Karameikan Character GenerationBelow are the steps needed to create a character within Karameikos. Forgive the fact that this page is huge. A lot of information has been clumped together in an effort to be comprehensive. As information grows, it will be thrown into seperate pages and referenced from here. - Joaquin Menchaca, Game Master Step 1: Determine Ability Scores
There are two methods that you can use to get your ability score: (1) you can buy your abilities with an allotment of points, or (2) roll out the ability points. Method 1: Purchase Abilities through Points All abilities start at 8. Take 32 points to spread out among all of the abilities. For ability scores up to 14, you can buy them on a 1-for-1 basis. For abilities above 14, it costs a little more.
As an optional rule provided by the game master :-) you can elect to subtract 1 point from the base 8 to gain an additional point to purchase other points elsewhere. Method 2: Roll out the abilities Roll 4d6 and drop the lowest die. Thus if you rolled six-sided die four times and got: 6, 4, 2, and 5, your final score would be 15, as the 2 would be lost. Repeat this step six more times, getting a total of seven numbers. Drop the lowest result. Thus if the totals were 12, 10, 8, 5, 12, 11, and 18, the 5 would be discarded. After getting six numbers, allocate each individual number to the desired ability. Step 2: Choose RaceYou may choose any race described in the Player's Handbook with exception of Half-Elf. There are simply no half-elves within Mystara. An offspring of an elf is either elven or human, but never a mixture of both races. Each race has further previlaged information as well as possible sub-classes. Humans There are two main groups of humans: the indiginous Traladaran and the imperial conquerers, the Thyatian. You can either choose or roll d20 (1-14 Traladaran, 15-18 Mixed/Other, 19-20 Thyatian) to choose the human sub-race. Traladaran: The Traldar tend to be a superstitious people, and believe in the reading of entrails, tea leaves, the evil eye, etc. Many Traladarans see the Thyatians as money hungry oppressors. Even though the majority of the population is Traldaran, the court language is Thyatian, so most people under thirty speak it, with a distinct Traladaran accent. Thyatian: The empire of Thyatis is one of the largest cultural centres, so many Thyatians feel that they are superior to the mostly illiterate, superstitious Traldars. Many feel that speech with a Traladaran accent denotes a lack of intelligence. Dwarves The dwarves will either be of the Stronghollow clan or an independent minority clan. Stronghollow The Stronghollow were renown craftsmen and engineers from Rockhome whose skills were invaluable in getting many of the wild and crazy gnomish inventions to actually work without a high mortality rate. They were invited to live in the surface town of HighForge. During that time, the Stronghollow clan has starting mining operations and convinced the gnomes to trade with the local Traladarans long before the arrival of the Thyatians. They developed a mercenary division to guard the mining operations and yearly caravan expeditions. They now sell their mercenary services to other races in Karameikos. The Stronghollow clan has grown in wealth and influence with the increased trade from the Thyatians. They have a virtual monopoly mining operations within Karameikos. They are renowned craftsmen and their goods are strongly sought over by both Karameikos and foreign nations. In additions to goods they sell through trade, they also offer their mercantile and engineering services year around. Elves There are two main groups of elves called the Calarii or Vishanii (Vyalia). There are some splinter group of elves as well, which are minority clans and have closely guarded secret information. You can choose or roll (1-18 Calarii, 19-20 Vishanii). There are also minor groups or splinter clans within Karameikos. These are the Asagarii (demon hunters), Linarii (pscionic monks of logic), Dinarii (dark energy predators), and Selenii (infiltrators). These clans often operate in secrecy, and thus contain privaleged information that other players will not have. Inquire about these clans if you would like to play an alternative clan. Calarii The Calarii clan established themselves long ago within these lands. For years they have struggled to survive and they have developed a martial system known as blade song. They have formed a honorable spartan-like society over the years, especially after the Linarii Disaster, to train their young in the art of warfare and combat at a very young age. The Calarii judge those on an individual basis and are not prone to generalize and stereotype. They respect others that show honor and morality, and have been favorably disposed to Duke Stefan Karameikos III (and event that has caused much aggravation to the Dinarii). (Favored Class: Fighter) Vishanii (Vyalia) The Vishanii is a clan that has long established themselves deep within the forests of Karameikos and Thyatis. They attune themselves with nature and study the powers of nature. They seek to harness this power of nature and use this power to protect harmony and order of life, creation, and nature. Recently, the Vishanii have allowed very young humans that show a natural attunement