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Home Page > Player's Guide > Character Generation > Creation Guidelines > Renoga |
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Renoga CCGPortals of Midwrathe
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| Commoner | 32 points |
| NPC Class | 28 points |
| PC Class | 25 points |
Use the table on p. 169 of the DMG to build your abilities.
Racial bonuses are added after the ability scores are generated.
There are two races commonly encountered in Renoga: humans and the An'orheen dwarves. Humans follow the rules as presented in the Player's Handbook. The guidelines for running An'orheen dwarves as a player race are still under development. Watch the Midwrathe web site for updates.
The classes originate from the PHB chapter three, the DMG chapter four, and Freeport: The City of Adventure chapter six.
The available starting NPC classes are: aristocrat, commoner, cultist, expert, and warrior. Players wishing to play a cultist must first consult with the gamemaster.
The available starting PC classes are: bard, cleric, fighter, ranger, rogue, and sorcerer. Players wishing to play a cleric or sorcerer must first consult with the gamemaster.
Commoners are automatically granted the Toughness feat in addition to their normal feats at first level.
Certain campaign rewards allow players to create characters that will enter play a second-level, or possibly even higher. In these cases the characters may enter play multiclassed. Multiclassed characters must work with their gamemaster regarding available instructors in Renoga and meeting all prerequisites for instruction.
At first and second level, assign your starting character the maximum hit points possible for its class plus any Constitution modifier.
Starting at third level assign hit points according to the new class by taking half the maximum value for the class, then adding one point plus the Constitution modifier.
All Skills from the PHB are eligible for play.
A few skills need brief additional rulings:
These skills allow characters to craft any normal mundane items provided they have access to the appropriate workshop. Crafting workshops are only available to members in good standing of Renoga's craft guilds.
Craft skills can only be chosen from those listed in the Craft Skill List (see Appendix A) unless permission is given by your GM.
Depending on circumstances in the plotline PCs may have an opportunity to spend time units to earn money by practicing their craft. If your GM gives you such an opportunity at the end of a scenario the results are as per the core rules unless the GM rules otherwise.
All of the knowledge skills in the PHB are available. Some of them, such as Arcana and Dungeoneering, will be unusual and will require an appropriate background to explain why the character has learned these things. Since Midwrathe is a role-playing encouraged campaign it makes sense to take knowledge skills relating to the character's background and social standing.
Knowledge (local) is considered a class skill for all classes.
The local spoken tongue of Renoga is Sardrinné, which is spoken by all folk (human and dwarf). The next-most commonly encountered language is Sandorin, a dialect of Huanésard that developed during the Orodradi occupation of Maldan. For a list of the spoken and written languages see Appendix B.
All classes are considered to be illiterate, as per p. 25 of the PHB.
Profession skills can only be selected from among those listed on the Profession Skill List (see Appendix C). Opportunities may arise for PCs to practice their profession and generate earnings. The GM will inform the PCs of such opportunities, which unless otherwise stated will follow the rules presented in the PHB.
Feats may be selected from those listed in Chapter 5 of the PHB.
In addition, the following feats from other printed materials are allowed (though some will be inaccessible to starting characters):
Born Marine, Greater Improved Initiative, Intellect Fortress, Pearl Diver, Press Ganger, Razor Tongue, Scoundrel's Luck, Skill Expertise, Skill Finesse.
Barroom Brawler, Endurance Swimmer, Fool's Luck, Great Lungs, Lookout, Naval Heritage, Notorious, Parry, Parrying Weapon, Polar Bear Skin, Port Savvy, Riposte, Rope Climber, Sea Dog, Shanty Man, Storm Sense, Swing-By Attack, Two-Weapon Defense, Waterfront Native, Weapons of Opportunity.
Item creation feats can only be used when adequate supplies are available. Some situations will make this a non-issue, while others will make the use of these feats a challenge.
Characters begin with the maximum wealth for their class. Note that NPC classes begin only with equipment, and have no starting cash.
Assign equipment to your character from the following sources:
You may not purchase magical items for your character except through play opportunities.
During character creation a PC may be given any of the equipment from the above sources. After creation, only items worth 500 gp or less that are not proscribed by the Pendarin Weapon and Armor Edicts are available for purchase between adventures in Renoga. More valuable items will need to be acquired through play opportunities or in another venue.
The Carrying Capacity rule is used, so keep track of what your character is carrying and how much it weighs.
