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Characters
in Ptolus
The following
bit is another excerpt from the handout I gave
the players in the Ptolus campaign. It may seem
strange that, in a campaign that's supposed
to be true to D&D, I've altered the races
somewhat. There were two reasons for this. The
first was that I still had to be true to my
Praemal campaign, which came before Ptolus and
formed the history of this campaign. The second
was because I just liked it better my way.
Curious
to know what the players actually did with this
info? Here's a brief
overview of the player characters that currently
grace the streets of Ptolus.
~Monte
Creating
Characters
The
following information is specifically useful
when creating characters. Unless otherwise mentioned,
use the Player's Handbook
for all other character creation details.
Character
Background
For
some reason, you are going to Ptolus. You don't
know much about the city, you've never been
there, and you're just about to arrive. Perhaps,
like hundreds (if not thousands) of others,
you have come to become a delver and earn your
fortune or fame. Perhaps you're on a particular
mission that you've undertaken or that someone
has sent you to accomplish.
Use
the information presented earlier to come up
with an idea for your character's background.
Before you finalize it, run it by me. I'll help
you incorporate it into the world.
It
also can be the responsibility of the players
to decide how the PC group forms. Some ideas:
*
You've all come to Ptolus looking to strike
it rich (or other reasons), and you meet on
the road and decide to work together.
* Two or more people in the group are family
members or long-term friends already.
* You meet on the road and discover that your
goals coincide enough to band together for mutual
support.
* No matter what your goals, as newcomers you
all meet somewhere on the road and become friends.
*
Let me decide. I'll work it into the plot --
but then don't complain!
You
can even work out a couple different reasons
to join together into two or three small groups,
then leave it to me to throw you together
once you're in the city. In that case, at
least some of your initial meetings will occur
in-game.
Once
you've figured all of this out, as individuals
and as a group, I'll determine at what point
we'll actually begin playing. Preferably,
we'll start just as you arrive in Ptolus.
Use
your background to help you determine your
race, class, religion, and even the equipment
with which you start. (Assuming you don't
use one of the predetermined equipment packages
found in the PH, use your starting money to
purchase equipment but keep in mind what you're
here to do and where you've come from.)
Once
you choose a race, class, and general background,
you'll receive another more specific packet
of information with information that only
your character knows. You'll also receive
a basic map of the city of Ptolus, a calendar
so you can keep track of time passage, and
a few more visual aids.
Here
are a few notes regarding how various classes
will fit into the campaign.
Barbarians:
Human barbarians are likely to be from the
recent invasion from the east. There are no
elven or dwarven barbarians (unless you've
got a really interesting backstory).
Bards:
This being an urban campaign, bards fit in
very well. Minstrels with talent are well
received in the city, where the taverns are
outnumbered only by the temples.
Clerics:
Clerics are, not surprisingly, among the
most respected people in society. Clerics
of Lothian have some political clout (but
in turn have to cope their church's Byzantine
structure and politics). You're going to have
to decide what religion you are. Your first
decision should be whether you are of "the
Church" (the Church of Lothian) or one
of the thousand other religions. After that,
if you choose to belong to a smaller faith,
you'll have to figure out which. Use one found
in the Player's Handbook, use one mentioned
briefly in the earlier section, come up with
your own, or ask me for more choices (there
are obviously many more than I've discussed
here).
Druids:
A long time ago, there were many more druids
in the area than there are now, and they belonged
to a group called the Circle of Green. There
are no major druid organizations anymore.
These characters are mostly loners now.
Fighters:
There are a number of orders of knighthood
in the campaign if you're interested.
Monks:
The monk tradition, it is said, comes
originally from the far south. Now it is pervasive,
and orders of monks are very common -- usually
dedicated to a particular cause or belief.
Some religions treat monks as religious figures
like very different sorts of clerics.
Paladins:
There are a number of orders of knighthood
in the campaign if you're interested. Also,
look to the cleric discussion above regarding
religion.
Rangers:
Human rangers likely are from the Viridian
Lords of Palastan.
