Warriors of the Vilhon Reach (Character Kit)

Class Information 	Class Information
Racial Requirements 	Human
Ability Requirements 	Strength 9
Prime Requisite 	Strength
Hit Die Type 	d10
Attack as 	Fighter
Save as 	Fighter
Advance as 	Fighter
Spell Ability? 	No
Exceptional Strength? 	Yes
Exceptional Constitution?	Yes
Starting Cash (x10 gp) 	5d4
Proficiencies 	Proficiencies
Weapon Slots 	4
Additional Slot 	3
Nonproficiency Penalty 	-2
Nonweapon Slots 	3
Additional Slot 	3
Available Categories 	General, Warrior
Bonus Proficiencies 	None
Recommended Proficiencies	None
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==Overview==
The Vilhon Reach is a fertile, rich land that includes the nations of Chondath, Hlondeth, Sespech, and Turmish.
===Chondath===
Once a powerful nation, Chondath has been reduced by war, disease, and magical disasters to a series of small, nonaligned city-states. Warriors are prized in Chondath, since their numbers have dwindled due to the wars. The demand for fighters is high because of the internal rivalries that wrack the remaining city-states of Hlondeth
This ancient walled city is also called the City of Serpents, due to the serpent theme prevalent in the architecture. It is a prosperous city, and warriors here are relegated mostly to mercantile escort work. However, they are always on guard against any rise in Chondath's power, fearing a return of all-out war in the region.
===Sespech===
Sespech is a petty barony that broke away from Chondath during the Rotting War. A struggling, chaotic nation, its ruler Baron Thurgar Foesmasher is actively recruiting warriors for Sespech's "self-defense."
===Turmish===
The dark-skinned, tattooed people of Turmish dwell in a land that is prosperous, peaceful, and civilized. Warriors of Turmish are known for being articulate, honorable, and highly-skilled warriors, as well as their habit of wearing beautiful, ornate armor.
==Description==
All of the warriors of the Vilhon Reach accept the practice of marking their foreheads with small dots of colored chalk. One dot means the warrior can read, two dots mean they can write, and three dots mean they can use magic. Obviously, warriors will never be running around with three dots on their forehead!
===Chondath===
Warriors of Chondath always appear to be ready for action. They favor the best armor they can afford to buy. They are also fond of wearing the old colors of past regiments and noble houses which no longer exist, perhaps a sad reminder of what Chondath's people once were.
Weapons are displayed in elaborate sheaths and scabbards that maximize their visibility; Chondath warriors want the world to know that they have come to fight, and that their strength relies on muscles and blades, not magic.
===Hlondeth===
Hlondeth warriors always make an effort to look their best. Their armor, helms, and shields are constantly kept polished and mended, their edged weapons' blades are keen, and their clothing is impeccable.
Green is the favored color of cloaks, tunics, and tabards. Small polished pieces of green marble are set in armor, shields, helms, and the pommels of weapons. Emeralds are the gemstones of choice for those who can afford to use them as jewelry and decorations.
Serpents are the most prevalent motif on shields and crests. A favored customizing item is a brooch that resembles two serpents coiled and intertwined in a circular pattern. It is made of gold, and it is often used to fasten the green cloaks that are so popular among these warriors.
Many warriors also favor earrings in their left ears. A popular earring appears as a small serpent made of gold that holds a tiny aquamarine in its mouth.
===Sespech===
Aside from the normally expected combat duties; warriors of Sespech have a very special purpose in the barony: They are expected to maintain a highly visible presence, and the more formidable they seem, the better. Warriors of Sespech favor chain or plate mail armor and a helm with a single blue feather set into it. The blue feather is a decoration that indicates the warrior's loyalty to Baron Thurgar Foesmasher.
Nothing is more impressive to Sespechans than a warrior expertly wielding a two-handed weapon, so most of Sespech's warriors use two-handed or bastard swords, pole arms of all types, and large battle axes. Shields are obviously discouraged due to these weapon preferences.
The very aspect of a warrior of Sespech is strength and readiness. The Baron wants to send the message that he has able warriors at his command.