Bearing martial weapons and metal armor in the Kingdom of Pendar (and the County of Maldan) is the sole right of the nobility. Martial weapons in this instance are defined as both martial and exotic weapons as per the PHB definition. Characters are permitted to bear simple weapons if they have reason. The Guild of Armourers and the various weapon smith guilds are very much aware of this edicts and very hesitant to sell martial weapons or metal armors to common folk. Nobles may grant those in their service the right to bear martial weapons and metal armor to whatever extent they deem necessary. Arming the peasantry is a serious breach of the Kederic [Pendarin Chivalric] Code and generally punishable by exile. Peasants in unlawful possession of martial weapons and metal armor are generally considered to be guilty of brigandry. Brigandry is a crime for which the punishment is generally branding and maiming (loss of hand or arm), and in extreme cases death by hanging.
You must choose a non-evil alignment that meets all requirements for your character's class from the following list: Lawful Good, Lawful Neutral, Neutral Good, Neutral and Chaotic Good. Player characters may not play evil characters by choice. Evil characters are not permitted in the campaign, and any evil actions committed may be grounds for dismissal from the campaign.
A character may begin play at any age from Adulthood to Middle Age, as defined in the Age section of Chapter 6: Description, in the PHB. Age modifiers from Table 6-5: Aging Effects in the PHB should be applied appropriately to any character of advanced age, or to any characters that through the course of play become older.
The character may be of any height and weight allowed by the height and weight tables for their race.
Renoga is the County seat for the County of Maldan. Count Theron Bar'Voldar is the hereditary Azuri overlord of this domain. He is a direct vassal to the King of Pendar, Sinudaros Atrulinos. All nobles in Maldan owe fealty to Count Theron and through him to the King. Most citizens of Renoga are free born owing no service to the Count of King. Base-born persons (peasants and serfs) who live in the City of Renoga for a period of one year (364 TUs) are considered free of any feudal obligation.
Administrative matters pertaining to the city of Renoga itself are handled by the Renoga High Council headed by the Lord-Majistar and assisted by the City Governor. Members of the High Council are selected from among the Syndics of the profession, craft, and trade guilds. The office of the Lord-Majistar is elected from among the city oligarchs, old wealthy families of the city, and is largely ceremonial. The City Governor is appointed by the Count and holds most of the power within the High Council. The High Council through the offices of the City Guard sees to the enforcement of all Kingdom, County, and City laws and keeping of the peace within the city.
The human inhabitants of Renoga are a mix of Huani, Orodradi, Duatha, Skoja, and Azuri.
| 50% | Huani (or mixed Huani) |
| 15% | Duatha |
| 12% | Orodradi |
| 10% | Skoja |
| 8% | Azuri |
| 3% | An'orheen |
| 2% | Other |
The Pendarin Church of Lysanos (also called the Leronish Church or Faith) is the dominant faith in Renoga. Supported by the militant Brotherhood of the Hand of Faith (the White Brothers) and the quasi-reigious Knights of the Jeda they do not tolerate the open practice of other faiths in the city. All other religions are practiced in secret.
On January 1 every year each character receives 364 time units, which expire each December 31. Each time unit represents one day. All campaign activities, including adventuring, item creation, and metagaming activities, may have associated TU costs. Each adventure and activity that does will describe the specific time unit costs associated with it. Upon receipt of a new yearly allotment of time units players should age their character one year.
Characters may not borrow TUs from future years to perform activities in the current year, nor may they carry over unused TUs from one year into the next. Any activity that uses more TUs than a character has available still takes place, but the remainder of the TU cost is taken from the following year's allotment and the character cannot be played again until new TUs are available.
A character log is a set of sheets that track information about which adventures the character has participated in, the judge's information, any experience or treasure gained, and any notes about the adventure. Logs also are used to track meta-campaign activities and entries for any other character-changing event (such as changing deities). Logs are required for all characters.
Each log entry must be signed by the GM. In the case of online play, the GM's e-mail address can be substitutes for their signature. All meta-campaign items must be approved by a GM and signed on the log sheet.
PCspell casters can choose from the spells listed in the PHB, Seafarer's Handbook, and Freeport: The City of Adventure.
There are several spells that are not suitable for use in the campaign environment.
The following spells are not available to PCs: permanency, and true reincarnation.
Other spells may be banned by the campaign staff in the future if necessary.
Sardrinné is the common spoken language of the Greater Sard River Basin and most of the Northern Marches (Maldan, Beldan, and Almeryss), though that version spoken by the folk of the Duchy of Almeryss is barely recognizable as Sardrinné. For the most part this is just a spoken language. It is derived originally from Old Huani and then later from Huanésard and Sardorin. It does not have a strict one-to-one relationship to any alphabet or script; there is no written form of Sardrinné. The current form of Sardrinné is heavily influenced by Pendrinné, the High Tongue of the Kingdom of Pendar. Sardrinné is available to all PCs.
