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PostSubject: Character Traits and Regions   Character Traits and Regions EmptyThu Oct 13, 2011 4:13 am

Rather than just picking 2 random traits let's hearken back to a Faerunian idea of traits being something derived from where you come from. You must pick a region your character is from, this will give a little info about him and let you pick one (1) trait common to that region. This will be a work in progress because FR has dozens if not scores of regions, but I'll try to get some interesting and likely ones for the PC's up ASAP.

These traits are (much?) more powerful than most of the normal pathfinder ones, this is a high powered campaign and I think it's cool for a character to get something that contributes a lot from his background. So please choose 1 region, an accompanying subregion, and 1 regional trait, then go ahead and pick 1 more pathfinder trait to reflect your character's background.



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PostSubject: The Dalelands   Character Traits and Regions EmptyThu Oct 13, 2011 4:40 am

The Dalelands
Capital: None
Population: 602,640 (humans 80%, drow 6%, half-elves T%, elves
4%, halflings 1%, gnomes 1%, dwarves 1%)
Government: Varies by dale; Dales Council loosely unifies all dales
Religions: Chauntea, Lathander, Mielikki, Silvanus, Tempus, the
Triad (Ilmater, Torm, Tyr)
Imports: Armor, books, glass, jewelry, metalwork, paper, textiles,
weapons
Exports: Ale, bread, cheese, fruit, grain, hides, timber, vegetables
Alignment: CG, NG, N

Subregions: Archendale, Cormanthor, Daggerdale, Deepingdale, Featherdale, Harrowdale, High Dale, Mistledale, Scardale, Shadowdale, Tasseldale

The Dales are broad forest vales with rolling farmlands, linked by
narrow trade roads running through beautiful woods. Blessed with
fertile soil and a temperate climate (aside from the extremely harsh
winters), the Dales are the breadbasket of the Heartlands. The Dales'
independent spirit and age-old alliance with the elves of Cormanthor
have made them the historic birthplace or favored home of many
of Faerun's greatest heroes.

Eleven separate dales exist today, each with its own territory,
government (or lack of it), militia, trading pacts, ambitions, and
character. Archendale and Harrowdale value trade over all else.
Tasseldale values industry and craftsmanship. Daggerdale stands
alone against a powerful enemy, while Scardale struggles to recover its independence after years of occupation. Meanwhile,
the other dales respect the old Dales Compact and prefer to be
left alone.

Although they share common traditions, cultural practices, and religious
allegiances, the Dalelands are not a unified kingdom like
Cormyr or Sembia. Instead, they are an enigma to the rest of
Facrun. How can small and disorganized groups of stubborn, backwoods
farmers and craftsfolk maintain control of the coveted lands
surrounding the great elven forest?

In the past, the forest itself was a major reason for the Dales' continued
existence, as the presence of the Elven Court deterred most
foes. Now that the elves are a secondary power in Cormanthor,
Dalesfolk rely upon the gifts they've always had: heroism, selfreliance,
and a strong, almost clannish sense of community.
To an outsider, Dalesfolk seem close-mouthed, suspicious, and
reserved. Until newcomers are identified as friends or foes, or
vouched for by a trusted friend, Dalesfolk prefer civil silence to
empty pleasantries. Once a person is accepted, Dalesfolk are generally
open and giving, especially in the common defense. Once accepted
by Dalesfolk as a friend, a stranger is expected to contribute to
the defense of the community.

Most dales maintain at least an informal militia. The training
levels and professionalism of such groups varies, but all are capable
of providing some training with a melee weapon and a good Dales
longbow. The archers of the Dales might be the finest human
archers of Faerun, which gives would-be invaders pause.

Automatic Languages: Chondathan

Bonus Languages: Elven, Damaran, Giant, Gnome, Orc, Sylvan

Character Traits:

Luck of Heroes: You receive a +1 luck bonus on all saving throws.

Militia: You gain proficiency with all martial weapons and with light armor and shields. If you are already proficient with all martial weapons, you gain Weapon Focus as a bonus feat.

Strong Soul: You receive a +4 morale bonus on saving throws vs. death spells, magical death effects, negative energy effects, and energy drain.

Blooded: You receive a +2 insight bonus on perception checks and initiative rolls. Once per day, you may force an opponent to re-roll an attack roll to confirm a critical hit against you.

Forester: You receive a +2 bonus on stealth checks, a +4 circumstance bonus on survival checks and knowledge:nature checks. You are proficient with Longbows. If you are already proficient with longbows, you may treat all range increments as if 1 less when firing one.







