[center][img]https://i.imgur.com/gfG6wbE.jpg[/img][/center] The world of Gaia is a vast, ever growing world, where even after a hundred thousand years of living and intelligent live have thrived, there is still more to discover. A world full of magic and wonder that is still yet to be understood, where possibilities are endless for anyone with the determination to see their wishes fulfilled. Over the years many legends have risen and great nations have fallen, history have been made and monuments that have once stood the test of time have been destroyed. There is still so much about the past that people spend their entire lives barely knowing their own history, let alone knowing what their future has in store. And for some, simply surviving is all that is important to them. You are a simple commoner in the Gaia Frontier. As new land is discovered, you have lived here for some time. Perhaps you were born here, perhaps you came here. You didn't have much before and you still don't have much now. But Frontier life, as dangerous as it is, is rife with opportunity to grow in wealth, experience, and power. A new Frontier Town have been developed, and while they haven't garnered enough attention or support to gain the interest of wealthy investors or adventurers, perhaps with your help you can revitalize the towns into something great. Or maybe you'll simply use the town as a homebase of sorts as you search through the ruins for any treasures that could bring you fame and fortune. Your fate is ultimately in your own hands. [hr] [center][h3]Rules:[/h3][/center] 1. Basic rule in any RP: My word is law. I have the final say, and if you disagree, you're free to leave. I will of course be willing to hear out your side of the argument but don't push it. I can only be so tolerant. 2. This is a 5e, Fifth Edition, Dice Rolling RP. I may or may not have maps up if I feel the need for it but in general things would take place in the theater of the mind. Stuff like range and movement speed is still important however, so keep that in mind if you think you can get away from something that moves faster than you. Also here's a [url=https://www.roleplayerguild.com/campaigns]link[/url] to the Guild's Dice rolling stuff. This is where all the rolling will happen for your characters, and I will be checking to make sure you aren't fudging your numbers. You'll get one warning. You don't get a second. 3. While combat is of course going to be something that you may eventually run into, tbh I won't include much combat at first, and even afterwards you'll only get into fights if you go looking for a fight. You certainly won't find much trouble if you just stand around the inn hoping for a drunkard to take a swing at you. 4. New characters start at Level 0: you have no specific class level, only what's available through your race and background. Backgrounds should be picked from the given list which I shall provide. 5. Those who wish to use different languages but don't know how to actually translate those languages into the written word, you can write your language between these symbols to represent your characters speaking different languages. Most languages have both spoken and written script, some even have a sign language (Such as thieves cant or drow elvish). More symbols added as different languages are considered. [hider=Language Symbols] |abyssal| >animals< ^celestial^ "common" +dwarvish+ {draconic} %druidic% /elvish/ =giant= &gnomish& $goblin$ ;halfling; [infernal] #primordial# ~sylvan~ ** telepathy ** )thieves cant( -undercommon- __Deepspeech__ ((out of character speech )) [/hider] 6. More rules to be added as I see fit. [hr] [center][h3]Character Creation[/h3][/center] Let me start off by reminding you of Rule 4: new characters start at level 0. That means you have no class levels, no skills, no particular proficiency beyond your natural skills through your race and what you might have in your background. Yes, you're effectively peasants. So you may be wondering; how to you level up? The answer is simply enough: Gain the minimal amount of skills you would have obtained if you were a level 1 character of that class. Of course the complicated part is that this is no simple task; even a fighter has to learn and utilize [i]every[/i] simple and martial weapon, and magic isn't any easier. Even a simple cantrip like a light spell would require practice and, most importantly, an education. Those who wish to try and "multiclass" by learning multiple different skills from different classes will find it even more difficult. You're basically going to be slowly progressing in two classes whereas others would be able to progress more quickly in a single class. Still, if that's what you want to do, you're free to do so. Just don't be surprised if you're still a level 0 Peasant who can barely use a first level spell and swing a warhammer, where you buddies can start raging and throwing around magic missiles. Now then, onto other details: There isn't any particular restriction for races so long as they come from reliable sources, namely