towards nature, to learn the their secret crafts. They will sometimes teach older humans, but do so ginergly for they fear that their secrets could be used and twisted towards entrophy. (Favored Class: Ranger) Gnomes HighForge The gnomes are a reclusive and secretive race that lives within HighForge. In HighForge, no other race, except dwarves of the StrongHollow clan, can enter this town. Most understand that roughly a thousand or so gnomes exists within the city of HighForge, but the truth can be quite astonishing. There are eleven major clans that exist within HighForge. There seven clans that specialize in various industries that include mining, crafting, trading, tinkering, and even entertainment. There are clans for military, religion, administration, and agriculture. Serraine These gnomes do not acutally live within Karameikos, but rather live within a flying city called Serraine. Once a year, the city of Serraine passes overhead nearby to trade with HighForge. Some Serraine gnomes might choose to stay in order to adventure for year or more until they decide to re-enter the Serraine community. Hin (Halflings) Most hin originate from the neighboring nation of Fire Shires (Hindom) towards the west. Many are driven towards Karameikos for the adventure. Step 3: Name the Character
Human (Thyatian) Characters of Thyatian origin tend to have given names which are reminiscent of ancient and classical Roman and Byzantine names: Varis (Varia), Alexander (Alexandra), Valerius (Valeria), Titius (Titia),Claudius (Claudia), Anastasius (Anastasia), etc. Other given names are appropriate fantasy names. The surnames tend to be strong, majestic-sounding monickers: Karameikos, Penhaligon, Korrigan, for example. Human (Traladaran) Characers of Traladaran origin have names with a strong Eastern and Central European flaver. Some examples follow:
Family nNames can be created by adding one of the number of suffixes to given names. Such suffixes indlude: -os, -ov, -ev, -nov, -evich, -escu, etc. Example: Ivan becomes Ivanov; Dmitri becomes Dmitros Dwarves Dwarf given names are a bit hard-sounding and weighty. Familiy names tend to derive from wartime deeeds or special abilities. Examples of given names include Thoric or Boldar for males, and Brunna or Freya for females. Examples of given names include Shieldcracker or Ironboot. Elves The elves tend only to have one name, something lyrical and unique. Exmaples includ: Thalaric, Allandaros for males and Sythandria, Stellara for females. Hin (Halflings) The Hin given names are similar to common English given names. The family names have several syllables and describe the family characteristics or professions: Bill Trenchermann from a family of big-eaters or Anna Hillfort from a family with a well-defended hilltop home. Step 4: Choose a Class
All classes from the Player's Handbook are permitted for the players for any race. The dwarves and hin (halfling) have a natural resistance toward arcane magic, which can cause spell failure. Gnomes likewise are restricted to the illusionist class, and any other specializations are unheard of. Many of the classes might be very rare or uncommon within Karameikos. Players should note this, and training will require learning from other's of the same profession. Players can multiclass at first level. When you is multiclass at first level, you are not exactly first level in each class, but rather an apprentice level in each class. Once you achieve 2nd level, i.e. 2 character levels, you have achieve 1st level in each class. Players cannot multiclass with more than 2 classes.
Note: c is for common, u is for uncommon, * represents illusionist specialization. Alchemist There are many gnome alchemists in Highforge. There are no other known races that have alchemy within Karameikos. Ocassionally, there may be alchemist that travel through Karameikos from Thyatis, Darokin, and Glantri. As this class is not part of the vanilla D&D3e, it has been provided for your enjoyment: Barbarian Barbarians are very rare within the lands of Karameikos. Most Barbarians in the Known World come from northern colder regions. Even still, there is one reclusive tribe of Traladarans and numerous humanoids (gnoll, bugbear, goblin, and hobgoblin) that have barbarians amongst their ranks. Likewise, some within the Dinarii clan study releasing the feral energies within. Bard The bards are more popular amongst the Traladaran whom appreciate music and express a deep love for life, more so than the more pragmatic Thyatians. Bards are also very popular amongst the elves and occasionally hin. Players are welcome to use Monte Cook's Bard alternative from the Book of Eldritch Might II. Cleric As religion is very important to the lives of many, especially in a medieval society, there will be clerics. Becoming a cleric requires a strong devotion, dedication to the god, which includes increasing the flock and servicing the church. Druid There is a hidden presence of druids within Karameikos that work in the background. Human followers will either follow the Zirchev the Huntsman or Terra. The druidic path is popular amongst the Vishanii (Vyalia elven clan), whom will train both human and elven alike. Fighter Fighters from all sorts of backgrounds are very common throughout Karameikos. Karameikos is getting