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PostSubject: Underdark- Dark Elf (Drow)   Character Traits and Regions EmptyThu Oct 13, 2011 5:36 am

The vast, lightless Underdark is a dangerous place indeed. To nonnative
beings, its darkness and tight confines can be insurmountable
terrors. To Underdark natives, lights mean danger—either they are
lures to bring travelers to some predator, or they mark the place of
creatures too powerful to fear attracting attention to themselves

The drow entered the Underdark after the Crown Wars, roughly
-10000 DR, with evidence of the first drow cities built around -9600
DR. A vigorous and aggressive race, they seized a great deal of territory
before falling into endless internal wars.

Feared and reviled throughout the Lands Above, the drow (or
dark elves) are perhaps the most numerous, powerful, and widespread
of the Underdark’s native peoples. The majority of the
dark elves live in city-states ruled by various noble Houses. Each
House commands its own small army of fearless drow soldiers,
cunning wizards, and zealous priestesses, as well as large contingents
of slave soldiers, such as bugbears, ogres, and minotaurs. In
fact, half to two-thirds of any drow city’s population consists of
humanoid slaves and rabble, all of whom are subject to the cruelty
and whims of any passing dark elf.
Dark elf city-states lie below dozens of surface realms, often
unbeknownst to the upperworlders who live above them. The
rulers of some drow cities prefer to leave the surface races alone
and turn their attention toward gaining power through the endless
scheming and feuding of the noble Houses. Others, however,
view the surface lands as theirs to pillage and plunder whenever
they choose.

Subregions: Menzoberranzan, Sschindylryn, Ched Nesad, Sshamath, Maerymidra, Llurth Dreir, Eryndlyn, Guallidurth, Undrek’Thoz

Automatic Languages: Elven, Undercommon

Bonus Languages: Abyssal, Common, Draconic, Drow Sign Language, Goblin, Illuskan

Character Traits:

Arcane Might: You may treat your intelligence score as 2 points higher for all Wizard spells and class abilities.

Favor of the Spider Queen: You receive a +4 luck bonus on all saving throws against poison. If you are a cleric with the drow domain, you cast all domain spells at +1 caster level.

Underdark survivor: You may choose either Endurance or Daylight Adaptation as a bonus feat. In addition, you receive a +2 circumstance bonus on survival checks and Knowledge: Dungeoneering checks.

Knave of Blades: You gain a +2 bonus on Stealth checks and your choice of either Two-weapon fighting or Weapon Focus as a bonus feat. If you select Two-Weapon fighting, you may use a one handed weapon in your offhand as if it were a light weapon for purposes of penalties taken when two-weapon fighting.



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PostSubject: The North   Character Traits and Regions EmptyThu Oct 13, 2011 2:17 pm

Despite settlements and civilisations that have endured for a thousand
years, the constant orc invasions, harsh weather, and unyielding
wilderness prove that the North is still a frontier, "The North"
is a term Cormyrians and Dalesfolk use to refer to the lands west of
Anauroch and north of the High Moor.

The North can be divided into five separate areas: the High
Forest, the greatest existing forest in all Faerun; the Savage Frontier,
which encompasses the lands outside the High Forest and Silverymoon;
the Silver Marches, a new confederation of cities, towns,
and fortresses centered around the shining city of Silverymoon; the
Sword Coast North, the lands west of the Dessarin River; and
Waterdeep, the City of Splendors, virtually a nation unto itself.

Subregions: The High Forest, The Savage Frontier, The Silver Marches, Neverwinter, Waterdeep

Automatic Languages: Chondathan, Illuskan

Bonus Languages: Dwarven, Elven, Giant, Goblin, Midani, Orc

Character Traits:

Foe Hunter: You gain the benefit of the Improved Critical feat, as well as a +4 bonus to survival checks made to track against one type of opponent, chosen when you take this feat. If you choose outsiders or humanoids as a type, you must also choose a subtype.

Saddleback: You gain Mounted Combat as a bonus feat, as well as a +2 competence bonus to ride checks and appraise checks made to value a potential mount.

Wild Survivor: You gain Endurance or Great Fortitude as a bonus feat. In addition, you gain a +2 on survival and knowledge:nature checks.

Jotunbrud: This trait may only be taken by humans or half orcs. You have significant giant blood in your ancestry. When you determine your height and weight based on your race, take the maximum table value and add 30%. As a result, you are treated as a large creature for the following: useable weapon size, CMB and CMD, grappling, and carrying capacity. You also gain a +2 circumstance bonus on strength checks made to break objects.

Forester: You receive a +2 bonus on stealth checks, a +4 circumstance bonus on survival checks and knowledge:nature checks. You are proficient with Longbows. If you are already proficient with longbows, you may treat all range increments as if 1 less when firing one.



