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Regional Feats for Homebrew

Aries_Omega

Explorer
I am refining my homebrew campaign setting and love the regional feats rules from Forgotten Realms. I want to use them in my game to the regions I invented. I have compiled a list from all the books I have for FR and from the two issues of Dragon that have the Greyhawk regional feats and a list of suggested ones for Dragonlance. Thing is...I don't know which ones I should use.

Is there an interest to help me come up with regional feat list for my world? If so post here or email me at ariesomega at gmail dot com.

Thanks in Advanced.
 

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I did the same thing for my home brew campaign - follow link in the sig and look up feats (eventually - sorry its not that well organised EDIT: - link) but i did find that very, very few characters used or were even interested in them :-( so i stopped any further development in favour of adding monte cook style birthright feats that were more popular

I did have more success by having a 'regional skill' (treated as a class skill regardless of class) and that has defintely made a difference in the flavour of the PC's - plus its a lot simpler to organise.

Be interesting to see what other people come up with for options though, might even stimulate some interest from my group or inspire me to redo mine. Do you have a rough list of your regions yet to work on? bit of background to the setting would also help
 

I am trying to get help on various fronts for this question and here is what I posted elsewhere. For anyone reading this please post your thoughts on this. Here is what I posted on another board.
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Okay then. I will toss it out. Umm...I do need a bit of time to gather my notes together so I don't sound all scatterbrained. What I will do though is do a quick dump of knowledge off the top of my head.

I am going to start with humans. Basically the dominate humans of the Principality of Tuetonia came over from another country in this case a place called Hykoria like the English did in America. They were lead by a person called the "Prince of Tuetonia". He was a 6th son of a minor Hykorian noble that died in his first battle. He was entombed with his ancestors and was resurrected by the "Empyrean"...a non-bodied force of good.

He came back, was shunned as some kind of undead, but later proved to a few people who would listen he was good with feats such as fighting against a trolls for a town, slaying a dragon and so on. He eventually was told to build 6 ships and take all that would listen with him to the promised land. He had so many he built a seventh. That one called the Vassmore's Hope was lost during a storm. Anyhow Prince Rhendar lead his people to a new land and like the English they met natives....the Amagan Barbarians. At first the Tuetonians befriended the "barbarians". They had several tribes and three even blended with the people with in two generations. By that time they created a new culture that was neither Hykorian or Amagan and they dubbed it Tuetonian.

Later a few generations later they encounter tribes that did not want to be absorbed. The Tuetonians then took up the stance of "go back to where you came from" and fought and conquered them and placed them on reservations. Also during that time they met the usual factious humanoids such as orcs, goblins and bugbears (oh my) but killed them. Their religion a monotheistic belief system that is similar to early Catholicism or the religion found in the Fading Suns RPG. Their religion says that if it isn't human or animal it is a soul-less creature that imitates humanity and is a mockery that can be killed with out a reason, remorse or guilt.

When the Tuetonian encountered non-barbaric, non goblinoid type races such as the halflings, gnomes and dwarves that proved different. They all had things they wanted but couldn't just massacre them like goblins.

Dwarves while lawful are factious and do not get along with others. Tuetonians dealt with them as hired mercs and skilled artisans. The Tuetonians knew that if they had to conquer them...they would have to go into those deep ass caves. Something they could do and win but the loss of life would be too great. They basically nodded to them as the nodded back and stayed away except as business and recognized each dwarven city-state as a sovereign nation and let them war each other. Dwarves were content to trade for things they don't have from the Tuetonians and sell them stuff.

Halflings culture varied. There are four types, most common being like a shire hobbit. Those type when the Tuetonian moved in said "we can farm for you if you keep us around. Unlike those stinky goblins we are civilized. Besides we look just like you but smaller...and our religion isn't that different. We like the sun like you do too...just call it different names". The other halfling subraces live among dwarves, elves or are wandering gypsy types.

Gnomes basically surrendered as soon as the Tuetonians came in. They were besieged by goblinoids for generations and seemingly overnight they disappeared...under the sword of the expansionist Tuetonians. That scare the bejesus out of their king. Now the Tuetonians seeing how they live somewhat like dwarves didn't want to fight them. They also had skills that they like with gems, alchemy and technology. The gnomes were grateful that their goblin problem was gone but was scared at how fast it went away. Long story short (no pun), the gnome king swore fealty to the humans in exchange for them to basically go around them, somewhat like the dwarves. The gnome royal house is the unofficial 7th Great House of nobles.

Anyways things were great until they met the wild elves. They didn't take things lying down and fought against the round ears. They just won independence from the high elves, who at this point the Tuetonians have no knowledge of. The war was 5 years in when the wild elves went to the high elves for help. 3 years later, the Tuetonians and Elven Host are in a bitter war when the territories in the northern part of Tuetonia and the northern parts of the high elf empire had issues with a united race of orcs. Their chieftain united the orcs ala Ghengis Khan and other races that were slaughtered by the Tuetonians like goblin kind and they were going to take back the land stolen by the humans and elves. So they put their differences aside and with the help of the other humanoids as well as the barbarians that were put on reservations they formed the Alliance of Light. The Great War lasted 10 years and finally the orcs capitulated and were no more. All that remains is factious tribes like before. Also the enigmatic sea folk called the Vassa who offered to use their skills of piracy instead to against anyone that sailed the high seas to only attack the Orcish Imperial Navy, which was actually more then a match for anyone...except the Vassa who live their entire lives on a ship.

