House Rules(Note: I may add more):
1. Block initiative: I’ll be rolling everyone’s initiative.
2. Healing Spells always automatically roll max unless you’re in a combat situation or under stress
3. If you correctly identify a specific monster's special abilities and weaknesses using the appropriate knowledge skill, you add your intelligence modifier to the first skill check, combat maneuver, and attack and damage rolls against it.
4. A natural 1 on any d20 roll will result in an automatic failure despite what you're doing. I will roll a 1d100 roll and depending on how high it rolls, that will determine how bad I have to assign what the results of your character's actions yield.
Quick write-up of the city of Crysta’ahl::
- A city made centuries ago by wizards past, it shows a remarkable amount of wear about it’s great marble bullwarks and walls, especially when it is in the air.
- The knickname, ‘sky city’ is apt due to the thorough enchantments that keep it afloat far above the land below. There are a series of massive adamantine chains that keep the whole thing secured, lest it float off into the sunset. Flying sky ships ferry people and supplies up to the city, though they stop floating after getting too far from Crysta’ahl, and can often get over-heated after taking only a couple trips in one day.
- Below the city is a vast docking area that attaches to the Minlow river. This is a great hub of trade since the Minlow river connects to much of Deslo as it snakes about and eventually filters out onto the North-Eastern coast of Nymopho
PC RACES OF THE REGION(core, with some modifications and others)
Human: like normal. They spawn like rats, though their superiority to those rodents has put them ahead… somewhat.
Dwarves: This hardened and hardy race of bearded people from down under were driven from any mountain dwellings that they still had many years ago by their duergar brethren. They were welcomed into the forest near Hescoy Hamlet by the gnomes that lived there, and most haven’t looked back since.
Elves: These fey-touched humanoids once teemed in great abundance in the swathes of land that had once been deemed “unlivable” by other races due to the swamps, a surprising abundance of crazy hermits, and the racism the resident elves often showed. All this changed when the swamps dried up, though nobody has a reasonable explaination. A religious nation to the god of the sun took it as a sign from their god that the time was ripe for the fall of the elves, and they attacked. Many were killed, and the rest either became slaves, or fled and adapted to their new surroundings.
Half-Elves: Same as normal.
Gnomes: There is a large grouping of them in forest colonies near Hescoy Hamlet that somewhat resemble the Mayan empire, with some culture like early native Americans.
Halflings, Half-Orcs: Same as normal, though not many are to be found in the region, and those which are there are often seen as an oddity.
Orcs, Kasatha: (see below)
Hescoy:
Hescoy Hamlet is really more of a city, but the founder, Albert Hescoy hated large groupings of people, so he put “Hamlet” in the name, hoping it wouldn't attract “the wrong kind of folk.” Hescoy also hated the lack of fantastic food though, and he was one fantastic cook. Sadly enough for Hescoy, the latter overshadowed the former so much that people began coming from all around just to get a whiff of his cooking. Well it was that, or the fact that a large gold mine was discovered a bare 100 meters from where the place had been originally built. Anyways, people came, and a huge series of buildings were constructed to house them all. A logging company that is still successful to this day was formed for such a great demand, though they were barely able to cut down the trees before more mysteriously grew in their place. The city is now almost 100 years old, and there is all manner of people, custom, and culture sprinkled throughout, which would've been much to old Hescoy’s lament had he still been alive.
Here's several parts to this city
1: Worker’s district. This part of town boasts both a very active lumber mill, a gold mine, and several blacksmiths.
2: Industry district. Arguably the most important part of town, this is where one would find many different eateries, merchant stalls(during the spring), or really any other store you could think of
3: Housing District. Nestled among the houses several larger buildings that stand out among the log and thatch homes. One of these prominent buildings is the public meeting-house where the council meets and reviews laws. Another is a temple to the human God of the realm, Vicero. It has been painted white to resemble the “purity” within, though their definition of purity mostly consists of only allowing “pure-blooded” humans in. There are several other smaller temples of different make and quality, though none have nearly as much following as the temple to Vicero.
Though there is no wall containing the rapidly-growing city, it is not without protection or infrastructure. There's both a very active town guard, and several ruling (self proclaimed) nobles that make a council. Nobody really knows which one is the head one though since they all claim power. Despite the fact that their only qualifications are that they are rich, they have the support of most of the city. It’s often a point of discussion to remove the annoying sods from office, but they really haven't ruled on anything too controversial yet to warrant a revolt.
The nation of Elensafier
Hescoy Hamlet is not nearly as secluded as some may think. As it is part of the monarchy of the kingdom of Elensafier, it and the other fiefs have to pay taxes and occasionally offer tribute to the beloved King Howard. After looking into the situation, one would likely come to the conclusion that the seclusion of Hescoy and the fact that they love their king, is largely in part to the fact that both the taxes and tribute are infrequent at best. In fact, Hescoy hasn't heard anything from the Capitol in almost six months.
There are many other fiefs that make up Elensafier, though none are nearly as new as Hescoy. TBD
The Continent of Deslo
Though Elensafier covers a fair bit of the continent, Deslo, it does not cover it entirely. To the North-East of the borders of Elensafier resides the kingdom Nymopho. This is the infamous kingdom to Nym, the goddess of sun, and order. Their land is primarily ruled by Hobgoblins and Kasatha, with a lower-class made up of the 'lesser' races, such as Elves and humans. Despite common thought that a kingdom to the sun goddess would be sandy and desolate, in reality, it has ample plains for growing crops.
To the direct East of Elensafier is a terrible desert, where the elven swampland originally resided. Though no nation currently claims that land, small groups return from the sands laden with a mysterious ore that they trade for supplies before returning from whence they came. If you get one of these people to take off their scarves and talk, you'll hear stories of craters that dot the land, and of the bizzare insect-like beasts that populate the area.
The south-western coasts of Elensafier past the forest that Hescoy depends on, shows a great abundance of mountains and valleys. These mountains are nearly as rough-hewn as the Duergar that claim the inside, and the wild creatures such as Orcs, Griffons, and the occasional Great Wyrm that reside on the snow-covered cliff-faces.