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PostSubject: Grey Dwarf, Underdark   Character Traits and Regions EmptyThu Oct 13, 2011 2:50 pm

Grim and determined, the duergar (or gray dwarves) lead lives of
neverending toil in the great foundry-cities they have built in
the Underdark. The gray dwarves are nearly as widespread and
numerous as the drow, and the typical duergar realm is every bit
as strong, cruel, and wealthy as a great city of the dark elves. But
while most drow cities exist to exalt the high nobility of the dark
elves, duergar cities exist only for the manufacture of wealth
through unending labor.

Duergar are sullen, insular, and industrious, but they tend to
be better neighbors than drow and are less likely to raid surface
lands or seek out victims to torment. They are the preeminent
artisans and merchants of the Underdark, and duergar caravans
cross every corner of Faerûn miles beneath the surface. The gray
dwarves are all too willing to enslave any likely creatures that
fall into their hands, but they don’t waste slaves in the sort of
cruel spectacles that the drow enjoy. Instead, the duergar simply
work their captives to death.

Duergar are universally disliked by all other
beings, including each other. They are churlish and hateful, and
they want nothing to do with other races unless they stand to
gain something from the encounter. Of the other Underdark
races, duergar find the svirfneblin and the orogs the least irritating,
since the deep gnomes and deep orcs are also outstanding artisans
who value hard work.

The gray dwarves can’t stand the drow, probably because they
can sense the condescension and
mockery behind dark elf courtesy. Duergar absolutely loathe
other dwarves (particularly shield dwarves) and mind flayers
because the rest of dwarvenkind abandoned Clan Duergar to
thralldom and misery under illithid rule thousands of years ago.
(At least, that’s how the gray dwarves view the incident.)


Subregions: The Deep Wastes, Gracklstugh, Drik Hargunen, Dunspeirrin, Fraaszummdin

Automatic Languages: Undercommon, Dwarven

Bonus Languages: Common, Draconic, Giant, Goblin, Orc, Terran

Character Traits:

Blessing of Duerra: You gain Wild Talent as a bonus feat. For every 2 character levels you gain beyond 1st (3rd, 5th) you gain an additional 1 power point. If you are already a psionic character, you gain an extra power point at every level.

Knave of Blades: You gain a +2 bonus on Stealth checks and your choice of either Two-weapon fighting or Weapon Focus as a bonus feat.

Underdark Survivor: You may choose either Endurance or Daylight Adaptation as a bonus feat. In addition, you receive a +2 circumstance bonus on survival checks and Knowledge: Dungeoneering checks.

Bullheaded: You gain Iron Will as a bonus feat, and a +2 morale bonus to Combat Maneuver Defense (+4 against bull rush)

Adamant Bones: You are treated as if you are always wearing armor possessing the light fortification special ability for purposes of critical hits, giving you a nonmagical 25% chance to instead take normal damage. This trait has no effect on sneak attacks, however.





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PostSubject: Dwarf, Shield   Character Traits and Regions EmptyThu Oct 13, 2011 5:15 pm

The sculpted halls and echoing chambers of dwarven kingdoms
are scattered through the Underdark like forgotten necklaces of
semiprecious stones, Dwarven kingdoms such as Xonathanur,
Oghrann, and Gharraghaur taught the less civilized races of
Faerun what it meant to hold and wield power. Unlike the
ancient human empires, the dwarves distrusted magic, so they
were never seduced to the heights of magical folly that toppled
Netheril and Imaskar. Instead, the dwarves became locked in
eternal wars with goblin-kind and the other dwellers in the
Underdark. One by one, the dwarven empires of the north failed,
leaving only scattered survivors in the mountains or unconquered
sections of the Underdark.
The clans that survived these battles are the shield dwarves.
For many human generations they were divided into two types:
the Hidden, given to reclusion and secrecy, and the Wanderers,
comfortable with other races and inclined to exploration. Since
the Thunder Blessing, the older members of Hidden clans are
beginning to change their hearts. Within a few decades the differences
between Hidden and Wanderer may become meaningless.
Regions: Shield dwarven holds exist in Damara, Impiltur, the
North, the Silver Marches, Vaasa, the Vast, and the Western Heartlands.
Citadel Adbar (north and east of Silverymoon, but counted as
in that region for these purposes) is the most famous shield dwarven
city.

Home Regions: Citadel Adbar, Mithral Hall, Sundabar, Mirabar, Silverymoon, Scattered small holds throughout the North

Automatic Languages: Common, Dwarven

Suggested Languages: Chondathan, Draconic, Giant, Goblin,Illuskan, Orc

Character Traits:

Adamant Bones: You are treated as if you are always wearing armor possessing the light fortification special ability for purposes of critical hits, giving you a nonmagical 25% chance to instead take normal damage. This trait has no effect on sneak attacks, however.