a reputation for having some of the best fighters in the Known World. Monk There are no known monastic orders in Karameikos. There is one unknown elven clan (Linarii), which does have a monastic order. The Linarii clan as well as the monastic order is hidden from most of Karameikan society. Any race that studies the path of pure logic is welcomed into the monastic order, and there are a rare few Hin, one human member, and even some humanoids. Paladin There some Paladin's amongst the ranks of the Church of Karameikos, and the Order of the Griffin. Amongst the TraladaranŐs religions, paladins are uncommon. If one existed, they would come from Petra, the Protector. Pscionic There are no known professions of the pscionists amongst any races except the Linarii clan. This clan actively encourages development of the mind through the rigorous study of Logic. Outside of the Linarii clan, the pscionists might be the only one of his profession, and could considered a misfit or even worse a threat by society, arcane and priestly orders. Psychic Warrior As with the pscionist, there is no known presence of psychic warriors, except through the Linarii clan. Your pscyhic warrior might be the sole practitioner of the profession and might be ostracized by society and threatened by other orders. Ranger The ranger generally is not common in Karameikos except for the occasional lone hunter and trapper, or through the order of Zirchev. The ranger is popular amongst Vyalia elven clan, which actively teaches and trains humans to become rangers and protectors of the forest and nature. Players are welcome to use Monte Cook's Ranger alternative. Rogue From all walks of life, the rogue will exist. This is especially popular amongst some Traladaran, whom might turn to this profession as an only means of survival in a Thyatian dominated world. Amongst dwarves, thievery is an abhorrent concept, and any dwarf that chooses this profession with the intent to rob others is considered insane and will be treated accordingly. Occasionally though, security professionals that become respected locksmiths and trapmakers become rogues amongst both dwarves and gnomes alike. Amongst elves, thievery is very rare, as most elves unable to comprehend the concept of accumulating wealth or a concept in monetary possession in general. Though, for the hin, this is a different story, as they are naturally curious and have a knack for breaking into things. Many gnomes are naturally curious and take this professional for this purpose as well. These types of gnomes are considered pranksters, and are tolerated up to a certain point. Sorcerer The sorcerer is not very common within Karameikos, but occasionally appears here and there. Players are welcome to use Monte Cook's Sorcerer alternative from the Book of Eldritch Might II. Sorcery is popular amongst elves, sylvan folk, and other magical creatures. Wizard Wizards have existed within Karameikos long before the Thyatians conquered this area. Traladara, now Karameikos, was a haven for some wizards that wanted to practice their arcane art in secrecy, and they sometimes took on apprentices. Now, after the arrival of Duke Stefan, a Wizard's Guild has been established to promote magic usage. Wizards are common amongst elven clans and the illusionist is popular amongst gnomes. The Dinarii favor summoner specialist; The Calarii favor evokation specialists; and the Vishanii (Vyalia) favor enchanter specialist. The dwarves and hin have a severe problem with magic as magic has a high chance for failure. There is one outstanding secret order known as the Order of the Shadow. This is an order said to have been established by Zirchev himself, and is suspected to be operating within Karameikos. Though most Traladarans, especially clerics of the Church of Traladara, strongly dispute this as the Song of Halav describes Zirchev as being a hunter and fried to the forest folk. Step 5: Allocate Hit Points
Each character will start with a maximum hitpoints for first level, and every level there-after will have average or better hitpoints. If you are multiclass at first level, then you use the primary class's hitpoints when determining your hitpoints. Step 6: Pick a starting language
The equivalent to Common tongue is Thyatian, but in reality there are many languages. In Karameikos, most speak a local language called Traladaran. Each race may elect to choose a Thyatian (Common), Traladaran, or another non-human racial language in place of the Automatic Language of Common (Dwarves PHB15, Elves PHB16, Gnomes PHB17, Halflings PHB20). Likewise, Traladaran humans will start with Traladaran, while Thyatian humans will start with Thyatian in place of Common (Humans PHB14). Unlike vanilla D&D, you do not automatically speak a language, but instead must buy ranks within that language. Review the Speak Language skill for further details. The Intelligence bonus does not represent the number of bonus languages spoken, but rather the number of bonus ranks you can buy in paticular language. A single rank in a language represents basic communication skills, but it is too difficult to carry one a language. Four ranks in a language represents complete fluency. You can elect to purchase more ranks in that language, which will make your player a linguist in that language.
