All across the world strange things have been happening in the depths of the world. Miners have been chased away from their occupation in every corner of Estry. Trade between nations have been deeply affected by the reduction of ore mining and processing. As the local tradesmen send out their guards to investigate, one commonality at each mine becomes evident; a dragon's egg lies deep in the twisting tunnels guarded by swarms of kobolds.
News of this development has reached Arch-Wizard Itylara Caidove, a Desert Elf residing in Sarlano on the central Continent of Okesh. She sends word to all those that reported in of having found an egg and beckons those who fought against the kobolds to retrieve the rare eggs to her homeland for further discussion and investigation. Each of the adventurers begins at Level 1 with 200xp, pre-paid passage from their homeland to Sarlano which was included in the invitation magically delivered from Itylara, and a dragon egg (color to be provided by GM).
Pay attention to grammar and make use of spell check.
6-Characters per Storyline max. This could be 2 people playing multiple characters, or 6 people playing 1 character each, or any variation thereof.
Balance your characters, more detail in CS form ~ feel free to ask for advice if you cannot think of any weaknesses/flaws.
Original Characters only ~ This is an original world. Let Canon characters of other worlds inspire you, please don't just paste over them with a new name/hair color.
While I am the GM and ultimately the final decision is mine to make, I am not unreasonable. Discuss any issues you have with me, please, I would prefer to work something out than to completely negate your interest as a player.
Have fun ~ When all is said and done, we’re here to play and have fun. Yes, there will be serious moments but there will also be comedy.
The Players
1. @Kenshi - Jun Lao, Shuen Human Monk 2. @Dark Cloud - Saris Grimmel, Irkulian Human Wizard 3. @VeyrinDay - Tenria Shima, Shuen Human Swashbuckler 4. @DraconiWarlord - Forest Dwarf Ranger 5. @Kenshi - Aseir, Okeshian Human Rogue 6. Open
NPCs
To list as story progresses Itylara Caidove - Desert Elf, Arch-Wizard of Sarlano
Estry World Modifications
Estry does not contain an Underdark and thus no Underdark related races/monsters/terrain are an option for play.
While there are Elemental creatures on Estry, the world itself does not connect with any of the extra-planar worlds. As such the following monster types are non-existent: Aberrations, Angels, Demons, and Devils.
Cross-breeding of the races is an extremely rare occurrence as the alliances between them are still new and untested, as such the following races are unavailable as player races: Half-Elf, Half-Dwarf(aka Halfling),and Half-Orc.
Gnomes, Dragonborn, and Tieflings do not exist in this world. Alternatively a couple "monster" races are an option for players, in addition to the modified main races.
There are 28-days for every one Manadel Cycle (one month) with three Manadel Cycles in a season. Twelve Manadel Cycles (12 months) in a year. The seasons are: Frost's Call (Primus, Secundius, and Tetrius) The days are approximately 10 hours long with nights lasting approximately 14 hours Bloom's Tide (Quartius, Quintus, and Sectius) The days are approximately 12 hours long with nights lasting approximately 12 hours Sky's Flare (Septimus, Octius, and Nonius) The days are approximately 14 hours long with nights lasting approximately 10 hours Crop's Sow (Decimius, Undecius, and Dudecius) The days are approximately 12 hours long with nights lasting approximately 12 hours
1st Era - The Sundering Ascent - World Creation Lore - Approximately 3 millennia in the past 2nd Era - The Lost Times - No written documentation of the earliest civilizations - Sundering Ascent to Year 1000 3rd Era - The Dragon Wars - Shaping of the Races - Year 1001 to Year 1367 4th Era - The Age of Commerce - Establishing Trade Routes and Treaties - Year 1368 to 1399
The date is 16 Primus 1400, the beginning of the 5th era, when the various campaigns begin
Living among the grasslands and hills of the world, Estry Dwarves enjoy the hard work of the land and the bounty of a successful harvest. Stout and proud, Dwarves have been working the land and selling their trades since the 4th Era. Dwarven villages and towns are often scattered across the land with vast fields of agricultural development between them. Dwarven cities are built along the coastline where ships can dock for trade.
Personality: Dwarves take great pride in accomplishing a hard day's work and equal delight in celebrating the bounty of their efforts; Dwarven banquets are revered across the lands for their rich foods and strong drinks. Favored Classes: Bard, Cleric, and Ranger Appearance: Height range of 4-feet to 5-feet. Skin color varying shades of earth tones, while their hair colors are dark brown, black, or auburn. A dwarf's vibrant eyes are either green, brown, or hazel. Size: Medium Speed: 25-feet Age: Adult at 40 - High Elder at 275 - Rarely live past 325 Ability Score: +2 Constitution and +1 Wisdom Skills: Perception, Performance, and Persuasion Languages: You can read, write, and speak Common and Dwarvish Tool Proficiency: Musical Instrument (Pick one that correlates with your chosen performance style) Dwarven Resilience: You have advantage on Saving Throws against poison and you have Resistance against poison damage
Regional Variant-Forest Dwarves The darker skinned Dwarves dwell within the forests and jungles across the world. The tend to be weary of the outside world and large cities and are seen as reclusive and secretive.
