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<blockquote data-quote="BookTenTiger" data-source="post: 9172649" data-attributes="member: 6685541"><p><span style="font-size: 26px"><strong>People of Taielis, Part 2: Origin Traits and Humans</strong></span></p><p></p><p>In designing the mechanics of the people of the Five Isles, I decided to have some fun. I didn't want to just reflavor the PHB races. I wanted to make them really my own.</p><p></p><p>One of the things I always try to do in designing an origin is having features that "break the rules" of D&D. Some of my favorite features of the PHB races are the elf's ability to hide behind falling leaves, the gnome's ability o speak with small animals, things that make those characters different no matter if they're a paladin or a rogue or a wizard. I remember playing a Goblin Paladin, and it was so fun and refreshing to be able to Hide or Disengage as a bonus action, it made me feel really different than any other paladin.</p><p></p><p>Let's start with what every origin gets:</p><p></p><p><span style="font-size: 22px"><strong>Origin Traits:</strong></span></p><p>No matter your origin, you gain the following:</p><ul> <li data-xf-list-type="ul">You can speak, read, and write Talis (the common language of Taielis), as well as one of the languages spoken below:<ul> <li data-xf-list-type="ul">Aoa - language of aberrations, often used by poets and spies.</li> <li data-xf-list-type="ul">Divine - language of Taiel, celestials, and academia.</li> <li data-xf-list-type="ul">Dust - language of undead and arcana.</li> <li data-xf-list-type="ul">Essertung - language of O'erlund, Bearlund, Easthorn, and the Essern Empire.</li> <li data-xf-list-type="ul">Giant (Dain) - language of giants and stones.</li> <li data-xf-list-type="ul">Infernal - language of fiends, and the common tongue of sailors.</li> <li data-xf-list-type="ul">Enlander (Ixon) - language of enlanders.</li> <li data-xf-list-type="ul">Sylvan - language of fey and some beasts.</li> <li data-xf-list-type="ul">Voxen - language of Woodisle, Fendain, and the Vastlands.</li> </ul></li> <li data-xf-list-type="ul">You gain a +2 bonus to one ability score, and a +1 bonus to another ability score; or, you gain a +1 bonus to three different ability scores.</li> </ul><p></p><p><strong><span style="font-size: 22px">Human</span></strong></p><p>[ATTACH=full]315622[/ATTACH]</p><p>Humans are the most populous peoples on Taielis, and those most often in positions of power. The Mortal Church of Taiel is mostly governed by humans; so, too, are most settlements throughout the Isles.</p><p></p><p><strong>Human Attributes</strong></p><ul> <li data-xf-list-type="ul"><strong>Age: </strong>Humans reach adulthood in their late teens, and live for less than a century. Some rare humans blessed by Taiel may live up to 200 years.</li> <li data-xf-list-type="ul"><strong>Height</strong>: Humans usually stand anywhere from 5 feet to over 6 feet.</li> <li data-xf-list-type="ul">Names: Humans arrived in Taielis from all over the globe, and so their names are naturally widely varied. However, it is common for a Talesian to have a first name and a surname, usually describing their role (or their family’s role) in a community or their place of origin: Thom Shepherd, Nora Curewell, Arbara of Luckstone, Elias Eelhead.</li> </ul><p></p><p><strong>Human Traits</strong></p><ul> <li data-xf-list-type="ul"><strong>Diverse Origins</strong>: Some humans of the Five Isles trace their ancestry back generations on the islands. Many others, however, are recent immigrants. Because of this, humans boast a wide variety of languages and crafts. You gain proficiency in one language, musical instrument, artisan’s tools, or martial weapon, reflecting your own unique origin.</li> <li data-xf-list-type="ul"><strong>Blessing of Taiel</strong>: Humans are the favored people of the god Taiel. No matter their origin, they carry Taiel’s blessing. When you roll a 1 on a Saving Throw or Ability Check, you may instead treat it as if you rolled a 20. You may use this ability once per long rest.</li> </ul><p></p><p><strong>Human Aspects</strong></p><p>Choose one of these aspects.</p><ul> <li data-xf-list-type="ul"><strong>Born into Faith</strong>: You were raised in one of the major citadel towns, such as Faithwater, Voxhall, or Southstone Abbey. Even if you did not pursue a career into priesthood, being surrounded by the daily rituals of prayer, service, and law has had some lasting effect upon your life. You gain the following benefits:<ul> <li data-xf-list-type="ul"><strong>Language of Faith</strong>: You gain proficiency in the Divine language.</li> <li data-xf-list-type="ul"><strong>Shield of Prayer:</strong> As long as you have the ability to speak, you gain advantage on Charisma, Intelligence, and Wisdom Saving Throws versus magic, magical effects, and magical abilities.</li> <li data-xf-list-type="ul"><strong>Prosperity of the Walled Cities:</strong> You start with an amount of starting gold equal to five times the normal value for your class. Furthermore, whenever you earn money as part of a downtime activity, you gain double the normal amount.