Bullheaded: You gain Iron Will as a bonus feat, and a +2 morale bonus to Combat Maneuver Defense (+4 against bull rush)

Thunderblessed: You were a twin born in the recent surge of dwarf population known as as the Thunder Blessing. You gain a +2 sacred bonus to all charisma-based checks If you are a spellcaster with the Earth or Dwarf Domain or the Stone, Metal, or Ancestor mystery you may treat your primary spellcasting modifier as if it were 2 points higher for Domain spells and class abilities. Also, you may make a DC 15 survival check to sense the direction of your twin as a full round action as long as he is on the same plane.

Clangeddin's Wrath: You gain Weapon Focus(dwarven) as a bonus feat, gaining the benefit of this feat any time you use a weapon which the dwarven racial feature "Weapon Familiarity" applies to. You gain the benefit of the Improved Critical feat when attacking orcs or goblinoids, although this does not allow you to qualify for other feats and does not stack with any other effects which improve your threat range.

Mountain Survivor: You may choose either Endurance or Great Fortitude as a bonus feat. In addition, you receive a +2 circumstance bonus on survival checks and climb checks.

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PostSubject: Mulhorand   Character Traits and Regions EmptyFri Oct 14, 2011 3:40 am

Mulhorand
Capital: Skuld
Population: 5,339,520 (humans 95%, half-orcs 2%, planetouched 2%)
Government: Theocracy
Religions: Mulhorandi pantheon, Gond, Mask, Mystra, Red Knight
Imports: Fine timber, incense, iron, perfume, slaves (from Thay),
spices
Exports: Ale, beer, blank spell books, gold, granite, paper, precious
stones
Alignment: LN, LG, LE

One of the few ancient empires that has survived to the present
day, for millennia Mulhorand existed under the rulership of physical
manifestations of its deities. Now in the hands of those
deities' mortal descendants, Mulhorand has begun to change and
accommodate the rest of the world, opening itself to foreign trade
and ideas.
With the collapse of Unther's government, Mulhorand has conquered
much of its old rival's territory and may be looking to remakeremake
itself into the empire it used to be. Still unpopular in some
western countries for its acceptance of slavery, Mulhorand remains
an exotic land with powerful magic, old technology, and a
powerful clergy.

Mulhorand has long been a patriarchal nation, with the first son of
a family inheriting two-thirds of the family's property, the second
son getting the remainder, and all other children left to fend for
themselves. With the removal of the deific manifestations and
influence on Pharaoh Horustep III by foreign mercenaries, Mulhorand's
laws have started to enforce equality between the sexes.
Clerics are still the most respected members of society, with the
vast majority of them being descendants of the incarnations of the
deities they serve. Wizards and sorcerers, also well respected here,
spend their time researching new magic or examining old artifacts.
Religion is important to the Mulhorandi. They say prayers four
times a day, clerics run the government, and the temples own all the
nation's slaves (which are rented out to others) Class is also important:
Bureaucrats (people of status) shave their heads and paint circles
upon their foreheads. One circle indicates a freeman, two a
wizard, and three a cleric. The middle class consists of artisans,
craftsfolk, traders, mercenaries, and scribes.

Below the middle class are the slaves, who are treated well; harming
a slave is considered vandalism of temple property. It is possible
for a slave to rise to the status of a bureaucrat if given sufficient
education. For the most part, adventurers are seen as little more
than grave robbers. Nonhumans are uncommon aside from the
dwarves and gnomes in the Sword Mountains and elves and halfelves
in the Methwood.

The greatest source of dissent among the citizens is the rivalry
between the churches of Anhur and Horus-Re. Anhur favors change
and conflict while Horus-Re represents eternity and perpetual order.
Now that Mulhorand is ruled by someone fully mortal once again,
the dominance of Horus-Re is lessening, and deities from the
Faerunian pantheon are making inroads in Mulhorand while the
local deities are expanding outward from their native land. Mulhorand
is also unusual for its technology, primarily pumps to move
water to irrigate crops. This aspect of the culture had fallen into
decline for centuries but is now being revived by the clerics of Thoth
and Gond.

Mulhorand is a vast realm, stretching from the salty lake of Azulduth
through its client states of Semphar and Murghom all the way
to the Hordelands.