Core, Unearthed Arcana, and Xanathar's guide. If you want to use a homebrewed race you need to bring it up to me first, not only to ensure that it isn't overpowered but also to figure out how to incorporate such a race into the RP. If you want to play a race that would typically be hated or distrusted, don't be surprise if that does happen even if you yourself have done no wrong; don't be surprised if you're an orc and dwarves don't particularity like you. Backgrounds should also be chosen from this [url=http://engl393-dnd5th.wikia.com/wiki/Backgrounds]page[/url]. I don't mind a bit of swapping so long as you inform me of it first, but try not to add more to your background to try and give yourself more of an advantage. Sure, you could be from a noble family or even a knight, no that doesn't mean suddenly you already have the effective martial training in swords and armor just because that's your background. Think of yourself less as a fully fledged knight and more of a squire. [hider=Character Sheet] Name: Race: Age: Gender: Appearance: Level: (Everyone starts at 0) Proficiency: (What your bonus is for skills and abilities you're proficient with. Scales with your level. As a level 0 your default Proficiency will be +1.) Health: (As everyone starts at 0, they will only get 1 HP plus whatever they might get from their Constitution Modifier. If you happen to have less then 0 to you're modifier you just have 1 HP) Stats: (Standard 27 Point Buy, [url=http://chicken-dinner.com/5e/5e-point-buy.html]here[/url] is the online calculator I use. You must use all your points but you cannot go over your limit.) Strength - Dexterity - Constitution - Intelligence - Wisdom - Charisma - Proficient Skills: (Include only the skills you're specifically proficient with. Other skills will be assumed that you only have your base Stat bonuses towards.) Proficient Tools: (Tools you're specifically proficient with, such as artisan tools, instruments, or vehicles like carts or boats. Do not include weapons or armor here. Because the exact stat that determines these proficiency can vary on the circumstance, don't add a modifer either. It will just be assumed it's your own proficiency plus whatever relevant stat.) Traits: (This involves your Racial Abilities, Background Abilities, and Languages) Abilities (This involves your Class abilities and feats. For class ability please separate them by class if you multiclass, and preferably in the order in which you've obtained them. Feats should have their own section as well. If you choose an ability Score increase instead of a feat, please also include that here.) Inventory: (Items in your Current Possession. Do keep in mind your encumbrance level as well as logical stuff; sure you could carry 200 pounds of feathers easily with your 18 strength, but that's still a sack of feathers that's probably bigger than a horse. Remember, all you have is your background items. Nothing else.) Background: (Whatever your background is, expanded. Don't just say that you're a soldier; what did you do during your time there? How or why did you arrive to Frontier in the context of your Background? So on and so forth.)[/hider] [hider=Character Sheet Example] [color=00a651]Name[/color]: Katalmach Marchrosias [color=00a651]Race[/color]: Half-Orc [color=00a651]Age[/color]: 17 [color=00a651]Gender[/color]: Male [color=00a651]Appearance[/color]: [center][img]https://i.imgur.com/VKB4QmT.jpg?1[/img][/center] [color=00a651]Level[/color]: 0 [color=00a651]Proficiency[/color]: +1 [color=00a651]Health[/color]: 3 [color=00a651]Stats[/color]: [i]Strength [/i]- 17 (+3) [i]Dexterity [/i]- 14 (+2) [i]Constitution [/i]- 15 (+2) [i]Intelligence [/i]- 8 (-1) [i]Wisdom [/i]- 12 (+1) [i]Charisma [/i]- 8 (-1) [color=00a651]Proficient Skills[/color]: Athletics (+4), Intimidation (+0), Perception (+2), [color=00a651]Proficient Tools[/color]: Sea Vehicles, Cook's Utensils [color=00a651]Traits[/color]: [i]Darkvision [/i]- Thanks to your orc blood, 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. [i]Menacing [/i]- You gain proficiency in the Intimidation skill. [i]Relentless Endurance[/i] - When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. [i]Savage Attacks[/i] - When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. [i]Languages [/i]- You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. [i]Bad Reputation[/i] - No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities. [color=00a651]Abilities[/color]: None [color=00a651]Inventory[/color]: An oar (greatclub), 50 feet of silk rope, a pipe that blows bubbles, a set of common clothes, and a belt pouch containing 10 gp. [color=00a651]Background[/color]: Katalmach was the son of an orcish pirate raider, his mother being a dock whore who happened to catch his father's fancy. He was a regular of hers and when she gave birth to little Kat, his father decided to take his bastard child with him onto the high seas once Kat was old enough to stand on his own two feet. Growing up on a orcish raiding ship wasn't nice for such a young kid; the orcs were gruff and violent, and