</li> </ul></li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong>Born to the Tides</strong>: You were raised upon a boat, either working for one of the powerful merchant families or as a member of those families. You know the shipping lanes and tide charts by heart, and have probably traveled to all five islands. This grants you the following benefits:<ul> <li data-xf-list-type="ul"><strong>Shipbound</strong>: You gain proficiency in vehicles (ships).</li> <li data-xf-list-type="ul"><strong>Handiwork</strong>: You gain proficiency in one set of artisan’s tools. Whenever you use Persuasion, you may double your proficiency bonus on the roll if you use the product of your artisan’s tools as an offering or payment.</li> <li data-xf-list-type="ul"><strong>Planning Ahead</strong>: Growing up upon the sea granted you practice in always thinking a step ahead of the dangers of the tides. You may add your proficiency bonus to Initiative rolls.</li> </ul></li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong>Born in the Wild</strong>: You were raised in a community outside of the walled cities, at the edge of the wilderness. Perhaps you grew up on a farm, or with a nomadic band of hunters, or in a group of outcasts. Your experience near the wild grants you the following benefits:<ul> <li data-xf-list-type="ul"><strong>Knowledge of the Land</strong>: Growing up near the wilderness has taught you much about the ways of beasts and plants. You gain proficiency in Nature or Survival.</li> <li data-xf-list-type="ul"><strong>Steel at Hand</strong>: Being raised near the wilderness, you are trained to fight. You gain proficiency in one martial weapon, or with one of the following cantrips: Blade Ward, Magic Stone, or Shillelagh. You may use Intelligence or Wisdom as the spellcasting ability for this cantrip.</li> <li data-xf-list-type="ul"><strong>See by Starlight</strong>: You are used to peering into the dark, tangled wild and finding the threats hidden within. You do not suffer disadvantage on Perception checks made in lightly obscured areas, and your ranged attacks ignore half-cover.</li> </ul></li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong>Corrupted</strong>: Long ago, before they knew of the god Taiel, humans worshiped fiends. The corrupting influence of this idolatry still affects some humans, who are born marked with a fiendish aspect. Corrupted humans look ordinary from afar, but up close reveal themselves to carry the influence of fiends. They might have bright red eyes, sharp teeth, curving horns, or strange runes covering their skin. Though corrupted humans are outcasts from society at large, this magical foulness actually carries some benefits:<ul> <li data-xf-list-type="ul"><strong>Fiendish Tongue</strong>: You gain proficiency in the Infernal language.</li> <li data-xf-list-type="ul"><strong>Blood of Hell</strong>: You gain resistance to fire and necrotic damage.</li> <li data-xf-list-type="ul"><strong>Eyes of the Night</strong>: You gain 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.</li> <li data-xf-list-type="ul"><strong>Demon’s Tricks</strong>: You gain access to one of the following cantrips: Infestation, Message, Prestidigitation, Produce Flame, or Vicious Mockery. Choose Intelligence or Charisma as the spellcasting ability for this cantrip.</li> </ul></li> </ul></blockquote><p></p>
[QUOTE="BookTenTiger, post: 9172649, member: 6685541"] [SIZE=7][B]People of Taielis, Part 2: Origin Traits and Humans[/B][/SIZE] In designing the mechanics of the people of the Five Isles, I decided to have some fun. I didn't want to just reflavor the PHB races. I wanted to make them really my own. One of the things I always try to do in designing an origin is having features that "break the rules" of D&D. Some of my favorite features of the PHB races are the elf's ability to hide behind falling leaves, the gnome's ability o speak with small animals, things that make those characters different no matter if they're a paladin or a rogue or a wizard. I remember playing a Goblin Paladin, and it was so fun and refreshing to be able to Hide or Disengage as a bonus action, it made me feel really different than any other paladin. Let's start with what every origin gets: [SIZE=6][B]Origin Traits:[/B][/SIZE] No matter your origin, you gain the following: [LIST] [*]You can speak, read, and write Talis (the common language of Taielis), as well as one of the languages spoken below: [LIST] [*]Aoa - language of aberrations, often used by poets and spies. [*]Divine - language of Taiel, celestials, and academia. [*]Dust - language of undead and arcana. [*]Essertung - language of O'erlund, Bearlund, Easthorn, and the Essern Empire. [*]Giant (Dain) - language of giants and stones. [*]Infernal - language of fiends, and the common tongue of sailors. [*]Enlander (Ixon) - language of enlanders. [*]Sylvan - language of fey and some beasts. [*]Voxen - language of Woodisle, Fendain, and the Vastlands. [/LIST] [*]You gain a +2 bonus to one ability score, and a +1 bonus to another ability score; or, you gain a +1 bonus to three different ability scores. [/LIST] [B][SIZE=6]Human[/SIZE][/B] [ATTACH type="full" width="256px" alt="Human screenshot.png"]315622[/ATTACH] Humans are the most populous peoples on Taielis, and