Rogues:
While there is a major thieves' guild
in Ptolus, remember that as a rogue, thief
is just one option.
Sorcerers:
Sorcerers follow a particularly ancient
tradition -- the original means of manipulating
the magic of the world, they believe. They
form ideas so profound and powerful that these
ideas become spells. Because their power is
acknowledged and respected, sorcerers often
figure into the military, city watches, etc.
Dwarves are almost never sorcerers -- they
are wizards instead.
Wizards:
Wizards, as opposed to sorcerers, are extremely
scholarly -- they look upon magic as a science
and attempt to learn and utilize its rules
and loopholes. Because their power is acknowledged
and respected, wizards often figure into the
military, city watches, etc. Elves are only
very rarely wizards -- they are sorcerers
instead.
Level
The
scope of this campaign is much like what is
suggested in the core books. Most people are
commoners, and low level at that. At 4th to
5th level you've started to make a name for
yourself. By 9th or 10th, you're "somebody."
By 15th, you truly stand among the elite of
the elite. Beyond that, and you join the ranks
of those they still sing songs about. The
realistic top-end is 20th level, but there
might be something beyond.
Races
The
number of intelligent races in the world is
seemingly without measure. At first, only
a small number are available as PCs, but as
the campaign advances, more options will become
available.
Common
Races
All
of these races are available as PCs. They're
also the most common races you'll encounter
as NPCs.
Humans
According
to the elves and dwarves, the humans are the
youngest of the common races. Despite this,
they are the most prevalent of all intelligent
races.
[Game
Info: As Human in PH]
Elves
Their
ancient name refers to the Seven Races of
Chaos, for elves once came in many types --
many more than one can find today (although,
the dark elves and the harrow elves are technically
additions). The Elder Elves are thought to
be extinct. Elves have always preferred the
deep woods or the open sea over the mountains
or the cities, magic over the mundane, the
moon and stars over the sun.
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Elves,
Shoal. When non-elves simply say
"elf," they're probably referring
to the Shoal. Generally dark haired
and dark skinned, these elves are prevalent
in the Sea Kingdoms, for they love the
sea and ships. Some live along the Whitewind
Sea as well, but they care less for
the cold, and so they number fewer than
those in the south.
[Game
Info: As Elf in PH except favored class
is sorcerer, not wizard. Also have a
+2 racial bonus to Profession (sailor)]
Elves,
Faen, Quickling: Humans have named
these elves "halflings," due
to their stature -- a fact most faen
do not appreciate. They are small, fair,
and nimble. Their childish size does
not carry with it a childish demeanor.
They do not have much contact with the
other races of elves -- in fact, they
interact more with humans. Nomadic,
they often move about in roaming tribal
caravans throughout Rhoth and sometimes
Palastan.
[Game
Info: As Halfling in PH]
Elves,
Faen, Loresong: Slightly larger
than quickling faen, loresong faen are
more magically inclined than their brethren.
However, most non-elves cannot tell
the two types of faen apart physically.
Also unlike the quicklings, the loresong
are more likely to consort with other
elves than with humans. They favor song
and magic over just about anything else,
often combining the two. Loresong faen
dwell throughout Cherubar, Rhoth, Palastan
and the Sea Kingdoms.
[Game
Info: As Halfling in PH except instead
of +2 bonuses on Climb and Jump, they
get +2 racial bonus to Spellcraft and
Knowledge (arcana). Favored class: bard]
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Dwarves
Although
most call them dwarves, their own name for
their race is Haurdir, the Stalwart Kings
of Order. There are two great clans of dwarves
in the known world, the Stonelost and the
Grailwardens, but rumor has it that there
was once another.
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Dwarves,
Stonelost: These are the children
of the dwarves of Dwarvenhearth, said
to be the greatest of all dwarven cities.
Although they live in small villages
scattered about the north, they no longer
have the centralized focus that they
once did, since the evil lord Ghul's
forces drove them from their glorious
city. Hence the name "Stonelost."