Kat had to learn when to stand up for himself and went to listen to his betters. Fortunately for Katalmach, he was pretty good at staying on the other orcs good side; not just because his father was the First Mate to the captain, but also because Kat knew how to cook a mean meal. Katalmach, like many cabin boys, Kat had the duty of helping the ship's chef make the meals for the pirates, and the ship's chef tends to be whoever woke up late that morning. Kat took it upon himself to do the cooking, mainly so he could get a better meal, but learned he had a knack for it. As Katalmach got older he was eventually just promoted to becoming the ship's cook while new cabin boys were added to the ship. Kat and his father had quite a prosperous career as pirates, and even Katalmach got in on the action sometimes. Granted most of those times he's defending the ship, but by the time he was the tender age of fourteen he had managed to kill a man. Granted, it was a dying man, but Kat still took the knife to his throat if only to give him a quick death. Kat got a taste for blood and learned the pirate's swagger, and on land he was right there with the other chums of his to get into brawls and fights with other crews and gang whenever they made reached a port. Indeed, Kat was rising up in the ranks rather well, and hoped that one day he would be able to become a proper raider like his father. But that day would not come. As their outfit grew bigger, their captain got greedier. They hit bigger ships and got bigger hauls, but the captain always gave himself a bigger cut. While this was somewhat understandable among the orcish pirates, it was obvious to them that the captain was also hording not just the wealth, but also powerful magical items. Items that the crew members wished to have themselves. Katalmach's father sensed this and tried to convince the captain to be more generous, but he wouldn't hear it; he was the captain, the strongest on the ship, and anyone who thought otherwise would have to show him by force. And soon enough that happened. A particularly ambition charlatan managed to rally more than half of the crew against the captain and staged a mutiny. Katalmach and his father was caught in the middle, with his father trying to defend his captain up until the captain got impaled on four spears. Before Kat's father could flee, the traitor who staged the mutiny decapitated him with the captain's own magic cutlass. Katalmach father's final act for his son before his head was severed from his shoulders was cutting the ropes to a life boat his son was inside, allowing Katalmach to row to safety. But that one moment in his life made Kat question where his life would go from here, as in a flash he lost everything; his family, his ship, and his future. For a long time Kat was homeless, using what he learned as a pirate to scare commoners into giving him gold or just being a menace to society. Of course it wasn't long before the law came looking for him, forcing Katalmach to go on the run. He had no idea where to go from here aside from perhaps joining a bandit outfit. That's when he heard about these new Frontier town. A place where people like him, who have no where to go and nothing to their name, could work hard and earn a new life for themselves. Eager to move on from his tragedy, the orc took what little he had, including his father's old novelty pipe, and sought out this town. [hr] [color=9e0b0f]Name[/color]: Myrn Atisha “Redchaser” [color=9e0b0f]Race[/color]: Wood Elf [color=9e0b0f]Age[/color]: 22 [color=9e0b0f]Gender[/color]: Female [color=9e0b0f]Appearance[/color]: [center][img]https://i.imgur.com/Nu3MpX6.jpg[/img][/center] [color=9e0b0f]Level[/color]: 0 [color=9e0b0f]Proficiency[/color]: +1 [color=9e0b0f]Health[/color]: 2 [i]Strength [/i]- 10 (+0) [i]Dexterity [/i]- 16 (+3) [i]Constitution [/i]- 12 (+1) [i]Intelligence [/i]- 12 (+1) [i]Wisdom [/i]- 16 (+3) [i]Charisma [/i]- 9 (-1) [color=9e0b0f]Proficient Skills[/color]: Animal Handling (+4), Perception (+4), Survival (+4) [color=9e0b0f]Proficient Tools[/color]: Cartographers Tools, Land Vehicles [color=9e0b0f]Traits[/color]: [i]Darkvision [/i]- 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 gray. Keen Senses - You have proficiency in the Perception skill. [i]Fey Ancestry[/i] - You have advantage on saving throws against being charmed, and magic can't put you to sleep. [i]Trance [/i]- Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. [i]Languages [/i]- You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. [i]Elf Weapon Training[/i] - You have proficiency with the longsword, shortsword, shortbow, and longbow. [i]Fleet of Foot[/i] - Your base walking speed increases to 35 feet. [i]Mask of the Wild[/i] - You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. [i]Rustic Hospitality[/i] - Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. [color=9e0b0f]Abilities[/color]: None [color=9e0b0f]Inventory[/color]: Cartographer’s Tools, a machete, an iron pot, a set of common clothes, and a belt pouch containing 10 gp [color=9e0b0f]Background[/color]: Something of a local celebrity in the Frontier Town, Myrn is Daeghun’s adopted daughter. He found her one day alone in the forest as a young child, with no memories of what happened to her family aside that she remembers them dropping her off in the forest and leaving. He took her in and raised her as his own, and she quickly learned from him, capable of using even an adult longbow by the time she was around ten years old. Thanks to Daeghun’s parenting she became a happy and productive member of the Frontier Town, and earned their gratitude one day when the Frontier Town was facing a famine. Bad weather resulted in a bad crop yield and and an influx in predators in the area drove away most of the game the hunters would’ve hunted, with the predators themselves being either too wiley or not meaty enough to feed the village. Myrn however knew of a creature known as the Red Bear, a powerful but peaceful apex predator who could drive out the excess predators and bring peace back to the forest. Using a fat tuna imported from the inner sea, Myrn sought out this bear in a journey that took seven days. She braved rough weather and being chased by predators seeking her fatty tuna, but soon she found the Red Bear. Using the Tuna to lure the bear back to her neck of the woods, the Red bear drove off the excess of predators, and shortly after choose to stay in the forest as his new home. Slowly regular game returned, allowing the hunters to supply meat to the townsfolk again. For her actions Myrn was given the status of a hero among the Frontier Town, as well as the title of “Redchaser” for bringing the Red Bear to protect their woods. [hr] [color=a2d39c]Name[/color]: Dormic [color=a2d39c]Race[/color]: Human [color=a2d39c]Age[/color]: 18 [color=a2d39c]Gender[/color]: Male [color=a2d39c]Appearance[/color]: [center][img]https://i.imgur.com/12pWaeW.jpg[/img][/center] [color=a2d39c]Level[/color]: 0 [color=a2d39c]Proficiency[/color]: +1 [color=a2d39c]Health[/color]: 2 [i]Strength [/i]- 11 (+0) [i]Dexterity [/i]- 12 (+1) [i]Constitution [/i]- 12 (+1) [i]Intelligence [/i]- 14 (+2) [i]Wisdom [/i]- 16 (+3) [i]Charisma [/i]- 10 (+0) [color=a2d39c]Proficient Skills[/color]: Insight (+4), Medicine (+4), Religion (+3) [color=a2d39c]Proficient Tools[/color]: Herbalism Tools [color=a2d39c]Traits[/color]: [i]Languages [/i]- You can speak, read, and write Common, Sylvan, and Primordial. [i]Skills [/i]- You gain proficiency in one skill of your choice. (Insight) [i]Feat [/i]- You gain one feat of your choice. (Magic Initiate) [i]Discovery [/i]- Dormic has discovered hints of history and civilization in his quiet seclusion in the woods of the Frontier Town, and suspects that with further investigation and exploration he could uncover secrets lost to the sands of time, unearthing a great mystery that slept underneath their very noses. It’s through this discovery that Domric even discovered his own innate magic, which seems different from the usual systems of magic that perminate through the world. [color=a2d39c]Abilities[/color]: [i][url=http://engl393-dnd5th.wikia.com/wiki/Feats#Magic_Initiate]Magic Initiate: Druid[/url] (Feat)[/i] - [list][*]Cantrips: Produce Flame, Shillelagh [*]1st Level Spell: Goodberry 1/day [/list] [color=a2d39c]Inventory[/color]: A scroll case stuffed full of plant clippings and dried herbs, a winter blanket, a set of common clothes, a herbalism kit, and 5 gp [color=a2d39c]Background[/color]: Dormic came to the Frontier Town seeking a vision he had as a child. He remembers a grant forest untouched by mortals. Here, if he meditated and studied, he would be touched by ancient powers from history long forgotten, to bring back memories that have vanished from existence. Since then Dormic has always been an odd child, seemingly thoughtless, unfocused, yet highly capable in certain subjects. Somehow at a young age he learned how to speak the fey tongue, which shocked his family. He was sent to a temple under the fears that he was possessed, but the clergy sensed no outside influence upon the child. Still he remained with the temple, learning a bit about their religion and how to offer his services to the common folk. That is until he became fifteen years old and received another vision. A vision of the Frontier Town, and how they would bring a tragedy upon them unknowingly. He knew what he must do; Dormic left the temple and sought out this town, traveling for many months alone, on foot, with very little on his person. He often starved, but his mental fortitude could not have been shaken. Soon he found the town, relieved that he reached it before disaster had. He stayed in town for a short while, earning himself some food and supplies before leaving again that morning to find the grand tree that he saw as a child. Sure enough deep into the woods where no mortal has been, he found the tree. As he foresaw in his vision Dormic meditated under this tree for twenty days and twenty nights, never moving, never leaving, even as bugs crawled into him and his body shriveled from hunger and thirst. At the end of those twenty