Subregions: Skuld, Gheldaneth, Mishtan, Neldorild, The Alamber Sea, The Dragonsword Mountains

Automatic Languages: Mulhorandi, Common

Suggested Languages:Aglarondan, Chessentan, Draconic, Durpari, Goblin, Tuigan, Untheric

Character Traits:

Divine Might: The direct presence of the Mulhorandi gods in this land has made it's priesthood especially powerful. If you are a cleric, you may treat your Wisdom as if it were 2 points higher for all Cleric spells and class abilities.

Arcane Schooling: Ancient Arcane traditions are still taught in this land. You gain a +2 insight bonus on Spellcraft checks. If you cast arcane spells spontaneously, you may use spell slots to prepare them in advance instead if you wish (no spellbook required), this requires the standard preparation time which you much spend concentrating. This allows you to prepare spells using metamagic feats and cast them as a standard action rather than the full-round action normally required.

Educated: You gain a +3 insight bonus on all Knowledge checks. Once per day you may take 20 on a knowledge check as after 1 minute of contemplation.

Fury of Horus-Re: Your family shares some connection to the Mulhorondi pantheon and in particular with Horus-Re, God of Vengeance and the Sun. You are immune to being dazzled or blinded by bright light. In addition, twice per day when your total HP are below 50% of maximum, you may make an attack of opportunity against a foe who has just struck you in melee. You gain a +4 to hit with this attack and damage on this attack.

Wrath of Anhur: You gain weapon focus or power attack as a bonus feat (your choice). Once per day, you can cast bless as a spell like ability as if you were a caster of level equal to your character level.







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PostSubject: Halruaa   Character Traits and Regions EmptyFri Oct 14, 2011 3:52 am

Halruaa
Capital: Halarahh
Population: 1,676,160 (humans 90%, dwarves 5%, halflings 2%,
elves 1%, half-elves 1%)
Government: Magocratic oligarchy (Council of Elders)
Religions: Azuth, Mystra, Shar (new cult)
Imports: Exotic magic items, precious metals
Exports: Electrum, Haerlu wine
Alignment: LG, LN, NG

Far to the south and ringed by mountains lies Halruaa, a nation of
wizards. The Halruaans are descendants of refugees from mighty
Netheril, a kingdom of human wizards who allowed their own
power to grow unchecked, corrupt their souls, and blast all their
works into splinters. Halruaa has maintained the Netherese fascination
with magic, pursuing the Art with fanatical devotion and
considering all other studies to be inferior pursuits. So far the Halruaans
have avoided the soul-blindness that doomed Netheril.

The Halruaan wizards are a self-satisfied lot, more interested in
pursuing their research in the privacy of their home laboratories
than in exploring or exploiting the rest of Toril. Those who do
leave their native land are merchants or agents in search of unusual
spell components. Sometimes such agents are important enough
to travel in one of the fabled Halruaan skyships, but the flying
craft are fragile and so valuable that they are not sent outside Halruaa
on anything less than major missions.

Not all Halruaans are wizards, but they act as if they were, Halruaans
observe exaggerated social courtesies, taking time for
lengthy declarations of intent, ritual sharing of spell components,
and other elaborate social niceties. These practices would be a
waste of time in a society that didn't hinge on the worry that a
fellow citizen who grows displeased with you could turn you into
a toad. Halruaans often spend more time on their studies than on
their families, seldom rearing large numbers of children—and
populating their country more thinly than more vigorous human
societies.
Halruaans receive public schooling until at least the age of thirteen.
Screening for magical aptitude occurs at age five, and magiccapable
students often master cantrips by the time they are
fifteen.
Although practicing magic is not necessary to live well in Halruaa,
it helps. Those who arc capable of casting wizard spells "have
the gift," even if they do not make use of their talents. Roughly
one-third of all Halruaans have the gift. Of that number, approximately
two-thirds have some arcane knowledge and the rest have
at least one level of wizard. To Halruaans, the true Art is wizardry—
sorcery is viewed as a dangerously undisciplined and primitive
approach to magic. The few Halruaans whose gifts force them
to become sorcerers instead of wizards either downplay the extent
of their powers or leave the country.

Subregions: Haligard, Halarahh, Mount Talath, Expatriates

Languages: Halruaan, Common

Suggested Languages: Dambrathan Elven, Goblin, Halfling, Shaaran, Tashalan

Character Traits:

Arcane Might: Your people are renowned for their Wizardry. You may treat your intelligence score as 2 points higher for all Wizard spells and class abilities.

Educated: You gain a +3 insight bonus on all Knowledge checks. Once per day you may take 20 on a knowledge check after 1 minute of contemplation.