those most often in positions of power. The Mortal Church of Taiel is mostly governed by humans; so, too, are most settlements throughout the Isles. [B]Human Attributes[/B] [LIST] [*][B]Age: [/B]Humans reach adulthood in their late teens, and live for less than a century. Some rare humans blessed by Taiel may live up to 200 years. [*][B]Height[/B]: Humans usually stand anywhere from 5 feet to over 6 feet. [*]Names: Humans arrived in Taielis from all over the globe, and so their names are naturally widely varied. However, it is common for a Talesian to have a first name and a surname, usually describing their role (or their family’s role) in a community or their place of origin: Thom Shepherd, Nora Curewell, Arbara of Luckstone, Elias Eelhead. [/LIST] [B]Human Traits[/B] [LIST] [*][B]Diverse Origins[/B]: Some humans of the Five Isles trace their ancestry back generations on the islands. Many others, however, are recent immigrants. Because of this, humans boast a wide variety of languages and crafts. You gain proficiency in one language, musical instrument, artisan’s tools, or martial weapon, reflecting your own unique origin. [*][B]Blessing of Taiel[/B]: Humans are the favored people of the god Taiel. No matter their origin, they carry Taiel’s blessing. When you roll a 1 on a Saving Throw or Ability Check, you may instead treat it as if you rolled a 20. You may use this ability once per long rest. [/LIST] [B]Human Aspects[/B] Choose one of these aspects. [LIST] [*][B]Born into Faith[/B]: You were raised in one of the major citadel towns, such as Faithwater, Voxhall, or Southstone Abbey. Even if you did not pursue a career into priesthood, being surrounded by the daily rituals of prayer, service, and law has had some lasting effect upon your life. You gain the following benefits: [LIST] [*][B]Language of Faith[/B]: You gain proficiency in the Divine language. [*][B]Shield of Prayer:[/B] As long as you have the ability to speak, you gain advantage on Charisma, Intelligence, and Wisdom Saving Throws versus magic, magical effects, and magical abilities. [*][B]Prosperity of the Walled Cities:[/B] You start with an amount of starting gold equal to five times the normal value for your class. Furthermore, whenever you earn money as part of a downtime activity, you gain double the normal amount. [/LIST] [/LIST] [LIST] [*][B]Born to the Tides[/B]: You were raised upon a boat, either working for one of the powerful merchant families or as a member of those families. You know the shipping lanes and tide charts by heart, and have probably traveled to all five islands. This grants you the following benefits: [LIST] [*][B]Shipbound[/B]: You gain proficiency in vehicles (ships). [*][B]Handiwork[/B]: You gain proficiency in one set of artisan’s tools. Whenever you use Persuasion, you may double your proficiency bonus on the roll if you use the product of your artisan’s tools as an offering or payment. [*][B]Planning Ahead[/B]: Growing up upon the sea granted you practice in always thinking a step ahead of the dangers of the tides. You may add your proficiency bonus to Initiative rolls. [/LIST] [/LIST] [LIST] [*][B]Born in the Wild[/B]: You were raised in a community outside of the walled cities, at the edge of the wilderness. Perhaps you grew up on a farm, or with a nomadic band of hunters, or in a group of outcasts. Your experience near the wild grants you the following benefits: [LIST] [*][B]Knowledge of the Land[/B]: Growing up near the wilderness has taught you much about the ways of beasts and plants. You gain proficiency in Nature or Survival. [*][B]Steel at Hand[/B]: Being raised near the wilderness, you are trained to fight. You gain proficiency in one martial weapon, or with one of the following cantrips: Blade Ward, Magic Stone, or Shillelagh. You may use Intelligence or Wisdom as the spellcasting ability for this cantrip. [*][B]See by Starlight[/B]: You are used to peering into the dark, tangled wild and finding the threats hidden within. You do not suffer disadvantage on Perception checks made in lightly obscured areas, and your ranged attacks ignore half-cover. [/LIST] [/LIST] [LIST] [*][B]Corrupted[/B]: Long ago, before they knew of the god Taiel, humans worshiped fiends. The corrupting influence of this idolatry still affects some humans, who are born marked with a fiendish aspect. Corrupted humans look ordinary from afar, but up close reveal themselves to carry the influence of fiends. They might have bright red eyes, sharp teeth, curving horns, or strange runes covering their skin. Though corrupted humans are outcasts from society at large, this magical foulness actually carries some benefits: [LIST] [*][B]Fiendish Tongue[/B]: You gain proficiency in the Infernal language. [*][B]Blood of Hell[/B]: You gain resistance to fire and necrotic damage. [*][B]Eyes of the Night[/B]: You gain 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. [*][B]Demon’s Tricks[/B]: You gain access to one of the following cantrips: Infestation, Message, Prestidigitation, Produce Flame, or Vicious Mockery. Choose Intelligence or Charisma as the spellcasting ability for this cantrip. [/LIST] [/LIST] [/QUOTE]
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