Wizards of the Western Heartlands (Character Kit)

Class Information 	Class Information
Racial Requirements 	Human, half-elf, elf
Ability Requirements 	Intelligence 9
Prime Requisite 	Intelligence
Hit Die Type 	d4
Attack as 	Wizard
Save as 	Wizard
Advance as 	Wizard
Spell Ability? 	Wizard
Exceptional Strength? 	No
Exceptional Constitution?	No
Starting Cash (x10 gp) 	3d6
Proficiencies 	Proficiencies
Weapon Slots 	1
Additional Slot 	6
Nonproficiency Penalty 	-5
Nonweapon Slots 	4
Additional Slot 	3
Available Categories 	General, Wizard
Bonus Proficiencies 	Spellcraft
Recommended Proficiencies	None
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==Overview==
The common folk of the eastern states (primarily Cormyr, Sembia, and the Dalelands) think of the Western Heartlands as a wild frontier that will eventually be settled and brought under the power of the great kingdoms. Accounts of the kingdoms that have risen and fallen in these virtually forgotten realms are dismissed as fiction. There are folk there, but they are no more than barbarians struggling to survive beyond the civilized world.
The truth of the matter, as those who have traveled in these lands know, is far grander. The Western Heartlands are a vast collage of good and evil, mystery and insight, wealth and poverty. To the people who live in these lands, the rest of the world is soft and tame. Why anyone would choose to live in those dismal lands of oppressive monarchs is impossible to imagine for them. In the Western Heartlands, a man is judged for his merit, not by the banner under which he marches.
==Description==
To call any single type of wizard of these sprawling, confusing lands "typical" would be tremendously unfair. However, there are some important similarities that unite the diverse magicians of the Western Heartlands.First and foremost, the wizards who dwell here recognize the Western Heartlands as a place of adventure and intrigue. One never knows what the future, even the near future, holds. Because of that, the wizards (and most other adventurers) here are careful to make certain they cannot be caught off guard. The wizards carefully select a diverse mixture of spells that will ready them for almost anything they might encounter. And wizards are always armed in some fashion. The weapon might appear ornamental or be concealed, but it will always be easy to reach if the need to defend oneself should arise. Magical items, poisons, flasks of Greek fire, and any number of other special provisions, often secreted in concealed pockets or a satchel, fill out the wizard's gear. Wizards in this region may seem paranoid to outsiders, but they're never caught unaware.
==Role-playing==
As mentioned in the general description, characters of this type always take care to be ready for anything. Players running these characters in a game should behave the same way.
This doesn't mean that the wizard is a paranoid worrier who peeks behind every curtain and assumes that every drink he's handed is poisoned. It does mean, however, that he won't travel far from his home without a pack of provisions. After all, you never know when a storm might make it safer to hole up somewhere instead of heading for home right away. The difference between paranoia and preparedness can be a fine line, but walking it is what makes running a wizard from the Western Heartlands fun.
==Special Abilities==
The diversity of cultural environments in the Western Heartlands makes it difficult to single out any specific special ability as being common to all wizards from these lands. The following list, however, describes those most commonly associated with spellcasters from the major cities of the region.
===Baldur's Gate===
Located on the Sword Coast, Baldur's Gate anchors the Chionthar River to the Trackless Sea. It is known for tolerance and quiet, unobtrusive lawfulness. The wizards of this city reflect the open-mindedness of their culture.
As a result, wizards from Baldur's Gate may purchase their starting proficiencies from any of the categories listed in the Player's Handbook without expending an additional slot for the skill. This bonus applies only at the time of character creation since it reflects the open culture in which the character grew to adulthood. When new proficiencies are purchased, the normal rules for buying those outside of the Wizard or General groups apply.
===Elturel===
There are few military forces as well-known and well-respected as the Hell Riders of Elturel. Every child in the region, even one who grows up to be a rogue or wizard, dreams of becoming a Hell Rider one day. Calling a child in Elturel a hellion, something taken as an insult in most other parts of Faerûn, is considered a blessing here. Hellions are simply those children with the drive and courage to ride the mighty destriers of this great region.
To reflect this, all wizards from Elturel receive the bonus proficiency of land-based riding. They need not allocate any of their starting slots to this proficiency but can spend additional slots to improve their ability with the skill if they desire.
In addition to this proficiency, all wizards of Elturel receive a +2 bonus to their attack rolls and saving throws when on horseback. This does not indicate any special training, only that they have been riding horses almost since they were born and have a natural affinity for the reaction their mount will have to any given circumstance.
===Evereska===
Only elves may opt for this kit, as Evereska is perhaps the last stronghold of the fair folk, more specifically of moon elves, in this part of Toril. Within the walls of this mountaintop citadel, the great lore and magic of the elf folk is cherished and enhanced with each passing season. Guarded by the magical gifts of Corellon Larethian and flights of ever-vigilant giant eagles, Evereska has never fallen before an enemy or been infiltrated by a spy or assassin. Few wizards from the High Valley ever leave its protected glades except on important missions or in search of knowledge that cannot be found there.