Arcane Schooling: Ancient Arcane traditions are still taught in this land. You gain a +2 insight bonus on Spellcraft checks. If you cast arcane spells spontaneously, you may use spell slots to prepare them in advance instead if you wish (no spellbook required), this requires the standard preparation time which you much spend concentrating. This allows you to prepare spells using metamagic feats and cast them as a standard action rather than the full-round action normally required.

Magical Training: You may cast the 0-level arcane spells dancing lights, daze, and mage hand three times per day each, and choose one 1st level arcane spell which you may cast once per day. You have an arcane spell failure chance if you wear armor. You are treated as a wizard of half your character level when casting these spells.





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PostSubject: Cormyr   Character Traits and Regions EmptyFri Oct 14, 2011 3:59 am

Cormyr
Capital: Suzail
Population: 1,360,800 (humans 85%, half-elves 10%, elves 4%)
Government: Monarchy
Religions: Chauntea, Deneir, Helm, Lathander, Lliira, Oghma,
Malar, Milil, Selune, Silvanus, Tempus, Tymora, Waukeen
Imports: Glass, ivory, spices
Exports: Armor, carved ivory, cloth, coal,
food, swords, timber
Alignment: LG, LN, NG

Cormyr (pronounced core-MEER, also known as the Forest Country and the Land of the Purple Dragon) was an independent nation in Interior Faerûn. It was historically one of the most prosperous countries of Faerûn.

Cormyr was founded in 26 DR. Its first king was Faerlthann Obarskyr, son of Ondeth Obarskyr and Suzara Obarskyr. The kingdom was initially formed because the elves and humans in the region needed to get along with each other. Since that time, Cormyr grew by absorbing the realms of Esparin and Orva[citation needed] and claiming the Stonelands as its own.

Some time between 376 DR and 432 DR, Cormyr was invaded by many dragons, including Thauglor,the purple Dragon,so called because his scales went purple with age, who laid waste to virtually all of the settlements in the country. It was then raided by orcs from the Stonelands, who occupied the King's Forest until they were finally driven out in 429 DR by King Duar Obarskyr. By 432 DR, many noble families had left Cormyr for either the Dalelands or Waterdeep, or split into small factional bands. The city of Suzail was sold to Magrath the Minotaur and his pirates by a traitor to the crown around this time,[3] and it was after Magrath's death that the Purple Dragon was adopted as the nation's official symbol.

In 1352 DR (the Year of the Dragon) Gondegal, also known as "The Usurper King" and "The Lost King", attempted to establish a separate kingdom centered on the city of Arabel. He was overthrown, after only eight days in power, by an allied army composed of forces from Tilverton, Sembia and Daggerdale, along with the Purple Dragons, led by king Azoun IV.

As of 1372 DR, the country was under threat from all sides and struggling to holding onto order. Nobles bickered over land rights, Sembian merchants and a Cult of the Dragon cell tried to gain a trading foothold, and there was a Zhentarim presence. The city of Shade and the ruins of Myth Drannor both posed a threat.

Around 1372 DR the country felt the effects of the Goblin War and the death of King Azoun IV. Bandits inhabited the roads and remnants of orc and goblin armies inhabited the forests. The town of Tilverton was destroyed in a battle against the Shadovar, leaving the strategically important northeast of the country open to raiders wishing to invade.

The ruler as of 1372 DR, Regent Alusair Obarskyr, had her hands full dealing with all of these threats. She had the experienced Purple Dragons and War Wizards at her disposal.

Adventuring was frowned upon without an official license, but adventurers could likely lend a tremendous amount of aid to the overstretched Cormyrian military. Lady Alusair was known to offer land in exchange for services rendered to her country, so this was a place adventurers wanting to make a name for themselves tended to flock to.

By 1368 DR, the following laws had been posted at all major entry points to Cormyr.[9] It was not known when this practice started, or when or if it was discontinued.

Laws of Cormyr

All persons entering Cormyr must register with the officials of a border garrison.
Foreign currency can only be used in certain locations. Please exchange your coins for Cormyrean golden lions at your first opportunity.
Adventurers must acquire a charter before undertaking any operation as a group.
All weapons must be peace-bonded. The only persons exempt from this law are members of chartered adventuring groups and members of mercenary groups that can offer proof of employment.
Harming cats is forbidden.
Bow your head to royalty and the local nobility.
Purple Dragons have the right to search you upon request.
Hunting on private land is forbidden.

Often referred to as the "Forest Kingdom", Cormyr was once covered in thick forests. Due to commercial logging and clearing for farming, however, the once great forests became restricted to the King's Forest in the west, the Hullack Forest in the east and the relatively small Hermit's Wood to the south between Wheloon and the Dragonmere. The Dragonmere, an expanse of water connected to the Sea of Fallen Stars, bordered Cormyr to the south. The Storm Horns mountains formed a boundary to the north and west of Cormyr, with the Thunder Peaks to the east. The Vast Swamp separated Cormyr from Sembia in the southeast. The Wyvernwater was a large lake in the middle of Cormyr. Cormyr itself was dotted with beacon towers, used to quickly relay messages across the land.