Humans The Traldarans will start off speaking Traladaran, and will need to purchase ranks in Thyatian. Any who are not Traladaran and speak the language will get a favorable reaction from Traladarans, as this shows respect towards their language and culture. As there is no written form of Taladaran until recently, Traladarans are not literate. A Traladaran will have to expend two skill points to acheive literacy. Thyatians being naturally ethnocentric expect others to speak their language, and those that speak with an accent are often considered inferior. Characters whose first language is not Thyatian, can overcome their accent by making a Speak Languages check of DC 30. The Thyatians start off with the ability to speak Thyatian. Thyatian is considered the common tongue, as it is the official state language, language used in trade, and also is spoken by most of the nations within the region.Dwarves The dwarves speak their own language called Furden, or tongue of the rock. It is recomended that dwarves of HighForge choose the gnomish language (sviferden) for their free Common tongue (PHB14) to communicate with the standard language there. For bonus ranks, Dwarves should buy ranks in either Traladaran or Thyatian, if they wish to interact with the outside world. Elves The root language for all elves on Mystara is called Alfleyn. The Calarii and Vyalia clans speak different dialects, Vyalian and Clarian respectively. For all intents and purposes, this can be noted as simply elvish, where the dialect is only important in determining where a paticular elf is from. A Speak Languages check of DC 30 is required to speak without any accent. Elves can choose either Traladaran or Thyatian as their free common language (PHB16). Gnomes The gnomes of HighForge speak their own language (svifurden) and is the common tongue within HighForge. Most gnomes speak Thyatian these days for trading purposes, and before many learned Traladaran. A gnome character can choose either Traladaran or Thyatian as their free Common langauge (PHB17). Hin (Halfling) The hin from the Shires speak the common language of the surrounding human countries, which would probaly be a hin dialect of Thyatian. Substitute Thyatian (Common) for the langauge noted as halfling on page 20 of Player's Handbook. (PHB20). Hin that travel abroad have the opportunity to interact with other human cultures and learn to speak other human languages. A hin character may elect to speak Traladaran. As a bonus language, a hin can choose to learn the ancient racial langauge called Lelor. Most hin however do not speak Lelor except for a dozen or so words. Step 7: Skills and Feats
Players choose skills according to their class. This is mentioned on page 57 of the Player's Handbook. Some sub-races or clans get additional bonus skills due to their clan speciality, or in the case of Stronghollow clan, their corporate's speciality. If you are multiclass at first level, then use the primary class's allocation of skill points, when determining total skill points. Both classes, primary and secondary, skill lists can be used when determining class skills and cross class skills. For feats, you start out with one feat, or two feats if you are human. Additionally, your class may grant additional feats. If you are starting with a multiclass character, then consult the table Apprentice Level Characters to determine if your combined classes grant any additionally feats. Step 8: Determine Social Standing
Players can elect to be of the comfortable status and start with normal starting wealth. You can also elect to randomly determine their starting social status for exciting role-playing opportunities. The roll depends upon the racial-group. All roles must be rolled in front of GM, and no rolls can be re-rolled. To look at what the social classes represent, take a look at Social Standing Descriptions for further detail. Dwarves Dwarves have a more human-like social structure in their community. However, they tend to lok after their own more than humans do, so there is no Penniless class among them.
Elves Though the elves in Karameikos do have compicated and intricate social structures, social standing is not an important element of that strucutre. The elf's profession, and the way their professions are related and utilized to the good of the clan, are the important elements of the elvish social structure. Thus, most Karameikan elves are commoners for all intents and purposes. Some few families are community lords and it is they who coordinate the efforts of the community. None of the elves in Karameikos live in grinding poverty or in lavish wealth. By human standards, all elves are comfortable.
Gnomes Much like the dwarves, the gnomish community has a similar social struture as the humans. And also like the dwarves, the gnomes tend to take care of themselves, and as such there is no penniless class among them. Gnomes make there living from crafting, mining, trading, tinkering, and even entertainment. There are seven clans within the gnomish community that specialize in certain industries, as well as clans for military, religion, administration, and agriculture. The families within each clan have varying degrees of wealth.
Hin (Halflings) In Five Shires, most Hin look out after each other and take care of each other. However, in Karameikos, there is no telling what fate has befallen to the Hin within the realm.
Humans The humans exist in all kinds of social standings with exception of slavery, which is officially outlawed in Karameikos. The Traladarans are mostly struggling, but a rare few were able to retain their wealth even after the conquest. Traladarans receive a -2 penality to roll. The Traldarans can apply their Charisma bonus to the roll. The Thyatians are predominantely the ruling class and have received land rights, deeds, trade rights, and other resources at the expense of Traladarans. They receive a +4 bonus to their roll. The Thyatian can apply their Intelligence bonus to the roll.
Those that were able to get a 20, can roll on the High Social Standing table to determine the exact very wealthy social standing.
Those that are of the Royal Family are almost certainly Thyatian. Those that are not of Thyatian could have severe problems, as this can be an illegimate son, or ... (Ahem, can you say role-playing opportunities) Step 9: Acquire Equipment
Player's determine their starting funds according page 95 of the Player's Handbook. This is modified further by their social standing. If you start out with a multiclass character, then use the primary class for determining the starting funds. The base starting funds are as follows:
The social standing will modify the starting funds as follows:
All purchase of items, especially weapons and armor should be role plyaed out. Many of the items may or may not be available, and may be at different prices. Furthermore, many cities have strong arms laws, and might need to have their weapons bounded by a city guard before leaving the store. Other towns or cities, might not permit the sale of arms within the city walls. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||