Sudland Character Guidelines

Despite a certain similarity between the village you live in (mud huts, stone tools) and old Hollywood films about Africa the society you live in (Koronande) is in fact quite sophisticated. Koronande cities are in fact very similar to other cities in the Cambrian world it’s just that you’re out in the sticks. It has an advanced political system (its a republic) but in the villages there is very much a tribal feel to society.

Your tools and weapons are as effective as the metal equivalents in other societies. You get a free education up to the age of 12 , a free apprenticeship to a local craftsman and free healthcare since every village has at least a 3rd level healer/priest. You also after that age get free access to the internet (consulting your ancestors) 1/week.

You don’t get any armour (far too hot) but you do get access to the Koriande equivalent of martial arts to help your AC (see here). The system of magic is on the face of it very different but works out more or less the same. There are some class restrictions. No Fighters/Paladins/Articifers. Druids are slightly different in that their powers are tied to a single type of animal. Barbarians must follow the Totem Spirit path and are not driven by rage ( but the effect is more or less the same). Bards must use their musical instrument to cast magic. Clerics have restricted domains. Monks and Rogues have restricted paths. Only half orcs can be wizards!! In general certain spellcasters are viewed with intense suspicion (wizards, warlocks and sorcerers). Warlocks and Sorcerors cannot access their ancestors. Everyone has some (jungle) totem animal (they should all be different. Jaguar, Bear, Hawk and Panther are taken). you can do the instrinsic spell 'Speak with Totem Animal' 1 x day. You also have advantage on any interaction with your totem animal except for certain tainted and supernatural variations of that animal. On the other hand you may get a d6 sneak attack on those variations.

Selimbe, your village, means ‘Sanctuary’ and has a tradition of taking in waifs and strays so not everyone has to be a native Kirani. I will stipulate, however, that at least two of the party must be Kirani and at least one of those must have a working connection to their ancestors or there is no point in having this setting. So a max of three other races of which two must have been brought up in the village from a young age.

Fire spells are banned for cultural reasons!

In general happy to hear what you want to be but characters will need some discussion. While you are in your village setting you have a lot more flexibility as to character development. You can swap out character features and learn others. In particular anyone can learn spells if they are happy to give up other features. Everybody starts knowing a ritual spell (which is in addition to anything their character class will give them)

Background options from normal D & D are not allowed. Instead you get an education which gives you four skill proficiencies from this list and an apprenticeship.

Background Skills: Choose 4 from Animal Handling, Athletics, Nature, Stealth, Insight, Survival. Choose one of those 4 to have double proficiency. Variant Humans may choose 5 from this list. In addition you may choose up to 2 more based on your class. (I haven't thought through Rogues yet!)

Animal Handling includes an ability to influence wild animals.

You are all entitled to an apprenticeship (apart from That One Guy).

Options include

  • Brewer
  • Carpenter
  • Cook (taken)
  • Leatherworker (taken)
  • Potter
  • Tinker
  • Weaver
  • Woodcarver
  • Herbalist (taken)

Apprentices are proficient with the relevant tools.

Helpful details of what you can do with the tools are given Xanathar’s Guide to Everything. Quite a lot of useful adventuring stuff is hidden therein.

You don’t have the tools themselves (without buying them) but you could probably borrow what you need from your boss for a couple of hours if you're in his good books (you need to provide the raw materials).

For 0th level everyone starts on 6hp + Con. Noone has any spells except the one ritual spell you have chosen (these should all be different, Find Familiar and Purify Food and Drink have been taken). Other features may be stripped from the character at the DM's discretion. Proficency bonus is +1. You have one rank in Sanguar. You have no possessions apart from your clothing. You all have 5gp to spend.

Players should present the DM with a 1st and 0th version of their character for comment



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