===Turmish===
Warriors of Turmish are tall, mahogany-skinned warriors of considerable grace and handsomeness. As a rule, they tend to remain clean-shaven, since beards are associated with someone of the merchant class. Along with this careful grooming, the warriors are fond of wearing pleasant fragrances and colognes to mask the smells of sweat, metal polish, and other scents acquired "on the road."
The warriors of Turmish wear armor that is a flawless blend of elf and human styles. The armor is usually customized with embossing, spires, and raised, fluted curves on the shoulder plates and other joints.
==Role-Playing==
===Chondath===
The warriors of Chondath are a grim, hard-working lot who have been exposed to generations of conflict, death, and destruction. The Rotting War and the current petty rivalries of various lasting communities are but the latest difficulties for this country.
The loyalties of a warrior of Chondath are not to his nation, as present-day Chondath is little more than a loose confederation of city-states and towns. This confederation is under the nominal control of the Lord of Arrabar, to whom most warriors of Chondath give their fierce and unrelenting loyalty.
Warriors of Chondath are vehemently against displays of magic, even low-powered magic, since the Rotting War. The only magical items that a warrior of Chondath is interested in are magical weapons and magical defenses (armor, shields, rings, bracers, etc.). If a Chondathan warrior is in the company of a wizard who casts a spell, the fighter will warn the wizard not to work magic in his sight again. If the wizard does not comply, the warrior may either attack the spellcaster or quit the company. Priest spells are only slightly more tolerable to Chondathans, provided they are not done too often nor are too flashy.
===Hlondeth===
The warrior of Hlondeth is rather tolerant of snakes and other reptiles. In general, the warriors of Hlondeth are prosperous and easy-going. They are also accustomed to very little interference in their lives from rulers, as Hlondeth is ruled with a light hand.
===Sespech===
Warriors of Sespech are a chaotic lot, who have gravitated to Sespech because of the secessionist policies of the Baron. They tend to dislike organized governments, and have proud, stubborn, independent streaks.
Each warrior of Sespech is also ready to fight at a moment's notice. They are extremely alert in guarding against foes, but this can often degenerate into paranoia.
A warrior of Sespech is not a very sociable person, unless he finds people of similar temperaments. After that, he tries his best to convert that person to the Baron's "cause."
===Turmish===
Turmishite warriors follow closely in the mindset of their fellow countrymen. Wealth and status are unimportant; rather, a warrior is judged on his own individual merits. Turmishites reject the ideas of social classes and the privileges allegedly due to such folk.
Even though they are a handsome folk, Turmishite warriors do not concern themselves with fashions. In fact, they have been known to openly laugh heartily at foreigners who wear something inappropriate for the situation (silks in the sewers, bright clothes while trying to hide, etc.), gaudy, or ridiculous in the name of fashion.
Since Turmishite warriors believe in judging a person on his deeds, these fighters make sure that they themselves will be judged well. They are brave and honorable warriors whose personal words are their bonds: They never shy away from an important cause and always come to the aid of someone being pushed around by a stronger bully.
Warriors of Turmish also make excellent hosts and very polite guests. In the latter case, a warrior always remembers to bring a gift to the home of his host.
If a person wishes to insult a Turmishite warrior, call him a "Turmite"—it will probably be the last thing that person ever says.
Lastly, a Turmishite warrior's ideas of beauty come from natural things, as opposed to works of art. All Turmishites watch nature very closely.
==Special Advantages==
===Chondath===
The state of readiness and the impressive martial look of a warrior of Chondath increases the fighter's Charisma by 1 when dealing with other fighters (not paladins or rangers).
The warriors of Chondath have become so good at noticing when a spell is being cast that they gain the spellcraft nonweapon proficiency for free when they reach third level.
===Hlondeth===
The warrior of Hlondeth is from a prosperous, lightly governed city. Warriors get 6d4 (x10) gold pieces to start with, and all initial equipment purchased is at a 10% discount.
If selecting starting languages, a warrior of Hlondeth can select from the following exotic languages as well as Common: bullywug, firenewt, lizard man, troglodyte, and yuan-ti.
===Sespech===
Since the Baron wants to have well-paid, happy, well-equipped warriors under his command, each warrior of Sespech starts out with a free suit of chain mail, a bastard sword or two-handed sword, and an additional 1d20 gold pieces for starting funds.
