Felix
Behind that Crazy Premise
Post your characters here, if you want to keep parts secret you can DM it to me, but preferably not. To reiterate:
The land that you all came from is heavily inspired by the Edge World Chronicles by Paul Stewart and Chris Riddell. You can use their works (summarized in this wiki) to connect to their lore, but you can also create a bit of your own lore connected to the prompts in this thread and/or by discussing it with me. There will not be a lot of room to revisit characters or places from your background as we will only spend the first bit of the campaign on Edge world and will only explore unknown sky islands thereafter.
All characters start at level five, point buy stats and starting equipment from class and background. You will all get some additional items in the introduction. You can use the full amount of hit points you would have rolled. All published and UA classes are allowed, but any homebrew has to go through me (but I am open to a lot). You can use the character sheet in the attachment, which automates a lot for you, but anything from Ravnica or later books is not included in it.
Magic in this world mostly comes from mysterious natural forces, like great storms and flowering plants, and is quite rare. Scholars and Merchants try to harness these powers through technology and science (which is comparable to that of the Enlightenment period in the real world). Religion is not very prevalent, as the gods have never interfered much. There are some strong cults and tribes in the Deepwoods and in the Undercity many use belief to deal with their despair. Since magic and divinity are this rare I will limit the amount of full casters to one or two party members. You can make half casters or multiclass into a full caster for a few levels freely.
The following races are highly encouraged, between the brackets you can see which D&D mechanics you can use for them. For any other race you will have to discuss it with me.
The land that you all came from is heavily inspired by the Edge World Chronicles by Paul Stewart and Chris Riddell. You can use their works (summarized in this wiki) to connect to their lore, but you can also create a bit of your own lore connected to the prompts in this thread and/or by discussing it with me. There will not be a lot of room to revisit characters or places from your background as we will only spend the first bit of the campaign on Edge world and will only explore unknown sky islands thereafter.
All characters start at level five, point buy stats and starting equipment from class and background. You will all get some additional items in the introduction. You can use the full amount of hit points you would have rolled. All published and UA classes are allowed, but any homebrew has to go through me (but I am open to a lot). You can use the character sheet in the attachment, which automates a lot for you, but anything from Ravnica or later books is not included in it.
Magic in this world mostly comes from mysterious natural forces, like great storms and flowering plants, and is quite rare. Scholars and Merchants try to harness these powers through technology and science (which is comparable to that of the Enlightenment period in the real world). Religion is not very prevalent, as the gods have never interfered much. There are some strong cults and tribes in the Deepwoods and in the Undercity many use belief to deal with their despair. Since magic and divinity are this rare I will limit the amount of full casters to one or two party members. You can make half casters or multiclass into a full caster for a few levels freely.
The following races are highly encouraged, between the brackets you can see which D&D mechanics you can use for them. For any other race you will have to discuss it with me.
- Fourthling (humans and half elves or elf if you insist on being taller): Believed to be a mix of all other races, they are capable of interactingwith almost any other race, but almost never fit in. Therefore they are way more common as scholars on Sanctaphrax, merchants and guilds-man in Undertown and sky pirates or merchants shipping valuables form the Deepwoods to Undercity.
- Trog (halforcs and orcs): These menacing and distrusting creatures tower over most others. In the deep woods they live together in secluded tribes where they worship the violent forces of nature, like the blood oak. The trogs living in Undertown are way less fortunate.They are used for cheap labor lifting goods and building new constructions, they drink most of their pay away in their secluded slums.
- Goblins (goblins, hobgoblins and bugbears): Known for their tenacity and stubbornness. They are quite selfish and violent, so living together in tribes does not work for them. They are excellent fighters, so they are usually hired as guards and enforcers.
- Slaughterer (halflings and rock gnomes): These small creatures have a red skin and hair colour. Their entire way of life is built around hammelhorns (yaks), which they hunt,herd and use every resource from to eat and use. They have a hard time adjusting to city life and often end up in a downwards spiral coming into contact with the wrong types of people.
- Elf (elves and forest gnomes): These creatures are small and wise, their big eyes always observing and questioning their surroundings. They often live alone in the deep woods or as sages and shamans of wood troll tribes. If you choose an elf as race, your size will be medium and you will not be immortal, but live longer than any other race.
- Wood troll (dwarves): These sturdy wood dwellers really don't like change, or outsiders. They live together in small communities in the deepwoods and only interact with elves and sky pirates and merchants that they trust. In this world they use specialized wood instead of stone and metal, so instead of Stonecunning you know everything about wood and wooden artifacts.
- Shryk (Kenku and Aarakocra): These conniving, viscious and greedy bird people own most of the slave trade. They have little morals, a strong hiërarchy and like cold hard cash. Lesser shryks often go to Undercity to make money as powerful merchants. If you go with Kenku, you can speak normally, if you go with Aarakocra you never saw the need to fly, so you will have disadvantage on dexterity saving throws and ability checks while flying (at least for the first few levels).
- Kobold: Kobolds are very subservient beings, in the Deepwoods they live together in hives provided by food and protection of a more powerful patron in exchange for their loyalty and servitude. In the Undercity they are mostly lackeys of mob bosses and merchants as stand ins for the deepwood patrons.
- Waif (kalashtar and dragonborn): These rare creatures are wanted by many other races, because their large ears make them incredible listeners and people readers for negotiation and spying purposes. Very few of them live in freedom, only those who fought for it or lived so deep in the deep forrest that civilization never reached them. Your size is small and if you choose dragonborn, you gain advantage on all perception checks that rely on hearing.
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