L4W:Character Creation
From ENWiki
The following summary is just here for your information, for the "official" character creation document please look at the Character Creation Guide.
Currently we have agreed upon Core + optional races from the MM.
Please note that in this context core refers to characters that are created using only the players handbook.
- Characters are created under Method 2 (Point Buy) using 25 points. See the PhB pg 17-18 for more details.
- You must follow all the rules in the players handbook when creating your character, except when official errata from Wizards of the coast contradicts it.
- The only non-PhB material allowed at launch will be the option of playing a race from the appendix at the back of the monster manual; if you select an MM race currently you have access to ONLY material from the Monster Manual; supplemental material related to you race may be added later.
- In you should consider including hooks, a kicker, and a region.
- Any PhB-only combination will be approved (provided the character has a functional setting-appropriate background)
- PhB + MM races will be permitted with some scrutiny+
- other materials will not be available at game start++
+The onus to be upon the "objector". The objector must raise substantive, real concerns that can be classified and addressed (see below).
++ There is currently extensive discussion about if/when/what sort of options will be made available later.
See this post for more information.
Contents
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Concepts
The Principal of Private Information and Hooks
In general the information in your character's background is private. It can not be altered by anyone without your permission. If your character backstory includes the fact that you are "searching for your sisters murderer" a DM can not create that murderer and have you interact with them without your permission.
The exception to this is parts of your character's backstory that you designate as a hook. If you include
- Hook: My sisters' murder
on your character sheet then you are are allowing a DM to include that part of your character's backstory in their adventure.
Feel free to include suggestions into your hooks. (You might write Hook: My sister's murderer (someone unexpected) or (she died for knowing to much) or even something very specific.
Kicker
A kicker is an event that happened to your character directly before they become active in the Living Enworld setting. It is designed to help motivate your character toward an active adventuring life and guide DMs in creating adventures as well as giving your character a way to be included in an adventure.
By definition a kicker is a hook.
To encourage incorporation of player desires into a an adventure introduction that directly addresses your hook will receive an OOC point. If you feel your kicker has been addressed by a DM simply post to the (Hooks Book-keeping) thread with a link to the post or thread where the kicker was addressed. The kicker will be marked "addressed" and the OOC point credited to the DM.
Please be aware that you can award only one DM a DM creidt for addressing your kicker.
Acceptable Areas of Objection for non-Core Characters
- Balance: Is your character too far off the "power curve". (Can a PhB character be created with the same combat profile - roughly the same AC/hit points/damage output/role effectiveness (defender, striker, etc)?
- Appropriateness: Does your character fit within the setting? Are there a lot of similar characters already out there? If your character is "rare" (good drow) do you have a convincing rational for your character's existence.
- Good RP: Is the character interesting to RP with? To read about? (A hostile psychotic who throws their weight around isn't tremendously interesting to play with)
In principal only Balance problems should be a reason to reject a character. If the player can demonstrate that their character's combat profile is not out of sync with the PhB (demonstrate a PhB character with similar combat stats) then the character judges should work together with the player to overcome difficulties in other areas. Prospective players are expected to maintain a helpful manner and to accept compromises when they are requested.
Template:L4W:Character
All characters must be submitted using the approved template. NO EXCEPTIONS.
Other template template.
Races and their Place in the Setting
Dragonborn
Until recently dragonborn were quite rare in the area of the shifting seas around the Transitive Isles, appearing in small bands of mercenaries. A few lived in Daunton of course and a small band is said to rove the seas as "ethical pirates". Dragonborn were more prevalent during the time of Allaria; where they build a virtually-monotheistic country on its southern fringe, and waged a centuries long conflict with the serpent folk of what is now called the Unending Mire. Though ultimately wiped out as Allaria itself fell there are occasional rumors of dragonborn who still follow the old codes and continue their unending battle. (see Skalisss' backstory for more.
