Post by hubertbartels on Oct 2, 2020 13:52:25 GMT -5
Character Creation
All the characters will begin at level 3, having successfully faced and defeated some unnamed horror that was threatening London. As a result, each character will be nominated and receive a membership in the Unicorn Club, along with the first year's dues. The characters will know one another - another result of the infamous 'Noodle Incident'.
Each character will be equipped with the normal starting gear, pistols or a musket if is appropriate and £200 + 1d10 x £25 (1000gp + 1d10 x 125gp) in spending money.
I am looking for characters from the upper middle class or lower upper classes. Gentry or younger sons of nobility, ex-military officers, clergy, professors, or characters from the Feywild. Gentlemen or Lady rogues that pass themselves off as belonging to gentry would also work. If you have an background that pays you about £600 a year without having to actually do the work - that is what I'm looking for.
Characters may picked from the following ancestries:
Humans - They are the same as in pages 29-31 in the Player’s Handbook. Under the influence of elves and dwarves, women and men have the same possibilities in life. There are women serving in the House of Commons as well as in the cabinet.
Elves – These are described in pages 21-25 from the Player’s Handbook. Most non-player elves are high elves from the Feywild. They are haughty but gracious, considering Earth as needing their guidance. They may be found in their country houses or their London townhouses. Drow do not exist in this world.
Dwarves – These are described in pages 18-20 of the Player’s Handbook. Away from their underground fortresses, they are to be found in the cities and factories of Earth. Many hill dwarves can be found in Scotland where they found a kindred spirit in the people of the Scottish Lowlands.
Gnomes - Also described in pages 35-37 of the Player’s Handbook, these fey beings can be found in the woods, protecting nature or in the cities where they specialize in gem cutting and crafting fine jewelry. They can also be found running banks and financial institutions. The concept of the tinker gnomes does not exist.
Halflings – They are described in pages 26-28 of the Player’s Handbook. Halflings are rarely seen in the cities, preferring the countryside life. Pockets of halfling villages are found throughout the more rural parts of England.
Dragonborn – Dragonborn are listed in pages 32-34 of the Player’s Handbook, the children of shape-changed dragons and humans. They usually remain part of their dragon’s household and are used to increase the power and prestige of their parent’s house. Dragons are very possessive and protective of their children and will undertake any obstacle in keeping them safe. Other dragons will try to use this against them.
Orc – Orcs are described in Eberron: Rising from the Last War, pages 31-32. Most orcs are still foreigners to Earth, having slipped through the portals relatively late. Many can found in the wilds of Russia, Norway, Ireland, and Scotland. Some have wandered into England where they find employment as laborers and farmers.
Half-orc – Half-orcs are described in the Player’s Handbook, pages 40-41. The natural result of orcs living among humans, half-orcs have it a bit easier to live in England than their full-blooded brethren. Some have been able to work their way into the middle class through their efforts. Others continue to run with the orc tribes that they were birthed in.
Half-elf – Half-elves are described in Player’s Handbook, pages 38-39. Most half-elves are found in the larger cities or around the country houses of High Elves, a consequence of humans and elves living together. Some elven parents are proud of their offspring, others send them away to boarding school and will have nothing to do with them.
Half-Dwarves – Half-dwarves do exist but take after their mother or father. Their stats are either based on human or dwarven descriptions.
Tieflings - Tieflings are described in the Player’s Handbook, pages 42-43. Tieflings have a hard time fitting into the world of 1810. If they are not abandoned outright by their parents, Tieflings grow up feared and hated by almost everyone around them. The few that make it to adulthood are often heavily disguised when they go out into the city.
Goblins – Goblins are described in Eberron: Rising from the Last War, pages 24-26. Most goblins live short, quick, desperate lives in the slums of the larger cities. They were brought onto Earth by various groups before being abandoned to their fate. Goblins are mostly found in large cities. They have adapted to Earth rapidly, taking jobs that humans won’t do. Some have managed to work their way into the middle class through their efforts.
Other Ancestries – may exist. They will be considered on a case-by-case basis.
Classes
All the Dungeon and Dragon’s 5th Edition classes are available. Barbarians usually come from the wild parts of Scotland, Ireland and further north. Clerics are not from the Established Churches and take their deity from the Feywild. It is possible to worship ideals as Reason and Order as well.
Bards can be found everywhere, Druids are more likely to be found in the wild and rural parts of England than the cities, and Fighters are easy to find. Paladins follow one of the Feywild Pantheon or an ideal rather than one of the Established Churches. Sorcerers have had their magic awoken somehow while Warlocks gain it from some otherworldly patron. Most often, their Patron is an Archfey. Wizards have picked up their magic through study – but the art is mostly hidden. Magical item stores selling spells scrolls do not exist. The only organized magical studies are from the Invisible College but then the young wizard would have to offer their art in service to the Crown.