Old Huani was the ancient language of the An'orhee-Huan city-states (Yen Enoth and others) that arose in what are now the Northern Marches and the Duchies of Skarforce and Lanwerd. Old Huani was written utilizing Huan'orhok runes. Old Huani is an ancient language and only available to bards, An'orheen dwarves, and scholars and students of ancient languages
Huanésard evolved from Old Huani during the incursions and settlement of the Skoja. It borrowed heavily from Skojik and was written using Hüthrĝc, a version of the Fräthrĝc (Skojum runic alphabet). Huanésard is an ancient language and only available to bards and scholars and students of ancient languages.
Sardorin developed out of Huanésard while the Orodradi clans held sway over the Northern Marches. It is very similar to Orodrin, the language of the Orodradi clans. Sardorin is written using Sard-Rood (a version of the Orodradi runic alphabet). Sardorin is an old language and generally only of interest to bards but may be taken by any PC.
Pendrinné is the High Tongue of the Kingdom of Pendar. The written form of Pendrinné is called Pendarûne and uses the second Kannar-Rune alphabet. Pendrinné is available to any PC and madatory for members of the nobility.
Orodrin is the language of the Orodradi clans. This language is still spoken in remote portions of the Northern Marches. It is closely related to the various languages spoken among the Tĉrmod barbarians. Orodrin is written using The Rood, an ancient runic alphabet. Orodrin may be taken by any PC.
Skojik is the language of the Skojum and the folk of the Lothings and the western coasts. It is written using the Fräthrĝc, a runic alphabet. Skojik may be taken by any PC.
T'chuck-T'char is the language of the Vhe-T'chari nomads who live in the steppes beyond the Greywall. T'chuk-T'char may be taken by any PC.
Duati is the traditonal language of the Duatha fisherfolk. It utilizes a pictographic script know as the Mlooln. Many modern concepts do not translate well into Duati. Only bards, language scholars, and PCs of Duatha heritage may take Duati.
The Cant is the spoken language of the urban underclass of the Kingdom of Pendar. It is generally used to convey illicit dealings and shady deals. The Cant my be taken by any PC starting in Renoga except aristocrats.
Khua'freen is the language of the liturgy of the Church of Leron (also called the Church of Lysanos or the Trinitarian Church). It is an ancient language derived from that spoken among the City-States of the Shattered Coast and the surrounding lands. Khaa'freen has its own written script. Khaa'freen can only be taken by clerics of one of the sects of the Church of Leron.
Almeric is the spoken language of the Duchy of Almeryss. It is related to Sardrinné in that it is derived from Old Huani. Unlike Sardrinné it contains fewer Skojik and Orodrin elements; it is more strongly influenced by Eboeic, Penhrani, Nahrik, and the languages of south and central Pendar. The written form of Almeric is Almerhadi, which uses a variant form of the second Kanna-Rune alphabet. Almeric may be taken by any PC.
Azureem is the ancient tribal language of the Azuri tribes. It has almost entirely disappeared from common usage among the Azuri, with only a few words and phrases being utilized in ancient tribal and family ceremonies. There is no known written form of this language. Azureem is only available to PCs of Azuri heritage.
Chormalik is the language of the inhabitants of the Citadel of Chorm. It is derived from T'chuk-T'char, the language of the nomads of the Greywilds with a heavy Skojik influence. Chormalik has its own written form, the spidery Chemald script. Chormalik is rarely spoken in the County, but is available to any PC.
An'orhok is the runic written language of the An'orheen dwarves. It is a very versatile form of script with which numerous spoken languages are written.
Huan'orhok is a derivative of the dwarven runic script An'orhok and is the written form of Old Huani.
Hüthrĝc is a derivative of the Skoja Fräthrĝc runes (with additions from the older Gogärkrûna) and the dwarven An'orhok runes. Hüthrĝc is used for writing Huanésard.
The Rood is the runic alphabet used by the Orodradi clans. It is an ancient and complex language that is very integral to the religious practices and mythology of the Orodradi. The Rood can be used to either write in Orodrin, the Orodradi language, or Sardorin, the old language of the people of the Sard River Valley and the North Marches. The two written versions of The Rood have slight differences and generally referred to as The Rood when used to write Orodrin and Sard-Rood when used to write Sardorin.
Fräthrĝc is a runic alphabet used by the Skoja.
Mlooln is the pictographic language of the Duatha fisherfolk.
Khaa'freen Script is the written form of Khaa'freen.
Kanna-Rune is the written language of the Rhy-Kanna Imperium. It is a complex language utilizing multiple alphabets depending on the circumstances. The second Kanna-Rune is the most commonly used of these. First Kanna-Rune was reserved for nobles of the Imperium.
Pendarûne is the written form of the Pendrinné. It uses the second Kanna-Rune alphabet.
Almerhadi is the written form of Almeric. It uses a variant of the second Kanna-Rune alphabet.
Chemald is the spidery script usd to write Chormalik, the languages of the inhabitants of the Citadel of Chorm.
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