Dragonborn currently dominate the upper ranks of the Kingdom of Jade. With the fall of the Jade Emperor to the touch of the shadow the survivors have shifted to full war footing, and the disgraced genasi noble families have been replaced by their loyal servants and warriors, the Dragonborn. Dragonborn from the Jade Empire have grown more common on Daunton, the most prominent Dragonborn in the city is Madame Redscale; she seems to have close to twenty burly and aggressive young claws. Her neighbors in the upscale neighborhood she lives in are "quite sure she's happy to have so many big strong sons". Both native Dragonborn and those from the Kingdom share a culture that embraces and emphasizes honor; but the immigrants are much more extreme living -- an intense ascetic lifestyle that verges on religion. Some of the natives are inspired by this intensity, others see it as "self-absorbed, impractical scale polishing"
Dwarf
Dwarves are the largest and by far the most prosperous group in the Valley of Bone. Savage in appearance, visiting traders who have attempted to take advantage of the "primitives and their gold" have found them cunning, wily and ruthless. They also have an odd sense of black humor and an intense disdain for fear of death.
Few dwarves choose to flee the destruction of Allaria to Daunton (at that time called New Daunton); but those that did settled on Mykronos' Sanctuary living simple lives at the base of the monastery. They remember the Kingdom with much greater clarity than the shorter lived races. The destruction of Allaria is not something that happened in the distant past, but something their grandfathers and grandmothers experienced.
The destructive forces unleashed by the Brotherhood of the Bright Eon drove them from the island to Daunton over a year ago; having fled their homes a second time in the face of evil many younger dwarves are rejecting the simple lives lived by their parents to become more active.
Some of this younger generation feel particular hostility toward the Imperium outpost set up on the isle of their birth others direct their ire against the Dauntonians who ignored their plight.
Others are striving to overcome, or even learn, from their travails.
Dwarves with a Viking style might come from Valhyr or Surtyr.
Eladrin
Eladrin dominate the Imperium as its leaders, masters of oratory and blessed with long lives they dominate the senate (where once elected one serves for life) driving it forward and spreading civilization across the cosmos.
Eladrin are the rarest of the Great Races who formed Allaria. They left the lands of the fey long ago, but they still remember it's touch. After the destruction of their home many forsook their long-lives transforming into elves but a handful of those who escaped Allaria could not give up their nature, and seeing themselves as Allarians still dwell among the "survivors".
Old legends among the gnomes tell of other eladrin, apparently unconnected to (or possibly predating) the Imperium, who lived on Kythra in a fantastic palaces. The gnomes refuse to discuss them now, though some explorers have reported artistic and beautiful ruins dotting the edge of the Shadowrift that slices through the center of the isle.
Elf
Virtually the same race as the Eladrin, the Elves have given up their connection to the faerie. While the practice was frowned upon by Eladrin in the past the destruction of Allaria drove most of the Eladrin to forsake their long lives, and the painful memories of the Destruction*.
Another groups of elves, calling themselves the Veritas have developed a fiercesome reputation as assassins. Driven by the shame of the excesses of the Imperium, have also reportedly forsaken their race; their two century campaign of assassination and murder has only recently (as they see it) come to a stop with the armisti between the Imperium and the Veritas.
- =I assume that this involves petitioning the goddess Peresefa (since both fey and nature are her perviews and she's also changed in reaction to tragedy she's willing to bless and effect the change)
Half-Elves
Half-elves are born wherever humans and elves or eladrin live together. While some half-elves are the result of interracial marriages, the fall of Allaria had a particularly devastating effect on the elvin/eladrin psyche, and a handful were driven into bouts of hedonistic excess from which some of the half-elves of Daunton draw their roots.
The Temperavir are the upper middle class of the Imperium, a vast strata of bureaucrats, technicians and skills laborers who both oversee the day to day operations of the Imperium and act as its most common faces abroad. While some are still tied to their Eladrin "patron" in small sub-clans, many are simple Temperavir.
