The Sheltered Hand

From RPGnet
Revision as of 16:17, 26 August 2022 by Stormraven (talk | contribs) (Character Creation)
Jump to: navigation, search

The Sheltered Hand.png

Acalan

Acalan.png

A Brief History

The Sheltered Hand is a peninsula jutting off a larger continent. Called 'The Hand' originally as it separates into five smaller peninsulae.

It gains the name Sheltered in two ways.

First, the Suntoucher Mountains - a range of large mountains that blocks most travel to and from the peninsula. The Suntouchers extend into the ocean both to the North and South, making travel even by water treacherous.

Second, some three hundred years ago, the great prophet Carran, tired of the near constant war between the gods and their faithful, had the audacity and the courage to upbraid them.

While all know that the gods cannot - or at least, will not - slay mortals directly, as the saying goes, 'you'd be surprised what you can live through'. None doubt his courage.

Nor was his tongue lacking, either, as he convinced some of the gods - eighteen in all - to aid him. He took his followers and others as tired of the war as he, and removed to The Hand, home at the time to a long-isolated peoples - the Saram - who welcomed him and his followers.

The gods with him then put up The Shield. The passes between the mountains and even the water paths, could no longer be traversed by any armies, and no gods, nor their power, could operate from outside.

Several nations formed, but the people of the Sheltered Hand learned a lesson - the intervention of Gods wasn't needed for folk to fight, and fight they did.

The priests of the Gods and the followers of Carran strove mightily to stop the fighting, but all they managed was to limit it.

Until seventy years ago - give or take - when the followers of Carran, now calling themselves The Creed of Carran, showed their hand. In every nation then standing, The Creed had been building power, and they showed that power, stopping the wars and battles that were occurring. The Churches of the Gods, working with The Creed, helped to enforce that peace. Even the Gods, it seems place the Creed of Carran over worship to their own faiths, though they do still ask for worship.

Of course, no peace is perfect. There are still skirmishes, outlaws, and so on, but the Creed prepared for that, as well. They created an offshoot - the Carran Guild - which provides training and some support to the kind of outsiders who can act when others can't.


Character Creation

D&D 5th Edition characters.

PHB, Xanathar's and Tasha's are in play.

People:

  • Human (You can play as either Standard or Variant)
  • Sinandre (Wood Elf)
  • Esinandre (High Elf)
  • Halfling (½ Elf)
  • Tarat (Dwarf)
  • Yryc (½ Orc) - No actual Half-Orcs, the Yryc are an Orcish People, using the ½ Orc rules.
  • Gnomon (Gnome)
  • Havlin (Halfing)

No Tieflings, no Dragonborn.

Basic Array for Stats with a single free +1.

All PCs get 1 Feat free at 1st Level. (Variant Humans therefore have two)

Starting Level is 5th. HPs are Max at 1st level and average for class after that.

Multi-classing - One class only, after 4th level (so all PCs will have 4 levels of their main class minimum)

All PCs get starting funds +35 GP per level (with the assumption that 15 GP per level went to living it up, paying needed dues, etc.)

All PCs can have 4 Common or 2 Common and 1 Uncommon Magic Item.

Weapons and metal armour are assumed to be Bronze or Brass.

Every character may have 3 Iron Weapons or 1 Steel Weapon.

Iron Weapons will have a +1 to Hit or a +1 to Damage.

Iron Armour (including Shields) gain a +1 to AC

Steel Weapons will have a +1 to Hit and Damage.

Steel Armour will have a +1 to AC and increases the allowed Dex Mod by 1 / grants a +1 Max Dex Mod if there wasn't one.

Other items which might benefit from Iron or Steel construction will have similar bonuses.

Any items found in the three allowed books can be purchased with available gold.

Peoples

The Sinandre (Elves)

The Tarat (Dwarves)

Yryc (Orc)

The Havlin (Halfing/Hobbit)

Gnomon (Gnome)

Halflings (Half Elf)

Humans

Additional Information on the Peoples of the Sheltered Hand

Cultures

The Sheltered Hand is in the very very early Iron Age for the most part.