days Dormic returned to town, in dire need of food and medicine, but enlighten. There was nothing more he could learn, but he knew he was now on the right path. Since then Dormic has lived in the town and offered his skills and magical services to those in need, often sleeping outside among nature even when offered room and board. Though vague, he simply wishes to assist the town and protect it from danger that will befall it. He tends to weird people out but he’s done nothing but good things for them since he’s arrived. [hr] [color=c4df9b]Name[/color]: Ntaj Yaj [color=c4df9b]Race[/color]: Tortle [color=c4df9b]Age[/color]: 53 [color=c4df9b]Gender[/color]: Male [color=c4df9b]Appearance[/color]: [center][img]https://i.imgur.com/VYUdDhD.jpg[/img][/center] [color=c4df9b]Level[/color]: 0 [color=c4df9b]Proficiency[/color]: +1 [color=c4df9b]Health[/color]: 3 [i]Strength [/i]- 16 (+3) [i]Dexterity [/i]- 12 (+1) [i]Constitution [/i]- 14 (+2) [i]Intelligence [/i]- 8 (-1) [i]Wisdom [/i]- 14 (+2) [i]Charisma [/i]- 12 (+1) [color=c4df9b]Proficient Skills[/color]: Athletics (+4), Perception (+3), Survival (+3) [color=c4df9b]Proficient Tools[/color]: Guzheng, Dice [color=c4df9b]Traits[/color]: [i]Claws [/i]- Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. [i]Hold Breath[/i] - You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air. [i]Natural Armor[/i] - Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal. [i]Shell Defense[/i] - You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell. [i]Survival Instinct[/i] - You gain proficiency in the Survival skill. Tortles have finely honed survival instincts. [i]Languages [/i]- You can speak, read, and write Primordial Aquan, Common, and Draconic. [i]All Eyes on You[/i] - Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people. [color=c4df9b]Abilities[/color]: None [color=c4df9b]Inventory[/color]: One set of traveler's clothes, Guzheng, coloring book with crayons, silver amulet, and a pouch containing 5 gp [color=c4df9b]Background[/color]: A mysterious figure in the Frontier Town. While it’s expected that they’ll get all sorts of strange characters, not many has ever even heard of a Tortle before, let alone seen one. Ntaj himself doesn’t seem to be particularly talkative and in fact most people believe he may have some sort of brain damage due to his childlike mentality compared to his very adult strength and ability. Most take pity on him as he lacks a certain coordination and knowledge to work normally, so different people throughout the village takes turn taking care of him. Still he’s not completely useless, as he’s quite skilled with the strange instrument her brought with him, and one cannot underestimate his ability in a fight; not only does he have a naturally tough shell to break through, but he knows how to use those claws of his and he loves to wrestle. [hr] [color=ed1c24]Name[/color]: Ashley “Ashe” Blacksteel [color=ed1c24]Race[/color]: Mountain Dwarf [color=ed1c24]Age[/color]: 15 [color=ed1c24]Gender[/color]: Female [color=ed1c24]Appearance[/color]: [center][img]https://i.imgur.com/iVXl3oJ.jpg[/img][/center] [color=ed1c24]Level[/color]: 0 [color=ed1c24]Proficiency[/color]: +1 [color=ed1c24]Health[/color]: 4 [i]Strength [/i]- 16 (+3) [i]Dexterity [/i]- 10 (+0) [i]Constitution [/i]- 16 (+3) [i]Intelligence [/i]- 14 (+2) [i]Wisdom [/i]- 12 (+1) [i]Charisma [/i]- 8 (-1) [color=ed1c24]Proficient Skills[/color]: Athletics (+4), Insight (+3) [color=ed1c24]Proficient Tools[/color]: Smith's Tools [color=ed1c24]Traits[/color]: [i]Speed [/i]- 25 feet. Your speed is not reduced by wearing heavy armor or encumbrance. [i]Darkvision [/i]- 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. [i]Dwarven Resilience[/i] - You have advantage on saving throws against being poisoned, and you have resistance against poison damage. [i]Dwarven Combat Training[/i] - You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. [i]Dwarven Armor Training[/i] - You have proficiency with light and medium armor. [i]Tool Proficiency[/i] - You gain proficiency with one of smith's tools, brewer's supplies, or mason's tools. (Smith’s Tools) [i]Stonecunning[/i] - 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, instead of your normal proficiency bonus. [i]Languages [/i]- You can speak, read, and write Common, Dwarvish, Orcish, Gnomish [i]Watcher’s Eye[/i] - Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter. [color=ed1c24]Inventory[/color]: Militia Trainee Armor, a brass horn, a set of manacles, and a pouch containing 10 gp. [color=ed1c24]Background[/color]: Ashe is the literary redheaded stepchild of Tarkin Blacksteel, the Temple of Torag’s bishop. Though biologically the daughter of Tarkin and his late wife, as her own birth resulted in the death of her mother, she’s always been given the worst of it in her family. However a dwarf’s duty is to endure hardship not matter the source, so she takes her punishment with pride and seeks to earn her father’s approval by one day mastering the art of the forge, as well as protecting others in the name of Torag. She came to the