Shortly after the war the Prince was missing. No nothing. Just one day Prince Rhendar...who by the way is immortal and a demigod of sorts just went MIA. The Principality is around a 100 years old at this time and after the 20 year Rhendar stopped running the day to day operations of the nobles and the Church. He had the "Overlord" run the nobles and the "High Patriarch" run the Church. With the Overlord title it passed from the eldest house to the second and so forth until the youngest house gets it then it starts again every 5 years. When he was missing several nobles tried to get the throne in a coup and when they did, they burst into "empyrean flames" and was burned into ash. The eldest house declared themselves Overlord "until the emergency of the missing Prince has ended". It's been 12 years and no Prince.

Thats where things begin. What do you all think? Would you like this setting so far? I divided the humans into I have 8 regions. Six are Tuetonian regions, 1 is the Amagan barbarians and the last is the Vassa. Let me know if you all want to hear more and maybe we can work on the regions.
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I am going to start with the humans. As I said the Prince...who is missing....is the head of state and the Church. In reality he does not run the day to day affairs....kinda like the Emperor of Japan. The Church has the High Patriarch that runs the Church which is elected to a life term by a 2/3rds vote by the top 100 leaders of church. The nobles have the Overlord. The title is given to the senior most noble of the most senior house (Blackshire) for five years then past to the next senior and so forth. While in that role they are not head of their house. When the Prince was discovered as missing there was a rush for who would be Prince causing a short lived civil war that resulted in Lord Edron Blackshire, the Overlord at the time declaring himself not Prince but Overlord until the emergency has subsided and founded a knightly order that has a one of the standing orders being find the Prince.

Anyways with out further delay here is what I have so far.

The Principality of Tuetonia

* Blackshire Plateau: This is a hilly alpine area that is known for castles, knights and heavy infantry units. The family of Archduke Blackshire is of the oldest family in Tuetonia and is the descendant of Agur Blackshire, the personal swordsman to Prince Rhendar. The city near Castle Blackshire is the 2nd largest city and often is considered the 2nd capital due to Prince Rhendar's absence. The Blackshire Plateau is near the Bremen Valley and consider them a step above barbarians. The inhabitants of the Bremen Valley consider Blackshire the example of stuck up.
* Bremen Valley: This is one of the default areas I usually play in. I have fleshed this out a great deal. It is the "wild west" of Tuetonia. It is a super dense forest (think the Amazon) but it is temperate climate with mild winters. The Bremen Valley sits on the border with the High Elf Empire on one side with (heavily patrolled) and the Amagaar Territories on the other. This area is very different then others. Races mix much more freely, the Church isn't as strong here and laws are more lax such as carrying weapons. Very few people will tell a muscular Amaagar tribesman that he can't carry his greatsword into town. The valley has a large, deep water fresh water lake (Lake Bremen) that is fed from a river that starts in the mountains at Citadel Blue Rock, a dwarven city-state allied with the Archduke of Bremen. The dwarves maintain a series of locks that prevent flooding as well as operate barges that actually go up and down the mountain river. Much of the Great Bremen Valley Forest is still unexplored and unmapped. There are only a few roads in the forest and many mysteries to be found.
* Edge Coast: This is the center of shipping and trade. Also the Tuetonian Navy is found here. The Vassa and Gnomes are found here. This area while lawful is a place to find outlaws, pirates and renegades.
* Goldstar Heartlands: This is the where the capital called "Goldstar" is. It is the seat of government and the Church. This is where Prince Rhendar followed the "golden star" during the night to navigate the way to find the promise land for the people of Hykoria he brought with him. Essentially it is a VERY LARGE city that has rich and fertile farmland around it that is broken up by villages every so often that are all linked by roads to Goldstar. Goldstar is a "metropolis" sized city per the DMG meanings and is truly a massive city. All other settlements are no larger then a village. Despite being the location of the capital and where the Great Cathedral is there is tolerance found here due to the many non-human races that live in Goldstar and the great many embassies such as other human nations, the ambassador of the gnome king, halfling shires and even a heavily guarded elven embassy.
* Kurgar Marsh: Not much fleshed out here. I imagined from a deployment to Louisiana with the Army. It is full of Lizardfolk, Frogfolk and other non-mammal life. I came up with that the first contact made here with the Lizardfolk went really well. A small team of explorers lead by Duke Kurgar (later made Archduke Kurgar when he founded Ft. Brightstar) slogged through the marsh the Lizardfolk observed them, learned their language and knew why they were there...profit and expansion. The lizardfolk also know they hated orcs, goblinoids and other humanoids, in which the marsh has no shortage of. In fact they were losing a genocidal battle against them whom they called "egg stealers". One day a lizard folk druid came in, said to them "don't drink that water. It will make you sick. Drink from the vines above you instead". The druid faded back into the marsh. From then on the druid and other lizardfolk came in to help Duke Kurgar. Later when the marsh was annexed as part of the Principality, Duke Kurgar met with the "over chief" of the Lizarfolk and they became friends. He lobbied to have them recognized as a sentient species as well a as a sovereign people with little success until the Great War. They contributed to the war in the marsh so much that while they were not a sovereign people (they didn't seem to care) they were recognized as a sentient people which is a first for a non-human race.
* Tallspire Mountains: This is where all the mines are found. This is a harsh and unforgiving land. Rare "mountain" dwarves live here and are often seen riding griffins. This is a largely unexplored place as evident with the pockets of Amagan barbarians who refuse to leave their ancestral lands.
 

Disappointed

Okay...maybe this isn't the best place to ask for help from fellow gamers...I thought it might be. 159 views and 1 reply from someone. I'd thought I'd get some support here.
 

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