When
Ghul was defeated and Dwarvenhearth
liberated, influential dwarven leaders
would not allow their people to repopulate
the city. No one knows why. Instead,
the city was sealed.
[Game
Info: As Dwarf in PH]
Dwarves,
Grailwarden: Deep within the mountains
of the Prustan Peninsula, the Grailwarden
dwarves build large underground cities
devoted to industry. Their name comes
from their stewardship of the White
Grail, one of three powerful magical
artifacts of unknown origin (the Black
Grail and the Unseen Grail are the other
two).
While
the Stonelost dwarves -- and the Dwarvenhearth
dwarves before them -- developed stalwart
fighting skills waging wars against
evil humanoids and dark elves, the Grailwarden
dwarves focused their attention on science,
craft, and even magic.
[Game
Info: As Dwarf in PH except no bonus
versus orcs, goblinoids, or giants.
+2 racial bonus to Profession (engineer),
Craft (machineworks), Knowledge (machines),
and Alchemy checks]
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Lesser
Races
Far
less numerous than the common races, no more
than one of these may be represented in the
PC group at any time.
Aram:
The elvish name for these folk is "centaur."
These half-horse, half-human appearing people
are boisterous, arrogant and boorish, yet
many find them likeable nonetheless. They
live in both Palastan and Rhoth, and many
have found their way into human communities
-- but usually as individuals rather than
groups.
[Game
Info: +4 Str, -2 Dex, +2 Con, -2 Int, -2 Wis.
+2 Cha. Large: -1 AC, -1 attack. +2 racial
bonus on Spot. Favored class: fighter]
Elves,
Cherubim: More common to the western mountains,
these winged elves are frail but graceful
even by elven standards. They live mainly
in Cherubar, a land named for them. They are
aloof (again, even by elven standards) and
rarely travel outside their homeland.
[Game
Info: As Elf in PH, except +4 Dex, -4 Con,
Fly 60 (good maneuverability). Favored class:
sorcerer]
Lizard
Folk: More common to the south, these
saurians attempt to keep out of the affairs
of other races but often fail. Their own myths
say that they originated in a vast forest/swamp
that once covered most of what is now the
Cold Desert, Palastan, and the Whitewind Sea.
Sages indicate there are reasons to believe
this to be true.
[Game
Info: +2 Str, -2 Dex, +2 Wis, -2 Int. +2 racial
bonus on Swimming. Favored class: cleric]
Ptolus
Specific Races
Although
these races are available as player characters,
they must be native to Ptolus. Thus they are
not available as choices at the beginning
of the campaign.
Tieflings:
With fiendish blood in some small but measurable
quantity flowing through their veins, these
individuals are a rare but significant force
in Ptolus.
Aasimon:
Graced with celestial blood, these fortunate
children of blessed scions have a representative
of Heaven as a part of their heritage.
Major
NPC Races
While
by no means comprehensive, the following list
of races includes some, but not all, of the
predominant NPC races involved in the Ptolus
campaign. These races are unavailable as PC
choices without permission from the DM.
Orcs:
Orcish myth contends that they originally
were creations of the evil demon-god Gruumsh,
although some ancient texts claim that they
were actually created by an evil wizard. It
is impossible to dispute however, that the
orcs who dwell in the area around Ptolus were
modified and bred by the evil lord Ghul. The
Toruk-Ruk orcs are large, bestial, and ferocious.
Their name means "closing fist,"
and they typify everything that people think
of when they say "orc." The Sorn-Ulth
("bleeding breath") orcs are dark
skinned and smaller than the Toruk-Ruk orcs,
bred for evil magic and stealth. Both of these
greater tribes of orcs live along the coast
of the Whitewind Sea.
The
orcs that call themselves Ornu-nom ("howling
axe") were not manipulated by Ghul and
dwell in the wilderness throughout Palastan
and Rhoth. The Ornu-nom seem to have a sense
of savage nobility but remain deadly enemies
of humans and most other races.
Urlocs:
Powerful, magical humanoids with massive forms,
these creatures are of unknown origin, although
they bear a physical resemblance to orcs and
goblinoids. Urlocs are only rarely encountered
outside the area immediately around Ptolus.