Halflings
The halflings are the only race that maintains their lands in Allaria. Publicly they appear to be staunch pacifists, greeting would-be invaders with open doors and simple bread. Beloved of Erath and seen as "undignified prey" they live peaceable lives on the doorstep of the Empire of Hzaka. Rumors that they're sneaky little tricksters who house and support assassins that brings righteous revenge to the usurpers remain unsubstantiated.
The savage tribes of Halflings in the Valley of Bone are rumored to be vicious man eaters.
Humans
Humans form the majority of Daunton (by the slimmest of margins... one person in two is human) and compromise the masses of empires like the Imperium and the Kingdom of Jade.
Tieflings
An unfortunate problem among all cultures (demons and devils are everywhere); a few cursed families have lived within Daunton and Bacarte for centuries, laboring under the stigma of their ancestors actions.
As the shadow's reach grows longer and longer they are being born more frequently among the subjects of the Kingdom of Jade. Many of them would love to escape the Kingdom, where the stigma against them would be less unbearably strong.
Doppelganger
Few changelings are known to live openly in any land.
Drow
Exiled by the Imperium a thousand years ago, the drow are among the most feared and mysterious races. They are accepted in cosmopolitan Daunton but not loved. Most dwell around (and receive implicit protection from) the Temple of Day and Night
The Gith
The militant githyanki and monastic githzerai that are seen across the shifting seas predominantly come from Ea, a distant continent where they war with each other and additional parties. They have travelled to the realm from their respective planar homes to find a legendary figure that has heavily defined their pasts and now may return to resolve ancient conflicts.
A different strain of githyanki can also be found in more limited numbers on the Isle of Laughing Gallows, a people of brutal cutthroats who engage in the vilest arts of piracy.
Gnomes
Gnomes live on Kythira, in the great mangrove forests that push outward from the Shadowrift to the edge of the shore; the gnomes say they have always been there, though scholars have theorized their ancestors were drawn by the same strong connection to the Feywild that would have attracted the Eladrin who dwelled there in legend. With their fey heritage gnomes get along well with with Eladrin when they meet, save for the domineering and serious (from the gnomes point of view) Eladrin of the Imperium.
Goliaths
Goliaths could come from any mountainous region. They are also prevalent in Valhyr and especially Surtyr.
Bladelings
Bladelings formed the majority of the population in the Norse-inspired region Valhyr. That land has succumbed to madness, but bladeling PCs with unusual background could still hail from there, or have been born aboard a refugee ship. Bladelings are also found in Surtyr.
The Monstrous Races
Bugbear
Relatively civilized bugbears live amongst both the pirates of Bacarte and the Empire of Hzaka. Savage tribes used to plague the unsettled parts of Daunton's island; though they have not been seen in modern times. In Hzaka, bugbears often form regiments of scouts.
Gnoll
Relatively civilized gnolls live amongst both the pirates of Bacarte and the Empire of Hzaka. Savage tribes also plague larger islands in the shifting seas. Hzaka deploys gnolls mostly as marauders, for they don't always work well with other races. Too many incidents of them stopping on the middle of a fight to eat a fallen goblin "comrade"...
Goblin
Relatively civilized goblins live amongst both the pirates of Bacarte and the Empire of Hzaka. Savage tribes also plague larger islands in the shifting seas. Goblins form a large portion of the lower class population in the Empire of Hzaka.
Hobgoblin
Relatively civilized hobgoblins live amongst both the pirates of Bacarte and the Empire of Hzaka. Savage tribes also plague larger islands in the shifting seas. Hobgoblins are the most organized of the savage races, and form the majority of the leadership in both Bacarte and Hzaka. There are rumors that the hobgoblins of Bacarte fled Hzaka for unknown reasons...
Kobold
Relatively civilized kobolds live amongst both the pirates of Bacarte and the Empire of Hzaka. Savage tribes also plague larger islands in the shifting seas. Kobolds are often tasked with the defense of cities and camps in Hzaka, due to their skill with traps.