Favored Class: Druid, Ranger, and Shaman Appearance: Darker toned skin of a bark-like texture. Dark toned hair and pale eyes. Additional Ability Score: +1 Strength Additional Skills: Survival and Nature Additional Language: Goblin Dark Vision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60-feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of grey.
All across Estry the Elves discovered long ago that living in the open fields and sloping hills of the land only left them vulnerable to the terrors of the dragons which reign over the lands during the 3rd Era, forcing these lithe people into the mountains. Over the generations, the elves have adapted to life within the mountains, honing their skills to become master craftsmen and artisans.
Personality: As the eldest of the races, Elves are seen as arrogant and have a tendency to look down on the younger races. Favored Class: Fighter, Sorcerer, and Wizard Appearance: Height range 5-foot 8-inches to 6-foot 7-inches. Elven skin colors are pale with an undertone appropriate to the mountain ranges they were born within. Their hair is silk-like in texture with colors that vary from light to dark of blonde, brown, red, and black. Their eyes can be of any color, however, they pale rather than vibrant. Size: Medium Speed: 30-feet Age: Adult at 100 - High Elder at 785 - Rarely live past 1,000 Ability Score: +2 Strength and +1 Wisdom Skills: Arcana and History Languages: You can read, write, and speak Common and Elven Tool Proficiency: Artisan’s Tools (Pick One that correlates with your chosen craft) Dark Vision: Accustomed to life Underground, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of Gray. Fey Ancestry: You have an advantage on saving throws against being charmed, and magic cannot put you to sleep. Trance: Elves do not need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4-hours a day. After resting in this way, you gain the same benefit that a human does from 8-hours of sleep. Stone Cunning: Whenever you make a History check related to the origin of stonework, you are considered proficient in the history skill and add double your proficiency bonus to the check rather than your normal proficiency bonus
Elven Variants
Ashen Elves make their homes on or near volcanic islands, mining and processing the minerals of the harsh terrain. Appearance: Grey-to-Black skinned elves with ashy hair and nearly white eyes Favored Class: Rogue and Wizard (utilizing fire based spells) Additional Ability Score: +1 Constitution Volcanic Resistance: You have advantage on saving throws against fire attacks, and resistance against fire damage Superior Dark Vision: Your dark vision has a radius of 120-feet
Coastal Elves make their homes along the cliffs near the ocean, utilizing the supplies of the sea to create masterful pieces of art. Appearance: Pale skin with a faint hue of watery-blue with long flowing hair and sparkling eyes Favored Class: Cleric and Wizard (utilizing water-based spells) Additional Ability Score: +1 Intellect Skills: Athletics Additional Language: Aquarian Life Near the Sea: Swim speed of 35-feet
Desert Elves travel in nomadic tribes which wander the desert lands of Okesh in service to the ancient metallic dragons which helped to save their kind during the 3rd Era. Appearance: Copper toned skin with light color hair and dark eyes Favored Class: Fighter, Ranger, and Wizard (utilizing lightning-based spells) Additional Ability Score: +1 Charisma Skills: Animal Handling and Survival Fleet of Foot: Your base walking speed increases to 35-feet Expansive Vision: Exposed to the harsh sun and bright sands, desert elves have loss their dark vision ability over the generations. Alternatively, they have the ability to see further and have a sight range of 120' in full light and 60' in dim light.
The youngest and most short-lived of the main races of Estry, humans strive to achieve as much as they can with the years they have. Driven by a yearning to prove themselves among the elder races, humans are the primary innovators and explorers of the world. Appearance: Height ranges from 5-feet to just over 6-feet with a wide range of any natural skin tone, hair color, or eye color to choose from. Favored Class: All Size: Medium Speed: 30-feet Age: Adult at 17 - Elder at 50 - Rarely live past 80 Ability Score: +1 to any (2) abilities of your choice Skills: 1 of your choosing Languages: You can read, write, and speak Common and may choose either Dwarvish or Elven as an additional known language regardless of your intelligence score. Tool Proficiency: None
Human Regional Variants
Raskian humans reside in the lands to the North of the Rask Mountains on the Northern most continent of Glafier. Whether you come from the Kingdom of Raskia or the Kingdom of Awhurg, you are considered a Raskian. Personality: Strong, proud, and stubborn Raskians are very protective of their homeland. Appearance: Tall and fair haired, Raskians tend to have blue or green eyes and pale toned skin. Favored Class: Barbarian, Fighter, and Ranger Additional Ability Score: +1 Strength Skills: Survival and Perception Tool Proficiency: Vehicle (Water) Cold Resistance: You have advantage on saving throws against cold attacks and resistance against cold damage Battle-cry: As a bonus action, you give yourself and your allies within a 60-foot radius an advantage on their next attack roll. You regain this ability after a long rest.