Subregions: Suzail, Arabel, Marsember, Eveningstar, Wheloon, Tilverton (see history)

Languages: Chondathan

Suggested Languages: Elven, Orcish, Damaran

Character Traits:

Aristocrat: You are a member of a noble family of some importance. At 1st level you receive double the normally indicated starting wealth. You receive a +2 bonus on Knowledge(Nobility and Royalty) and ride checks and on Diplomacy, Bluff, Intimidate and Sense Motive checks when dealing with a member of the nobility or other appropriate individuals (DM's discretion). Rapiers are considered a simple weapon for you, if you take the weapon focus(rapier) feat you gain a +2 bonus on combat maneuver checks using a rapier.

Forester: You receive a +2 bonus on stealth checks, a +4 circumstance bonus on survival checks and knowledge:nature checks. You are proficient with Longbows. If you are already proficient with longbows, you may treat all range increments as if 1 less when firing one.

Purple Dragon: You are, have been, or have had a close association with the Purple Dragons, the military forces of Cormyr. You gain a bonus feat giving you proficiency with your choice of light armor, shields, or a single martial weapon. If you are already proficient with light armor or any martial weapon, you may instead choose medium or heavy armor proficiency or weapon focus (any martial weapon). You also gain a +3 bonus on ride and knowledge(local:Cormyr) checks

Arcane Might: Because of your association with the War Wizards, the royal college of Cormyrian mages, you may treat your intelligence score as 2 points higher for all Wizard spells and class abilities.




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PostSubject: Goblin region   Character Traits and Regions EmptyWed Apr 18, 2012 9:38 am

Population: Many
Government: Anarchy
Religions: Maglubiyet, Bargrivyek, Khurgorbaeyag, Meriadar
Imports: shinies, meat, slaves,
Exports: goblins, goblins, hobgoblins, and goblins
Alignment: CE

Goblins are a race of small and numerous goblinoids common throughout Toril, often living in underground caverns near the surface known as lairs. The race is often, though not always, dominated by other goblinoids, most commonly hobgoblins. Goblins may have, in fact, been initially created by this related race to serve as scouts and infiltrators. Goblins are small goblinoids that many consider little more than a nuisance. They have flat faces, broad noses, pointed ears, and small, sharp fangs. Their foreheads slope back, and their eyes vary in color from red to yellow. Their skin color ranges from yellow through any shade of orange to a deep red; usually all members of the same tribe share the same colored skin, though they also come in shades of green. Goblins are typically found in dark leathers soiled by poor hygiene and colored in a similar range of tones to their skin. Goblins usually stand between 3'4" and 3'8" and weigh about 40 to 55 pounds on average. Goblins breed extremely rapidly compared with many other races, accounting for their large population.

Goblin society is tribal by nature. Goblin leaders are generally the strongest and sometimes the smartest around. Goblins have little concept of privacy, living and sleeping in large common areas; only the leaders live separately in their own private chambers. As such, goblin lairs are often stinking or soiled, though easily defended when under assault.[8] Many such lairs are layered with simple traps for such purposes.[9]

Young goblins are taught from an early age to rely only on themselves and that to survive, they must be aggressive and ruthless. To a goblin, it does not seem logical to treat others as well or better than you would treat yourselves; rather, they believe in preemptively removing with potential rivals before they can become a threat.[8] Because of the violent nature of goblin culture it is not uncommon for goblins to come under the domination of individuals from a larger, more physically powerful culture, most typically larger goblinoids such as hobgoblins or bugbears.[6]

Goblin settlements are typically very densely populated and filled with young goblin children. This is in part because goblin females are expected to birth as many children as possible to sustain a population constantly driven down by violence. However, young goblins do not outnumber adults because their lives are often at least as dangerous as those of adults.[8]

Male goblins, who are dominant in goblin society, sustain the community by raiding and stealing, sneaking into lairs, villages, and even towns by night to take what they can. If supplies get short enough, goblins will even resort to eating members of other races, including other goblinoids.[8] They are not above waylaying travelers on the road or in forests and stripping them of all possessions, including the clothes on their backs. Goblins sometimes capture slaves to perform hard labor in the tribes lair or camp.[citation needed]