Minotaur
Relatively civilized minataurs live amongst both the pirates of Bacarte and the Empire of Hzaka. They are known to dwell in ancient ruins amongst certain islands of the shifting seas; some scholars have claimed that they were once a great race brought low by some calamity. Few who accidently land on the undeniably developed labyrinth filled isles have escaped to weight in. These ruined mazes are often found in proximity to orcish enclaves, and two races often engage in low level warfare raiding each other's islands in primitive ships
Minotaurs are popular with hobgoblins in both Hzaka and Bacarte. The Empire of Hzaka is known to employ minotaurs as elite shock troops; as well as allow them to rise in its officer corps. On Bacarte the, still rare, creatures confer a great deal of prestige amongst the merchants where there are in great demand as bodyguards.
Orc
Relatively civilized orcs live amongst both the pirates of Bacarte and the Empire of Hzaka. Savage tribes also plague larger islands in the shifting seas; often in overgrown islands featuring primitive temples to demons. Scholars have theorized that the savage humanoids were once part of a druidic culture that turned to demon worship. These overgrown temple filled islands are often found in proximity to those of minotaurs, and the two races often engage in low level warfare raiding each other's islands in primitive ships.
Orcs, being wild and fearless, are used by Hzaka as shock troops, and in Bacarte have a reputation as the most fearsome of boarding parties.
Shadar-kai
When the drow turned to demon worship after their exile, some balked, escaping into the Shadowfell and begging protection from Lauto. Of course, no bargain with the lord of the dark lands comes without a price. They were changed by the experience. Becoming a fusion of shadow and fey, they said to be a wedding present to his bride Peresefa; one that she was not thrilled to receive.
Shifters
Shifters lived on the isle the Allarians colonized with Daunton before the colony ships ever came; engaged in alternately brutal battles with bands of bugbears. Unlike the bugears shifters made a sort of peace with the settlers retreating to live deep in the untamed wilds on other parts of the island.
Others slipped away to Kythira the Living Isle whether they were adopted into gnomish culture.
Warforged
The souls of loyal warriors are pledged to the old Kingdom of Allaria, and reborn through the magic of the creation forge (with no memories) to serve again. Now the kings are all dead, and there is only one creation forge left. Tended by a group of very old warforged, it turns out a new warforged sporadically, and even the old warforged can't predict when or how many the ancient forge will create. Now that the kingdom is dead some warforged have grown disillusioned and abandoned their mission, while others have adapted devoting themselves to an ideal of what Allaria stands for, or to the survivors of Allaria (i.e. Daunton).
Reports of the creation of the warforged among the Imperium are not seriously credited with Daunton, yet. Nor are reports of a city called Autonomus, where the 'forged have created their own society.
Regions
Characters may choose to be from a region. Generally your regional choice will offer you two minor benefits, one that is a bonus of +1 to a single skill with little use in combat and another, which is a more significant bonus, but only applicable in a very limited circumstance. See below for examples.
Characters can hail from any region, thought the combinations below are the most common.
Daunton
Characters hailing from Daunton are urban and sophisticated. They can hail from any race and all walks of life; all of them have deep roots in the city to which they were born.
- Races: any
- Classes any
- However: to be from the main island your character must have a developed back story that includes a family, former employers, teachers, etc. If you just want to have been in town for a few years make your character from another region (one of the nearby islands or one that you make up)
Daunton: Regional Benefit
Characters from Daunton receive a +2 on monster knowledge checks, reflecting their exposure to the diverse races that populate the city. When on Daunton they can gain access to the city library allow giving them to reroll a failed knowledge check at +2 once per day (a given roll can only be rerolled once). It generally requires 4 hours of research at the Daunton Library to reroll a check. Characters who spend more than 4 hours seeking an answer to a specific question in a day find that they have trouble finding the proper books, are easily distracted by small sounds, and sometimes even fall asleep -- as if the library itself were resisting them. Whether this reflects some sort of defensive measure, a curse by the goddess of knowledge or something else entirely has never been proven.