All the characters will begin at level 3, having successfully faced and defeated some unnamed horror that was threatening London. As a result, each character will be nominated and receive a membership in the Unicorn Club, along with the first year's dues. The characters will know one another - another result of the infamous 'Noodle Incident'.
Each character will be equipped with the normal starting gear, pistols or a musket if is appropriate and £200 + 1d10 x £25 (1000gp + 1d10 x 125gp) in spending money.
I am looking for characters from the upper middle class or lower upper classes. Gentry or younger sons of nobility, ex-military officers, clergy, professors, or characters from the Feywild. Gentlemen or Lady rogues that pass themselves off as belonging to gentry would also work. If you have an background that pays you about £600 a year without having to actually do the work - that is what I'm looking for.
Characters may picked from the following ancestries:
Humans - They are the same as in pages 29-31 in the Player’s Handbook. Under the influence of elves and dwarves, women and men have the same possibilities in life. There are women serving in the House of Commons as well as in the cabinet.
Elves – These are described in pages 21-25 from the Player’s Handbook. Most non-player elves are high elves from the Feywild. They are haughty but gracious, considering Earth as needing their guidance. They may be found in their country houses or their London townhouses. Drow do not exist in this world.
Dwarves – These are described in pages 18-20 of the Player’s Handbook. Away from their underground fortresses, they are to be found in the cities and factories of Earth. Many hill dwarves can be found in Scotland where they found a kindred spirit in the people of the Scottish Lowlands.
Gnomes - Also described in pages 35-37 of the Player’s Handbook, these fey beings can be found in the woods, protecting nature or in the cities where they specialize in gem cutting and crafting fine jewelry. They can also be found running banks and financial institutions. The concept of the tinker gnomes does not exist.
Halflings – They are described in pages 26-28 of the Player’s Handbook. Halflings are rarely seen in the cities, preferring the countryside life. Pockets of halfling villages are found throughout the more rural parts of England.
Dragonborn – Dragonborn are listed in pages 32-34 of the Player’s Handbook, the children of shape-changed dragons and humans. They usually remain part of their dragon’s household and are used to increase the power and prestige of their parent’s house. Dragons are very possessive and protective of their children and will undertake any obstacle in keeping them safe. Other dragons will try to use this against them.
Orc – Orcs are described in Eberron: Rising from the Last War, pages 31-32. Most orcs are still foreigners to Earth, having slipped through the portals relatively late. Many can found in the wilds of Russia, Norway, Ireland, and Scotland. Some have wandered into England where they find employment as laborers and farmers.
Half-orc – Half-orcs are described in the Player’s Handbook, pages 40-41. The natural result of orcs living among humans, half-orcs have it a bit easier to live in England than their full-blooded brethren. Some have been able to work their way into the middle class through their efforts. Others continue to run with the orc tribes that they were birthed in.
Half-elf – Half-elves are described in Player’s Handbook, pages 38-39. Most half-elves are found in the larger cities or around the country houses of High Elves, a consequence of humans and elves living together. Some elven parents are proud of their offspring, others send them away to boarding school and will have nothing to do with them.
Half-Dwarves – Half-dwarves do exist but take after their mother or father. Their stats are either based on human or dwarven descriptions.
Tieflings - Tieflings are described in the Player’s Handbook, pages 42-43. Tieflings have a hard time fitting into the world of 1810. If they are not abandoned outright by their parents, Tieflings grow up feared and hated by almost everyone around them. The few that make it to adulthood are often heavily disguised when they go out into the city.
Goblins – Goblins are described in Eberron: Rising from the Last War, pages 24-26. Most goblins live short, quick, desperate lives in the slums of the larger cities. They were brought onto Earth by various groups before being abandoned to their fate. Goblins are mostly found in large cities. They have adapted to Earth rapidly, taking jobs that humans won’t do. Some have managed to work their way into the middle class through their efforts.
Other Ancestries – may exist. They will be considered on a case-by-case basis.
Classes
All the Dungeon and Dragon’s 5th Edition classes are available. Barbarians usually come from the wild parts of Scotland, Ireland and further north. Clerics are not from the Established Churches and take their deity from the Feywild. It is possible to worship ideals as Reason and Order as well.
Bards can be found everywhere, Druids are more likely to be found in the wild and rural parts of England than the cities, and Fighters are easy to find. Paladins follow one of the Feywild Pantheon or an ideal rather than one of the Established Churches. Sorcerers have had their magic awoken somehow while Warlocks gain it from some otherworldly patron. Most often, their Patron is an Archfey. Wizards have picked up their magic through study – but the art is mostly hidden. Magical item stores selling spells scrolls do not exist. The only organized magical studies are from the Invisible College but then the young wizard would have to offer their art in service to the Crown.