Frontier Town when it was first starting to form, and quickly joined the town’s militia at the ripe age of eleven. Having been taught by her older siblings the basic of dwarven weapon and armor training, she was easily able to handle the basics better than most recruits, though she still has a lot to learn in terms of military tactics and discipline. Ashe also takes it upon herself to protect the town from threats both inside and out. A model citizen for most of the adults, but a pain in the ass for the younger folk who just want to have a little bit of fun. Ashe has no tolerance for foolishness and unlike her father’s temple, she has full authority to confront and arrest townsfolk who are causing trouble. As a symbol of her authority, she always walks around town in her militia armor; though it’s protective qualities are rather low as it’s mainly meant to train recruits to get used to the heavy and cumbersome bulk of heavy armor, it does at least look somewhat intimidating towards the untrained and uneducated ruffians and scoundrels. [hr] Name: Selena Riovas Race: Ixalan Vampire Age: 45 Gender: Female Appearance: [center][img]https://i.imgur.com/k1IdmPo.jpg[/img][/center] Level: 0 Proficiency: +1 Health: 1 Strength - 8 (-1) Dexterity - 14 (+2) Constitution - 10 (+0) Intelligence - 12 (+1) Wisdom - 14 (+2) Charisma - 17 (+3) Proficient Skills: History (+2), Persuasion (+3) Proficient Tools: Chess Traits: Darkvision - Thanks to your heritage, 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. Vampiric Resistance - You have resistance to necrotic damage. Blood Thirst - You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid killed in this way becomes a null. Languages - You can speak, read, and write Common, Vampire, and Infernal. Feast of Blood - When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute. Vampiric Exhaustion - As an action, you can transform the lower half of your body into an inky black vapor, allowing you to float through the air. While transformed, you have a flying speed of 30 feet. You can maintain this form for up to 10 minutes. Once you use this ability, you can’t use it again until you finish a short or long rest. Knight Retainer - A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature (see the sidebar) instead of the Position of Privilege feature. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on). As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart—in a chaste sort of devotion (This person could be your bond). Abilities: None Inventory: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp Background: Lucilia’s daughter, a young woman with ambitions of greater glory. She decided to move to the Frontier Town alongside her mother in hopes of gathering power by any means necessary; she’s even gone so far as to commision, hire, and contract a variety of henchmen to serve her in her pursuit of glory. Selene fancies herself a powerful spellcaster despite having no specific spellcasting ability, but she believes that her very bloodline would grant her the magic powers she’d need so long as she tests herself constantly. Name: Darc Race: Winged Tiefling Age: 144 Gender: Male Appearance: [center][img]https://i.imgur.com/Rf4oXOH.jpg[/img][/center] Level: 0 Proficiency: +1 Health: 2 Strength - 10 (+0) Dexterity - 16 (+3) Constitution - 12 (+1) Intelligence - 12 (+1) Wisdom - 10 (+0) Charisma - 14 (+2) Proficient Skills: Deception (+3) Sleight of Hand (+4) Proficient Tools: Disguise Kit, Forgery Kit Traits: Darkvision - Thanks to your infernal heritage, 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. Hellish Resistance - You have resistance to fire damage. Languages - You can speak, read, and write Common and Infernal. Winged - You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor. This trait replaces the Infernal Legacy trait. Abilities: None Inventory: A set of fine clothes, a disguise kit, Deck of Marked Cards, and a belt pouch containing 15 gp Background: A demon who was contracted by Selene to serve her for her lifetime, and in exchange she’d host him in the mortal world. Amused by the prospect of being allowed to do what he wishes in the mortal world, he accepted. However transitioning from the demon world into the mortal world was not entirely without its drawbacks; he lost much of his demonic strength and became a tiefling, a human of fiendish origins, despite having been a demon before. So he became more human coming to the mortal world than he was outside of it. Didn’t bother Darc too much however; wasn’t as if he was that powerful of a demon anyways. And now that he was in the Frontier Town, he was eager to try and find a new way to increase his potential. [hr] Name: Gadget Race: Revenant Gnome Age: 78 Gender: Female Appearance: [center][img]https://i.imgur.com/pBAQbv5.jpg[/img][/center] Level: 0 Proficiency: +1 Health: 2 Strength - 8 (-1) Dexterity - 14 (+2) Constitution - 12 (-1) Intelligence - 17 (+3) Wisdom - 12 (+1) Charisma - 12 (+1) Proficient Skills: Insight (+2), Persuasion (+2) Proficient Tools: Tinker Tools Traits: Speed - 25 feet. Darkvision - 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. Gnome Cunning - You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Languages - You can speak, read, and write Common, Gnomish, and Halfling. Relentless Nature - You gain the following benefits so long as your goal is incomplete. [list][*]If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. [*]If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. [*]You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence.[/list] Abilities: None Inventory: Tinker Tools, Merchant Guild badge, a set of traveler’s clothes, and a belt pouch containing 15 gp Background: An old friend of Lucilia’s. When she was among the living, she was one of Lucilla's many partners in crime, inventing gadgets and equipment to help her friend with various jobs and heists. However one day Gadget was taken by necromancers and held hostage. Lucilia hatched a scheme to save her friend, but in the end the gnome was as good as dead. Unable to accept the lost of her dear friend, Lucilia resorted to a vile ritual to bind Gadget into servitude; turning her into a revenant. Normally such creatures could not last more than a year without a purpose, and so Lucilia created a purpose for her; to serve her and protect her family. And so Gadget continues to do so into her unlife, not serving Selene to ensure her success. [hr] Name: Servanus Race: Naga Age: 25 Gender: Male Appearance: [center][img]https://i.imgur.com/Uz3LAVj.jpg[/img][/center] Level: 0 Proficiency: +1 Health: 4 Stats: Strength - 15 (+3) Dexterity - 14 (+2) Constitution - 16 (+3) Intelligence - 9 (-1) Wisdom - 8 (-1) Charisma - 12 (+1) Proficient Skills: Sleight of Hand (+3), Stealth (+3) Proficient Tools: Disguise Kit, Thieve’s Tools, Poisoner’s Kit Traits: Speed Burst - By lowering your body to the ground and propelling yourself with your arms, you can move more quickly for a time. As a bonus action on your turn, if you have both hands free, you can increase your walking speed by 5 feet until the end of your turn. Natural Weapons - Your fanged maw and constricting serpentine body are natural weapons, which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier, and your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target takes 1d4 poison damage. If you hit with your constrict attack, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can’t constrict another target. Poison Immunity - You are immune to poison damage and can’t be poisoned. Poison Affinity - You gain proficiency with the poisoner’s kit. Languages: You can speak, read, and write Common and Naga. City Secrets - You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. Abilities: None Inventory: A small knife, a map of Underhaven, a pet snake, glowing crystal, a set of common clothes, and a belt pouch containing 10 gp Background: Lost, alone, with no friends or family to call his own. A wretched creature abandoned even by the kindhearted clergy. There was little hope for the whelp named Servanus; a quick death was the best he could hope for. Until this little snake was adopted by a curious vampire. Having never seen such a wretched being before she took him in, nursed him, and raised him to be her son. Now the young man, though dim and docile, was loyal and vicious for his mother, his mistress, and his savior. [/hider] [hr] [center][h3]Frontier Town[/h3][/center] [center][img]https://i.imgur.com/Zg9SXGS.jpg[/img][/center] The new Frontier Town on the fridges of Gaia has only been active for three years. While prosperous so far, they haven't made much developments as far as infrastructure or discoveries. They don't even have a proper name yet, which most of the townsfolk don't feel that they should get until they find something notable about the town to name it after. Still they're a tough town that haven't gotten too much trouble so far, ripe with opportunity for those seeking adventure or just a new life. Notable structures and locations in the town include: Town Hall - The main governing body of the town. It's also where anyone who is accused of a crime is taken to for trial, as well as one of the most fortified and sturdiest buildings in town. Should any disaster strike the townhall such as a violent storm or a raid, the townhall would be the safest place to be. There are stocks near the Townhall where petty criminals and troublemakers are locked into as a show of punishment for those who break laws and cause trouble in the town. Temple of Crugh - A major church in the Frontier Town. Crugh is the god of the forge, stone, and crafts, and through his teachings the town has managed to survive multiple attacks from outside threats. The Church of Crugh is also where the town's major smithy is and they're the ones to develop most, if not all, of the militia's weapons and armor. Crugh is known to be a gruff and no-nonsense god and his clergy are much the same; they're strict and disciplined, taking it upon themselves to police the town and crack down on any troublemakers or criminals, though they don't have any authority to actually punish or enforce