Bacarte
While the trades plied by the some of occupants of the island are actually as illegal as the average citizen in Daunton believes under the firm thumb of the merchants legal trades now outnumber the illegal. Always a hub for woodworkers, wainwrights, sailmakers and others involved in the shipbuilding trade (who lived unmolested for generations under the unwritten code of pirates) Bacarte now hosts a whole range of industries either because they are frowned upon in Daunton as unclean (or eat least smelly) such as tanning, dying and smelting or simply because their owners are attracted by the cheap land, plentiful unskilled labor and access to the cheapest port in the isles.
While the poor have often eked out a living on the island they have, if not prospered, begun to live a more secure life on the island. The merchants have found that tending to these groups, initially a gesture to build credit with their neighbor and its powerful heroes, has paid unexpected dividends. Frustration with their more wealthy neighbors indifference on the part of local islanders has turned to a degree of pride with the "merchants". "A hob's good fer every copper" a local merchant might say. As their legitimate business increases working for the "merchants" is seen as a reliable and safe way to improve ones lot in life.
While gobliniods and other "monstrous" races (minotaurs, orcs, even kobolds) are common they still make up a minority compared with the more numerous "civilized races" particularly humans.
For the monstrous races part living on Bacarte proves in many cases, to be enjoyable. While they enjoy civility from most citizens on Daunton being a non-human actually grants them a degree of cache on the misty isle; most Bacartes presume members of the monstrous races are "someone of importance".
- Common PC Races: human, goblinoid (bugbear, goblin, hobgoblin), other monstrous
- Additional Major NPC races: genasi (air or water)
- Classes: fighter, rogue
Bacarte: Regional Benefit
Characters from Bacarte receive a +1 on perception checks, reflecting an innate keenness honed on the dangerous, misty streets of the isle. When on Bacarte they also receive a +4 bonus to Streetwise checks, reflecting the natural relationships they've built up with normally suspicious folk who dwell on the island and if they roll lower than a 10 they may substitute a 10 instead (reflecting their ability to get access to basic information).
NOTE: The streets of Bacarte are full of information, but most of it about Bacarte, the merchants and the common underworld of Daunton/Bacarte (which doesn't include everything criminal on Daunton, just the segments that cross-pollinate with the misty isle). Pirates and others never let the truth get in the way of a good story and information on areas outside of Bacarte can be wildly inaccurate.
The Valley of Bone
A far land where the living and the dead mix freely, characters from the Valley of Bone are often considered savage by others. Generally they value pride more than anything, including their lives.
- Races: dwarf, halfling, human
- Classes: fighter, ranger, warlock (starlock, feylock)
Valley of Bone: Regional Benefit
+1 endurance checks, reflecting their resilience; The combination of respect and confidence they have in dealing with the unliving can be a potent tool... .they also receive a +2 bonus to monster knowledge checks involving undead and a +2 to diplomacy checks involving undead that they have correctly identified. These bonuses rise to +4 when dealing with undead that originate from the valley of bone (disposed as they are to interactions with mortals, they are more tolerant living who display the proper respect, often giving them an opportunity to speak when more typical undead would simply attack.)
The Kingdom of Jade
A far land engaged in a desperate battle for survival against an apparently overwhelmingly powerful force of supernatural evil.
The kingdom of jade was once a grand empire, a bastion of honor and civilization but centuries of conflict with a race of powerful demons called oni has reduced it to a pale shadow of its former self. Lead for ages by the Jade Empire, ruled by clans of humans imbuded with the power of the elements and guided by powerful guardian spirits the Empire was nearly destroyed by the betrayal of the emperor himself. Defeated by his loyal dragonborn general, the remnants of the Kingdom have regrouped under the leadership of this Iron General and his descendants who have developed a hybrid philosophy of devotion to atheistic culture and rigid military discipline in an attempt to stave of the touch of the shadow.