Warriors of Sespech also begin with an extra weapon proficiency, raising the initial amount of weapon slots to five. The extra proficiency must be spent on either bastard swords or two-handed swords.
===Turmish===
Warriors of Turmish are from a nation that is generally respected and well-liked, especially their merchants. Turmishite warriors get a +1 reaction bonus when interacting with NPCs. Naturally, this assumes that the warrior is acting civil, not being rude or not actively participating in some drunken brawl.
As well-dispositioned folk, the warriors of Turmish get the etiquette nonweapon proficiency at no cost.
Every suit of armor, shield, and helm are decorated in the distinctive Turmish fashion. Thus, when purchasing their initial armor, its true value is actually an additional 20% of the list price. Still, the warrior only pays the list price. The additional value comes into play only if the items are being resold or repaired.
Additionally, cultures that favor displays of omamentation are usually quite impressed by the warrior's Turmishite armor. With such cultures, the warrior gains a +2 bonus on NPC interactions. Note that this is cumulative with the base +1 reaction bonus mentioned earlier.
A Turmishite warrior also has the amazing ability of telling what time it is, just by looking at the open sky and nature around him.
==Special Disadvantages==
===Chondath===
Chondath as a nation is a ruin, This has impacted the economy as well. Chondath warriors start out with only 3d4 (x10) gold pieces.
Also, due to the lack of experienced tutors in the ways of the warrior, warriors of Chondath use the ranger/paladin experience point table for level advancement.
Without question, the worst drawback of being a warrior of Chondath is an innate hatred of magic. This hatred is understandable, given the devastation wreaked upon this nation by wizards in the Rotting War. This hatred is bound to cause many problems in a balanced group of adventurers. If there is a wizard in a party that includes a warrior of Chondath, the warrior will be overtly hostile, at least verbally. The wizard will find himself the target of every possible barb, taunt, insult, and argument. Any setbacks that the party suffers will be blamed on the wizard by the Chondathan. The only way to work this handicap out is for the wizard to act in a manner above reproach. If the wizard does not antagonize the warrior, continued exposure to the wizard and the good magic can do hopefully may mitigate the problem.
===Hlondeth===
Perhaps it is due to the yuan-ti rulership or the serpent influence on the city's ancient history, but warriors of Hlondeth have an irrational fear of birds, especially birds of prey or giant versions of common birds. Around normal birds (crows, sparrows, pigeons, doves, seagulls), Hlondeth warriors experience an uneasiness that translates into a -1 penalty on attack rolls and initiative rolls.
When a Hlondeth warrior is within 60' of a bird of prey (eagle, hawk, falcon), or is in sight of a giant species of bird (such as a roc), he must make a saving throw vs wands or suffer the effects of a fear spell. This effect lasts 2d4+2 rounds or until the bird leaves.
Finally, there are many folks outside the Vilhon Reach and the Old Empires regions that are leery of dealing with folks who are ruled by the yuan-ti, an evil
serpent race. When interacting with NPCs beyond the Vilhon Reach/Old Empire areas, NPC reactions suffer a -2 penalty.
===Sespech===
In order to best reflect the social disorganization and general dislike of order that this area suffers, Sespech warriors must be of a chaotic alignment.
In addition, the Baron is loathe to let any of his warriors go adventuring out of the city. A warrior of Sespech must return to the city once an adventure is over. Also, there is a base 25% chance per adventure that the Baron will deny the warrior permission to leave the city. The warrior must pay a hefty bribe (100gp per level) in order to leave.
Finally, it must be remembered that Sespech broke away from Chondath during the Rotting War. This means that there is no love lost between Chondath and Sespech. Warriors from these two sites have a mutual reaction penalty of -4 when dealing with the other side's NPCs.
===Turmish===
All Turmishite warriors must have a minimum Intelligence of 10, and a minimum Charisma of 13. This gift of Charisma is a curse as well, since Turmishite warriors tend to stand out in a crowd.
Parties of adventurers outside the Vilhon Reach area that have a Turmishite warrior in their midst cannot be inconspicuous. The face of the Turmishite warrior will definitely be remembered by innkeepers and tavern bartenders. In addition, the companions of the Turmishite warrior are 65% likely to also be remembered by NPCs that they meet. On missions that require stealth, anonymity, or a subdued presence, this drawback can be catastrophic.