Until the Spellplague, goblins primarily worshiped members of the goblin pantheon, such as Maglubiyet in particular, who inspired them with his feats of strength and treachery.[10] After the Spellplague however, the power of the Black Lord Bane grew and then extended his power over Maglubiyet, making the goblin god one of his exarchs. Much of the rest of the goblinoid pantheon was destroyed.[11]

Goblins do not get along well with most other races and are particularly suspicious of other goblinoids. Goblins have a somewhat ambivalent relationship with orcs and half-orcs, who they've worked with on occasion, but the only true allies of the goblin race are worgs, who often act as mounts and fighting companions for goblins. Goblins have a particularly adverse relationship with both Tel-quessir and dwarves.[10]

Subregions: Batari, Forestkith goblins, Grodd goblins

Languages: Goblinoid, Common

Suggested languages: Giant, Orc, Kobold, Bugbear

Character Traits:

Sticky Fingers: Your race or region is well known for its avarice and natural ability to acquire the possessions of others. You may make a Sleight of Hand skill check instead of using your Combat Maneuver Bonus when using the Steal combat maneuver. You may take the Improved Steal and Greater Steal feats even if you do not possess the Combat Expertise feat, and you may apply the +2 bonuses from those feats to Sleight of Hand checks when using a Steal combat maneuver.

Swarmfighting: When fighting a single opponent of your size or larger and adjacent to at least two other allies who who possess this trait, you may add a +1 on all attack rolls (and CMB) for each ally fighting thus beyond the second. All allies benefitting from this bonus must be adjacent to at least one other ally in the swarm in order for any of it's members to gain the bonuses.

Revolting: Your kind are not known for their hygiene or squeamishness. You may ignore the sickened condition, and any time you would be nauseated you may instead treat this condition as if you were sickened. If you bathe or otherwise conform to the standards of "civilized" society(DM's discretion), you lose the benefit of this trait for 48 hours.

Underfoot: You gain dodge as a bonus feat and receive a +4 bonus on combat maneuver checks when initiating a trip or dirty trick combat maneuver against an opponent at least one size category larger than yourself. If you have at least 5 ranks in acrobatics you receive a +5 bonus on acrobatics checks to avoid attacks of opportunity from creatures at least one size category larger than you.

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PostSubject: Waterdeep, The City of Splendors   Character Traits and Regions EmptyWed Apr 18, 2012 12:23 pm

Waterdeep, the City of Splendors

Population: 1,347,840 (humans 64%, dwarves 10%, elves 10%,
halflings 5%, half-elves 5%, gnomes 3%, half-orcs 2%) (City of
Waterdeep, Metropolis, 132,661)
Government: Oligarchy (the Lords of Waterdeep, anonymous meritocratic
rulers)
Religions: All, especially Deneir, Mystra, and Oghma
Imports: Grain, livestock, leather, ore, timber, and exotic goods
from all lands
Exports: Ale, arms, cloth, furnishings, leather goods, pottery,
refined metals, and all other sorts of finished goods
Alignment: All

Waterdeep is the major cosmopolitan power of Faerun. It benefits from an excellent harbor, wise rule, a tolerant spirit, and a powerful magical tradition that generally produces stronger good wizards than evil wizards. Waterdeep contains at least one of nearly everything, but it's not a melting pot—instead, it's like a gem grinder, smoothing individuals' rough edges so that their talents
shine brighter.

The city's nickname, the City of Splendors, is never said sarcastically. People know that Waterdeep is a marvel and that life is better, or at least more bizarre, there. If Waterdhavians have one notable fault, it's a tendency to think that there is nothing new under the sun, and they treat the entire sum of human and nonhuman experience as their potential cultural heritage. This fault is not always a bad thing.

LIFE AND SOCIETY
The City of Splendors is undeniably a place where things happen, an important center of trade and change. Waterdhavians merely accept this as a fact and never think on why or how it became so. The astute see that Waterdeep is a city of wealth where the rich gather to trade, and in trading with others generate wealth with a swiftness unknown in backcountry Faerun. The coins are the fire under the cauldron.

The cauldron itself, and the spoons that stir it, are the local powers locked in an endless struggle for supremacy, striving against each other in ways large and small. These are the guilds, nobles, trading costers, mercenary bands, city authorities, criminal organizations, individual citizens seeking daily sustenance, and newcomers seeking fortunes. Some folk find life in Waterdeep to be a wine they can't stop drinking. Powers of all sorts, from cults and trade cabals to wizards' organizations and foreign rulers, find it expedient to have spies and even assassins active in Waterdeep at all times. Although the City of Splendors has plenty of room for anyone with coin to spend, it is also the place where every private moment may be seen or overheard
by someone else. Many Waterdhavians rent secret rooms or establish false identities to avoid their enemies' ears.

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