy, with their father's backing.
Her father believed that, in his own way, he was providing for both of his children, but though Aamira has excelled in her duties, the sting of exclusion and the wish for more still remain.
If I'm accepted, I'll roll for abilities and such.
Oooh, this sounds real interesting! Welp, here's my submission. My concept is a strange old Martial artist who left his pagan society in the Nomad Lands in order to join a circus troupe.
Name: Aegnor "Master Ruoshe" Rustad
Race: Human (Variant, Martial Adept)
Class: Monk
Background: Entertainer
Backstory: Formerly a child to a religious family raised in the Nomad Lands, Rustad was raised to be a warrior above all things. Trained in the art of unarmed combat under the wise words of the worshipers of Tyr, amongst other unarmed combatants such as him, he managed to make a name for himself in his home town. However, there was just one problem. Despite his prestige, he found his life boring and lacking something that all people want. Fun. So, at the young age of seventeen, he fled the Nomad Lands trying to find a better, more interesting life. And that he did, once he discovered a travelling circus troupe that were interested in his strange "pagan" ideals and interesting techniques. And in that troupe he stayed for many, many years, putting on shows and impressing children with the acts of showmanship he performed under the new names of "Master Ruoshe". Now he remains an elderly man, but still having the same amount of energy he had in his youth.
One per stat.
Alright, thanks!
Reroll of Intelligence Stat: 6
Oop! Almost forgot, stats for Rustad.
3 Dice Points = 18
2 Dice Points = 14 + 1d4
1 Dice Point = 8 + 1d4 + 1d6
0 Dice Points = 1d4 + 1d6 + 1d8
STR: 4 + 2 + 7
DEX: (1 Dice Point) 12 + 3
CON: 1 + 3 + 2
INT: 1 + 4 + 8
WIS: (1 Dice Point) 12 + 4
CHA: (2 Dice Points) 16
Wow, thanks for all the interest!
OK, I will leave recruitment open for one week. At that time, I will send out PMs to the four players I’ve chosen.
Sorry, not sure why the dice roller went sideways on this.
Redoing it
STR: 2 + 3 + 3
DEX: 2 + 6 + 8
CON: 2 + 1 + 8
INT: 3 + 5 + 6
WIS: 1 + 14
CHR: 1 + 3 + 8
D&D since 1984
Rerolls:
CON: 1d6 = 1
WIS: 4
CHR: 2
D&D since 1984
Bumping this thread up. Recruitment is open for one week!
So far, we have a rogue, a druid, a fighter, a ranger, and a monk. All cool entries so far!
Would be nice to get an arcane caster in the running.
Remember, I'm only looking for 4 PCs! Recruitment is open until 10/19/23.
The Banestorm hit Earth around 1050 CE, and Pictish identity was gone by then. Scotland was fully Gaelicized. Perhaps Steven comes from an Enclave of Celtic Christians, or from the Nomad Lands.
A Celtic Christian Enclave might work better. The Banestorm hit Earth ca. 1050 CE, and there were no pagan Celts left by then.