Okeshian humans are said to have the oldest human civilizations and traditions; originating from, and ruling over, the Chapeco Kingdom on the main continent of Okesh. Personality: Proud and stoic are the most common descriptions used for the tradition bound humans of Chapeco. Appearance: Dark skin and dark eyes are contrasted with light hair on these desert dwelling people Favored Class: Bard, Paladin, and Rogue Additional Ability Score: +1 Charisma Skills: Animal Handling and History
Shuen humans reside in the far South-Eastern lands on the arctic continent of Albor. Their society runs on ancestral hierarchy. Personality: The Shuen are an honorable people, placing the importance of family and tradition above all else. Appearance: Shuen people have pale skin, dark eyes and dark hair. Favored Class: Fighter and Monk Additional Ability Score: +1 Constitution Skills: History and Persuasion Tool Proficiency: Brewer's Supplies, Calligrapher's Supplies, Cartographer's Supplies, Cold Resistance: You have advantage on saving throws against cold attacks and resistance against cold damage
The Estry orcs have a deep ran spiritual belief that a soul can only grow stronger by overcoming challenges in life, and see intruding on another person's challenge unasked for as rude. They live in nomadic tribes ranging from a dozen to around fifty in number, roaming the open lands to hunt and scavenge supplies in their War-chief's name. The War-chief is the strongest and most cunning Orc of the region, setting up a stronghold in a location which is convenient for the underlying tribes to convene and trade every season. Personality: Standoffish towards the core races, Orcs have earned a reputation for being uncaring and rude. Appearance: Orcs of all kind have rough green skin, coarse dark hair, short pig-like noses, and tusks which protrude from their lower jaw. Their ears are pointed and twisted. This bestial race averages between 5-foot, 10-inches and 7-feet tall with robust and muscular physiques. The tone of their green skin varies depending on which region their individual tribe is from. Each tribe has it's own tribal marking (tattoo or brand depending on region) Favored Class: Barbarian, Druid, Monk, and Ranger - Orcs are unable to be Sorcerers or Wizards. Size: Medium Speed: 30-feet Age: Adult at 13 - Elder at 50 - Rarely live past 75 Ability Score: +2 Strength, +1 Constitution, and -1 Charisma Skills: Intimidation and Survival Languages: You can read, write, and speak Common and Orcish Dark Vision: Accustomed to life on the move and hunting in the dark of night, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of Gray Aggressive: As a bonus action, you can move up to your speed toward an enemy that you can see or hear. You must end this move closer to the enemy than when you started Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift
Reptilian humanoids that live near the water in small hut villages. Lizardfolk have no notion of traditional morality and find the concepts of good and evil utterly alien. Truly neutral creatures, they kill when it is expedient and do whatever it takes to survive. They tend to form alliances with their core race neighbors, having learned firsthand that such species can prove helpful or trustworthy. Personality: Lizardfolk tend to be xenophobic but have learned over the years that in order to survive, some allowance must be made for interactions with outside races. Appearance: Scaled reptilian beasts that stand 6-feet to 7-feet tall and are a bit bulkier than a human. Their colorful frills tend to make them appear even larger Favored Class: Druid, Rogue, and Shaman Size: Medium Speed: 30-feet; 30-feet Swim Age: Adult at 14 - Elder at 40 - Rarely live past 60 Ability Score: +2 Constitution and +1 Strength Skills: Stealth and Slight of Hand Languages: You can read, write, and speak Common and Draconic - Lizardfolk rarely use metaphors, their speech is almost always literal. Names tend to confuse them, unless they are descriptive and they'll often apply their own naming conventions to other creatures using common. Lizardfolk use active verbs to describe the world; in cold weather they would say "This wind brings cold" rather than "I am cold" as they tend to describe things in terms of action rather than effect. Hold Breath: Lizardfolk can hold their breath for up to 15-minutes Natural Armor: You have tough scales that repel harm. When you are not wearing armor, your armor class is 13+Dexterity Bite: Whenever you hit a target with a melee attack, you can use your bonus action to make a second melee bite attack on the same target. On a hit you deal 1d6+Strength Modifier piercing damage. You are always considered proficient with this attack
My weapon of selection will be Rapier (1d8 + Finesse)
I can do battle while also being the "face" for the group. If there's anyone who also want to be the "face", I can change my persuasion to Performance. Sword dancing sounds attractive.
As my computer screen begins to blur and my eyelids grow heavy, I think I should call it a night ~ I'll get to working on filling out a CS for you @VeyrinDay tomorrow. I'll send any questions I have via PM. I'll also be finishing up the CS for @Dark Cloud tomorrow.
@Kenshi What I sent you is good to post in Character Tab. Please add a visual reference for your ninja monk