Even so the empire struggles as it turns more and more to the same dark forces for the power to hold off the oni; and more children tainted by the touch of fiends are born each year.
- Races: dragonborn, human, teifling
- Additional Major NPC Races: genasi (5 elements: earth, metal, wood, fire, & water)
- Classes: fighter, rogue, warlock (fiendish)
Kingdom of Jade: Regional Benefit
+1 on insight checks; individuals from the restrained culture of the Kingdom show very little emotion; a social response to fear that powerful emotions open the way to corruption by the shadow. While this bottling up of emotion doesn't seem to actually be particularly effective in resisting corruption non-members of their culture often find them excruciatingly difficult to read in social situations. They receive +2 on social bluff checks against individuals who are not from their region*.
(*)For the avoidance of doubt we reiterate that this bonus only applies to social situations. Uses of the bluff skill to Gain Combat Advantage or Create a Diversion to Hide (phb 183) do not receive the bonus.
Mykonos' Sanctuary
These simple folk tended their fields and worked in the small iron mines that dot the island. Then the Brotherhood of the Bright Eon turned their home into a hell. A handful of them escaped to Daunton to warn the surrounding isles, others were only freed by the Five when they returned. Initially resettled in hovels in Daunton most have returned to Mykonos' Sanctuary now that the Imperium has developed it into a base of its own.
Their strong simple culture where doors were left open and neighbors knew each other for generations has not been wiped away, but they've been abruptly shoved in a vastly more hostile world. A number of youngsters have decided to take up arms either to protect their families or avenge themselves upon the evils that beset them
- Races: overwhelmingly dwarven
- Additional Major NPC Races: none
- Classes: Any (the older generation are not adventurers)
Mykonos' Sanctuary: Regional Benefit
+1 endurance checks, reflecting the toughness they developed working as slaves in the mines over their year of torment; the constant psychic bombardments suffered by the survivors has also granted them a degree of resilience, in times of extreme exertion they can sometimes shake off debilitating mental effects. When a player character from Mykonos' Sanctuary spends an action point they may immediately make one save against a any effect with the psychic keyword that a save could end.
The Imperium
Imperium characters come from all walks of life; having been stranded in the Shifting Seas by the portal's failure. Bureaucrats and nobles rub shoulders with Imperium legionaries on vacation as well as messengers and laborers (some of whom thought they would only be Nova Imperium for a few hours working). And no small number of scholars, priests and holy warriors have traveled to the lands as well, for glory of god or learning. The priests of Poseeydus (who the locals insist on calling Netari) are also numerous, drawn to their gods "holy land".
- Races: Eladrin, Half-elf (Temperavir), Human, Elf (Veritas)
- Additional Major NPC Races: none
- Classes: Cleric, Paladin, Wizard
The Imperium: Regional Benefit
+2 diplomacy checks, oratory is an artform in the Imperium (or at least an obsession); even the most inept Imperium citizen can turn a phrase better than most.
Isle of the Laughing Gallows
Many wild rumors stir about this wicked island but a few things remain certain: It’s a haven for many exotic avians, it has deadly reefs that frequently retract and extend like the claws of a beast, and some of the most notorious pirates gather here at its infamous black market, the Nest. The island is particularly elusive and drifting throughout the Shifting Sea.
There is a saying... Dauntonians are afraid of Bacartes, and Bacartes are afraid of Gaolers... in Bacarte the best way to stay out of trouble is to avoid it; on the Isle of the Laughing Gallows you can't avoid trouble, your best recourse is to look as tough as you can. The bright clothing that the pirates wear, their elaborate mannerisms and booming voices, everything is designed to project an aura of invulnerability; unless you want someone to underestimate you...
- Races: Any, large populations of orcs, gnolls and kobolds
- Additional Major NPC Races: none
- Classes: Rogue, Pirate, Cutpurse, Scallywag, Grifter, Rapscallion (Any)
Isle of the Laughing Gallows: Regional Benefit
Gaolers project an aura of confidence as a way of life, +1 to bluff checks; in addition you receive +4 to any athletics checks when on a ship, sailboat or other seafaring vessel* when its in the water.