any laws. Mostly they just yell at naughty children and hold interventions for troubled youths. The bishop of this Temple is a dwarf named Tarkin Blacksteel, skilled cleric and smith. Church of Gaurot - A somewhat minor church in the Frontier Town. As prosperous as the town is, death is very much a common and everyday occurrence, and the Church of Gaurot has the duties to tend to those dead. Gaurot is the deity of death, spiritual energy, and rebirth, but [i]NOT[/i] necromancy. Though the Temple of Crugh holds a considerable amount of the town's faithful, the Church of Gaurot actually does have trained priests who help maintain the church and provide holy services, as well as seek out any form of Necromancy to purge it with extreme prejudice. That being said they are only active against the threats that the town wants them to confront. They begrudgingly tolerate certain resident if only because they have good behavior. The preacher and captain of the paladins is black Dragonborn named Garath. Maeda's Cottage - A school building where the children of the Frontier receive a common education. The teacher is an arachnae, a sort of spider centaur, named Maeda. She also teaches magic to those who can afford her lessons. She wishes she could give these lessons freely, but she needs the money in order to pay for materials and components needed to ensure her students get the education they need. Garrison - A stone building near Townhall where the militia is stationed at. Most young men who don't work the mines or the fields are encouraged to join the militia to be able to defend themselves and the town. There are two captains at the Garrison; a man named Daeghun and a half-orc named Ork. Daeghun teachers various forms of archery, including the use of crossbows, slings, and even throwing axes, while Ork teaches melee combat and tactics. Daeghun also leads the hunting parties whenever the town needs meat or ingredients from the forest, and Ork is also oversees the construction and expansion of the town itself. Barthen's Bartered Goods - The general store in the Frontier Town, as well as an aspiring Merchant's Guild. Barthen handles nearly all of the town's finances and ensures that their goods get the best deals, and that the town always gets what it needs. And to do that, Barthen isn't afraid to get his hands dirty too. While it's never confirmed, those who have shown a certain aptitude and willingness to get the job done may be able to learn certain skills and tricks that some would consider underhanded, but also specialized training to preform a variety of important tasks. In other words, Barthen also leads a Thieves Guild. Black Mines - The Frontier Town's main money maker, the Black Mines is an mine rich in iron and coal. Most of the townsfolk can earn a decent living breaking rock. However, in a separate part of the mine is also a sealed off area where prisoners are kept. With less efficient tools under constant watch, prisoners in the Frontier Town are forced to live and mine in this sectioned off part of the mines in chain gangs until their sentence is up. It's a harsh punishment, but typically you'd only be in this prison if you really screw up. The overseer of the Black Mines is an orc named Nartur, who's more or less just the best miner in town. She typically leaves the actual administrative duties to her second, a Firbolg who calls himself Bookie. He's friends with Barthen. The Drunken Dragon - Ye old pub. The Drunken Dragon is a popular tavern for the townsfolk, travelers, and guardsmen alike. It also has rooms for rent for travelers or those who don't have a home yet, and indeed it's seeking to expand into a boarding house. The Drunken Dragon ran by a halfling name Sips and an elf named Revas. Sips does the cooking and knows all the best drinks while Revas does housekeeping as well as serves a the bouncer; he's a skilled magical user and isn't afraid to use it. Underhaven - What some people might call the ghetto and where all the unsavory elements of the Frontier Town live, but this is mostly all just rumors and lies spread by the leader of Underhaven: a Vampire by the name of Lucilia. In truth Underhaven is just that; a Haven underneath the Frontier Town, for folks who are rather unsavory but good natured. Vampires who don't want to prey on innocents, skinwalkers who just want to learn how to use their powers, even Undead who don't want to get smited for their undead nature. Underhaven itself is just an underground pub and inn for those of ill rispute, with a vast underground that is also home to drow, kobolds, goblins, and orcs who simply don't comfortable living in the sun. Granted it still has it's share of troubles too, as none of these races get along with each other, but Lucilia has brokered a form of peace with them and the people of the Frontier Town. Still, Underhaven is a dangerous place that is beyond the law of the the Frontier Town; whatever happens down there stays down there. Constantly expanding by the various factions who live there, who knows what sort of things they'll unearth.