They utilize twisted sorceries and seem to
have contempt for all life.
Elves,
Dark Elves: One must delve deep into elvish
history to trace the origins of this splinter
race of elvenkind. Mostly subterranean, they
are rarely seen, although the Stonelost dwarves
say their people fought great underground
wars with the dark elves before Ghul drove
the dwarves from Dwarvenhearth. Sadistic and
cruel, they revere evil gods that urge them
toward conquest and dominance.
Elves,
Harrow: Very rare, these individuals descend
from elves tortured and changed by the dark
lord Ghul almost a thousand years ago. Once
Elder Elves, they now are misshapen and cursed,
often displaying perverse magical powers.
While not strictly evil, most seem continually
besieged by a darker nature within them, tugging
at them to do wrong.
Githyanki:
Gaunt, dour, and ruthless, the githyanki are
hated and feared by most who know of them.
The githyanki, in their own brief words, are
not from this world, but came here hunting
something.
Githzerai:
Like their cousins/enemies the githyanki,
the githzerai claim to be not of this world.
They also seem to be here looking for something.
Not as despicable as the githyanki, the githzerai
have a harsh nobility about them. They seem
to hate the githyanki more than anything else,
but that appears to have nothing to do with
their overall goals.
Kenku:
Secretive, thieving, and untrustworthy, these
avian creatures hover about the fringes of
civilized society with their own obscure agendas.
Litorians:
Once masters of the Plains of Panish,
these golden-maned felines were scattered
in the Wars of Fire thousands of years ago.
Small prides hunt here and there in the wilderness,
and occasionally a litorian attempts to fit
into a human culture.
Minotaurs:
Although most are quite bestial, some
minotaurs are intelligent and civilized, albeit
bloodthirsty by Ptolus standards. Most of
these individuals are outcasts, although some
become leaders. They are often powerful sorcerers
or clerics as well.
Since
the dawning of the Empire, surnames have become
popular, since the Prust have long used them.
Prustan (Imperial) names sound Germanic or
even Prussian. Other human names descend from
such diverse cultural backgrounds that they
can be almost anything. Dwarvish names are
short and harsh, often using diphthongs like
"au"and "ou." Elvish names
are long and grand, using diphthongs like
"ae," "ai,"and "oe."Both
dwarves and elves often have surnames that
exist only as common tongue translations,
like Stonemate or Hammersblood for dwarves
and Moonshadow or Wavesong for elves.
Magic
Not
surprisingly, magic is prevalent in the Ptolus
campaign -- about as common as the core books
suggest. That is, beyond the reach of the
common man, but certainly well within the
observable world. The same can be said of
monsters -- while not everyone's seen a dragon,
no one "disbelieves" in them. And
most people have seen some sort of horrible
creature (or many more) in their lives. Monsters
are just far too common for folks to have
failed to run into them.
Spells
In
a world this old, with magic having been common
throughout history, literally thousands of
magical traditions, theories, and methods
abound. To reflect this fact, all players
with spellcasting characters must name their
own spells and detail the appearance of the
effect. Magic missile to one wizard
might be "Inoris' slap of retribution"
to another, appearing as a slapping hand made
of energy. To a third, it might be "daggers
of death" -- white-hot daggers
flying through the air.
Many
new spells will arise in this campaign as
well, with plenty of opportunities for PCs
to learn them and come up with their own.
However, the following spells are not available
in the campaign: planeshift and astral
projection. You've never heard of them
or their concepts.
Blessed
Children
Blessed
children are the "opposite" of undead.
They are the spirits of people not yet born.
Just as evil clerics call upon the undead,
good clerics can call upon the blessed children
for aid. You'll learn more of this later,
particularly if you're a cleric.
Next:
An overview of the city of Ptolus itself,
with a focus on religion and equipment (Guns?
You put guns in your game?)
After
that: Finally, with the background basically
finished, we can start talking about what's
actually going on in the campaign itself.
For
now: Don't forget to check out the overview
of current characters.
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