- =Truly unusual "vessels" such as mobile islands, immense floating turtles and other strangeness your DM may concoct probably doesn't apply (though your DM has the final word on what "constitutes a ship").
Ea
Ea was once a pillar of civilization, a great continent located far off in the Shifting Seas. Dauntonians hoped and perhaps even enviously thought upon Letheon, its dominant kingdom, would replace or even eclipse Allaria. Only distance, close to six treacherous months in many cases, kept Daunton from growing closer.
Ea was suddenly, inexplicably, wracked by vicious war almost a decade ago after the sudden invasion of the Gith races.
- Races: Human, Githyanki, Githzerai
- Additional Major NPC Races: none (possibly psionic races later)
- Classes: Fighter, Wizard (possibly psionic classes later)
Ea: Regional Benefit
Eans are quite sensitive to small changes around them, they receive +1 to insight checks; in addition Eans are unusually deft at instinctively taking advantage of psychic attacks to gain mental impressions about their foes. Whenever an Ean suffers an attack from a creature using the psychic keyword they may, as an immediate reaction, make a monster knowledge check. This power can only be used once per specific sort of creature* per encounter; it does not preclude the use of monster knowledge normally.
- =A specific sort of creature means -> creature with the same stats. So if Rondal an Ean, is fighting a kobold mindeater, a goblin thoughshredder, and Roz the half-goblin half-kobold psychic lurker he could potentially make three of these special monster knowledge checks over the course of the encounter (one for each specific creature type, following all the usual rules for monster knowledge checks and immediate actions).
Surtyr
Surtyr is a northern nation located on Ea that shares much of the Norse-inspired culture of Valhyr. The war that has engulfed Letheon has impacted Surtyr as well, but some of its settlements still survive intact.
- Races: Goliath, Dwarf, Human, Bladeling
- Classes: Barbarian, Bard, Cleric, Druid, Fighter, Ranger, Warden
- Suggested PHB2 Backgrounds: Mountains, Poor, Omen, Prophecy, Farmer, Mariner, Military
Characters from Surtyr, particularly its southern reaches, may choose the regular Ea regional benefit, or the Surtyr regional benefit:
Surtyr: Regional Benefit
+1 to Nature: Most folk of Surtyr make their living off the land; even those that do not must learn the ways of the rugged terrain or perish. They also gain a +4 to Endurance checks made to endure extreme weather conditions.
Valhyr
Valhyr, the Frozen Continent, is a Norse-inspired land of warriors and tribesmen. A ruinous madness has more-or-less destroyed the nation, but refugees have made their way to Daunton. The earliest of these refugees brought their ways with them, but later arrivals were born aboard ship and know little of their homeland.
- Races: Bladeling, Goliath, Half Orc, Dwarf, Goblinoid, Deva (?)
- Classes: Barbarian, Bard, Cleric, Druid, Fighter, Ranger, Rogue, Warden
- Suggested PHB2 Backgrounds: Forest, Mountains, Among Another Race, Poor, Omen, Curse, Prophecy, Farmer, Mariner, Military
Valhyr: Regional Benefit
+1 to Endurance: Valhyr's harsh climate breeds hardy folk. The skalds of the Frozen Continent bring brave deeds to life through song and story; Valhyri also receive a +1 bonus to saving throws against fear effects.
The Seaborn: Regional Benefit
+1 to Endurance: life on a refugee ship is very tough. The Seaborn also receive +4 to any Athletics checks when on a ship, sailboat or other seafaring vessel when it's in the water.
The Feywild
For people, usually Eladrin, who have grown up in the feywild.
The Feywild: Regional Benefit
+1 nature and +2 to perception in wooded sections of the feywild.














