Character options in L&L:Aikakirjat
Here are some miscellaneous option for character generation (finnish translations in parentheses)
Sisällysluettelo
Species
Several species inhabit the Inner sea region. Character creation uses a bit different rules from regular D&D 5th edition (2014) in a way that species does not give a bonus to attributes, but instead each character gets +2 to any attribute they want. These species are in addition to the ones presented in D&D player's guide (2014)
Kobolds
Kobolds are small humanoids with dragon features. They live on the island of Arela, creating new kinds of rugs with the small, but growing dragonborn community on the island.
- Size. Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.
- Speed. Your base walking speed is 30 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.
- Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
- Pack Tactics: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
- Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
- Language:. You can speak, read, and write Common and Draconic.
Minotaurs
Minotaurs inhabit the city of Tauropolis, that is built on the delta of river Terlo. The small fertile areas around the river can barely sustain the Minotaur population and their slaves, so they are also very active pirates, plundering what they can from the seafarers of the inner sea.
Reasons to become an adventurer: Why not?
- Size: Medium. While Minotaurs of Tauropolis are large, they are still within the medium size category.
- Speed: 30 feet / 12 meters
- Horns: Minotaur can attack with their horns. Minotaur is always proficient with their horns, and they do 1d4+str bonus damage on successful hit. Damage increases to 2d4 if the minotaur moves at least 25 feet, 10 meters in a straight line before the attack.
- Will to power: The god Moloch requires that his children be strong willed. you have advantage to saving throws against being charmed.
- Terrifying appearance: You are proficient in intimidation.
- Languages: You can speak Minotaur, Common and one other language that you picked up while terrorising the peoples of the inner sea.
Anubians
Anubians are dog-like humanoids who the god Anpu made to protect the living against the undead. They are guardians of the dead. They mainly live in a small section of city of Nikopolis, and a large oasis in the depths of the desert.
Reasons to become an adventurer: Seek out the undead in other lands to lay them to rest. Need for some space.
- Size: Medium.
- Speed: 30 feet / 12 meters
- Darkvision: You have a darkvision of 60 feet / 24 meters
- Smell of restless dead: With a successful perception check of DC 12 you can smell if there are any undead creatures within 30 feet / 12 meters of you. If there is no direct line of sight to the creature, the difficulty rises to 18. This ability does give you an approximate direction to the creature.
- Languages: You can speak Anupian and Common
Warforged
Warforged are made by the empire of Cassandia as soldiers and workers made of wood and metal. Normally they are just simple automatons, and rumours that some have gained an actual intelligence are quickly suppressed by the empire, after all, the empire does not condone slavery of intelligent beings.
Still some Warforged have gained something of a sentience, maybe even a soul. As the empire thinks this is a serious defect and grounds for dismantling, such individuals need to escape the empire and seek refuge elsewhere.
Others are refugees, made by Erinyes Z'riennas with a sliver of devilish influence in year 20 of the New Salmancian Era. They are not necessarily evil, since they have a fairly strong ethical programming.
Reasons to become an adventurer: Seeking one's purpose in life.
- Size: Medium.
- Speed: 30 feet / 12 meters
- Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don’t need to eat, drink, or breathe.
- You are immune to disease.
- You don’t need to sleep, and magic can’t put you to sleep
- Sentry’s Rest: When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
- Integrated Protection: Your body has built-in defensive layers, which can be enhanced with armor:
- You gain a +1 bonus to Armor Class.
- You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
- While you live, the armor incorporated into your body can’t be removed from your body against your will.
- Specialized Design:. You gain one skill proficiency and one tool proficiency of your choice.
- Languages: You can speak Cassandian, Common and one other language
Backgrounds specific to New Salmancia
Legionnaire (variant of soldier)
You have received the basic military training, that is a requirement for voting elections of the advisory council of the kingdom of New Salmancia.
Proficiencies
You gain following proficiencies:
- Medium armor.
- Short sword
- Spear
- Sling
Other features
You can vote in advisory council elections and you can become a candidate for the advisory council of the New Salmacia
Languages
There are several languages spoken in the inner sea region.
Common
Halgaimian empire spread its influence all around the inner sea, and their tongue is still commonly spoken as a second language by almost everyone. As a first language, it is only spoken on the island of Arelea.
Salmancian
The people of New Salmancia speak the language of their ancestors who came from the other side of the world. It has no relationship to any language spoken in the inner sea region, but it is closely related to
Turanian
Spoken by the Turanians, closely related to the Centaur language.
Cylonian
Spoken in the Cylonian region. Closely related to the minotaur language.
Elven
Elves have their own language, with at least three distinct dialects, spoken by the different clades of elvenfolk. All are mutually intelligible, but it can be used to distinguish if the elf in question is from the sky-city, tower or forest.
Dwarven
The destruction of Karak Gorgund, the ancestral hold of all dwarves happened almost 3500 years ago there has been some drift in the language, but as the dwarves live long lives, and tend to be quite conservative, most dwarves from different holds can, with a difficulty, understand each other. The written form has suffered much less linguistic drift and texts can be read by most dwarves.
Draconic
Dragons have a tongue that is also spoken by the Kobolds and Dragonborn.
Giant
Giants have a very old tongue, spoken by most giants and their kin, depending on their intelligence.
Orcish
There are thousand of different languages spoken by Orcs, Goblins and other related species spoken around the world. Most tribes have their own languages but some grunts and snarls are common to all of them.
Minotaurish
Minotaurs have their own language, somewhat related to common and Cylonian.
Coinage
There are several coins in circulation around the inner sea and beyond.
Guild Penny
Guild Penny (from now on GP) is a coin made out of silver, that is named so because it is the expected daily wage of an artisan working at a gilded operation. It is mostly used by nine kingdoms in the old world, but it was also adopted by the Adrastian empire even before they conquered most of the old world. In inner sea region it is mostly used by the New Salmancia, but it is accepted at face value by most of the merchants in the shores of the inner sea.
Dinar
Most of the trade in the inner sea region is done by Dinars. They are struck in capitals of the Cylonian leagues, and in Dybolan. They are accepted on the silk road up until the city of X.
One Guild penny is worth pretty much the same as one dinar.
Elben
Originally this was coin used by Dragonborn kingdoms, and brought to the inner sea region by dragonborn refugees arriving 332 BNS. Coinage spread wide when it was adopted as the main currency by the empire of Halgaim. After the empire was destroyed, no new coins were struck.
One GP is usually worth two Ebens (or EP) but not everyone will accept them, calling the cursed coins.
Copper penny
Copper pennies are struck by local lords and are usually given worth one hundredth of a GP/Dinar. Although some polities mint copper pennies in five, ten, and fifty pennyweights, they can all be expressed as copper pennies since their value is tied to their weight.
Elven leafnotes
Elves use the leaves of the money tree as a currency. they can be used as a reagent in making magical items and every one hundred leaves is worth one GP of magical reagents. Up to half of the cost in the making of a magical item can be in the form of leaves.
As carrying thousands of dried leaves can be quite hard, bankers of elven tower of Tor Morganthau will exchange the to paper notes, so that 103 dried leaves is one leafnote. Leaf notes come in different denominations, and can be used in most magically active societies.