Armour and Weapons are mostly of Bronze, with some Iron here and there.

Two nations know how to make Steel, and do, but neither sells the secret, and costs for Steel weapons are astronomical.

Cultural Information

Backgrounds

Backgrounds from any of the three allowed books can be used.

If you want a custom background, speak to me.

Professions

AKA Classes. Only classes and class options found in the three main books are allowed.

Each Culture has preferred and scorned classes. Each also provides a Bonus Skill. As with all such skill gains, if your PCs class or background would give them the same skill, you may choose another.

Acalani - The Acalani prefer Bards, Paladins and Wizards. They scorn Barbarians, Rogues and Warlocks.

  • Bonus Skill: Persuasion

Trakken - The Trakken prefer Druids, Rangers and Fighters. They scorn Clerics, Rogues and Wizards.

  • Bonus Skill: Survival

Caslaht - The Caslaht prefer Fighters, Paladins and Bards. They scorn Barbarians, Rogues and Sorcerers.

  • Bonus Skill: Nature

Sartana - The Sartana prefer Barbarians, Clerics and Monks. They scorn Druids, Rangers and Sorcerers.

  • Bonus Skill: Religion

Kal Tora - The Kal Tora prefer Clerics, Paladins and Sorcerers. They scorn Barbarians, Rogues and Wizards.

  • Bonus Skill: Athletics

Faram - The Faram prefer Bards, Sorcerers and Wizards. They scorn Barbarians, Fighters and Rogues.

  • Bonus Skill: Investigation

Anlat - The Anlat prefer Barbarians, Druids and Rangers. They scorn Monks, Rogues and Warlocks.

  • Bonus Skill: Survival

Sinandre - The Sinandre prefer Druids, Rangers and Sorcerers. They scorn Paladins, Monks and Wizards.

  • Bonus Skill: Athletics

Esinandre - The Esinandre live amongst Humans and take the culture in which they live.

Tarat - The Tarat prefer Clerics, Fighters, and Paladins. They scorn Barbarians, Rogues and Wizards.

  • Bonus Skill: Perception

Yryc - The Yryc take the Culture in which they live. They can be found amongst all save only the Tarat.

Havlin - The Havlin take the Culture in which they live. They can be found amongst all Peoples.

Gnomon - The Gnomon can be found amongst the Tarat, the Sartana, or the Kal Tora, and take that culture.

The Creed

The Creed – more properly known as The Creed of Carran – are the primary Church within the Sheltered Hand. Individual gods have their own churches and centers of worship, yet almost all acknowledge the authority of the Creed of Carran.

The Creed takes its name from the agreement that Carran reached with the gods that they would not war against each other, an agreement which they have upheld. As none of the gods who were part of a pantheon were able to convince their entire pantheon to join Carran, the Gods within the Shield represent numerous cultures and belief structures, the Creed gives them all some stability and a framework within which they can work together.

The Creed do not worship any single God, rather they give reverence to the agreement – the Creed – which Carran made, and in general to the Gods for upholding the Creed.

To this end, they have amassed a great deal of temporal power. The various nations are allowed to function as they will, within their borders, saving only that they do not persecute any followers of the Creed, or of Gods who follow the Creed.

Any conflicts between nations are expected to be placed before the Creed for arbitration.

Most of those currently ruling the nations have been put into place by the Creed, either directly or by more subtle means.

Gods of the Sheltered Hand

The Creed recognise 18 Gods – these are the ones who came with Carran and created The Shield.

They are, as noted, representative of numerous cultures and pantheons. Most of these Gods can be found in any nation, though each nation does tend to have favourites.

The Rosseni - Popular amongst the Acalani

The Twins - Most popular amongst the Anlat and the Delisse

The Family of Rehma - Most popular with the Trakken and the Delisse (as well as any fisherfolk, no matter where they live)

Individual Gods

Non-Creed Gods

The Anathema