All wizards from Evereska have been trained to ride giant eagles, for this is a natural part of their education. To them, riding these great birds is as common as taking the saddle of a horse is to those in the lands below. As a result, all such characters begin the game with the airborne riding proficiency. They need not allocate any slots to receive this skill but may do so to improve their chance of success with it.
In addition, the magic of the moon elves is unlike that of those who dwell in the realms beneath their great citadel. Because their spells often draw power from the Ethereal and Astral planes, the wizards of Evereska have a great affinity for the creatures and hazards of those strange dominions. To reflect this, a wizard of Evereska receives a +4 bonus to any saving throw that he must make when attacked by a minion of the Ethereal or Astral Plane. If the character is actually traveling in one of those mystical places, this bonus applies to all saving throws made there.
===Iriaebor===
It is said there is no height to which the towers of Iriaebor cannot reach and no depths to which the merchants who live in them will not sink. Each and every trading house in this great city tries to outdo the others in profits and stature, but the end result is that they only manage to drag each other down. Those who grow up in this majestic city cannot help but be influenced by the avarice and competitiveness that rule Iriaebor.
In game terms this is reflected by two proficiencies that are received by wizards from this kingdom. The first of these is appraising, which is acquired as the character grows and learns the worldly value of various items. The second is local history, for the merchants of Iriaebor have long memories and keep careful track of all who have crossed them or aided them in the past. Both of these skills are received without the expenditure of a proficiency slot. Additional slots may be allocated to increase the wizard's chance of success when using them.
===Scornubel===
Like Elturel and Iriaebor, Scornubel is a trading city. Its nickname, the Caravan City, more than adequately describes this place. Whether they come by land or by water, for Scornubel stands at the confluence of Chionthar and the River Reaching, the caravans arriving during caravan season bring a torrent of trade through this place.
The passing of wagons and barges through Scornubel leaves its impression on all the young of that city. It is not uncommon for children to earn a few copper pieces helping to drive animals or helping the sailors in their work. As a result, all adventurers who come from the city of Scornubel are skilled in both animal handling and seamanship. They receive both skills without expending a proficiency slot. Additional slots can be allocated to increase the wizard's chance of success when using them.
==Special Disadvantages==
There are drawbacks to every advantage, as the sages of Candlekeep say. One might also point out that the inverse is true, but the keepers of Candlekeep are noted for their pessimism and insist this is not the case. Nevertheless, each city of the Western Heartlands has some negative aspect.
===Baldur's Gate===
While growing up in Baldur's Gate makes it easy for a young wizard to pick up all sorts of knowledge that isn't normally associated with members of his class, it has its drawbacks as well. Perhaps the most serious of these is that all wizards from Baldur's Gate suffer a -5% penalty to their earned experience points. This reflects the tendency of the mage's inquisitive mind to wander even (or perhaps, especially) at the most serious of times. This isn't to say that the wizard is any less alert or attentive than his peers, only that he tends to take more time to digest what he has heard and seen so that every experience might be savored to its fullest.
===Elturel===
Some folk say that the greatest disadvantage of coming from Elturel is always smelling like a horse. While this may or may not be true of individual wizards, it does have some basis in truth. The same natural affinity that gives these folk a bonus to their attack rolls and saving throws when they ride into battle makes it difficult for them to respond quickly when they are not on horseback. To reflect this, all mages from Elturel suffer a -2 penalty on any saving throw they are called upon to make when not on horseback.
===Evereska===
In the elvish language, Evereska means fortress home and none can argue that this last refuge of the fair folk is not rightly named. Never has the High Valley that rests along the border with Anauroch been defeated in battle. Most say that it will never happen, for the elves are blessed with the unending protection of Corellon Larethian. Despite the invulnerability of their homeland, however, those wizards who travel from Evereska must rely upon their own wits and sorcery if they hope to survive in the outside world.
Because they are a just and noble folk, all wizards from the High Valley must be of good alignment. This is well known to the world's evil, so travelers from Evereska are natural targets of petty villains when they allow their homeland to be known.
While they have many powers and abilities other folk do not, the wizards of Evereska are shackled with their own weaknesses. The most important of these stems from the unusual nature of their magical spells and the training they have received. It is impossible for any magician trained in Evereska to master any spell from the school of Necromancy. Further, they have little natural resistance to such spells when attacked with them. Whenever a wizard of Elturel is called upon to make a saving throw against any spell from the school of Necromancy, he suffers a -2 penalty. The same penalty applies to any saving throw required because of an attack by an undead creature.
===Iriaebor===
There is something of the peddler in each and every person who makes his home in Iriaebor. Whether he calls himself a wizard or a warrior, it is impossible to escape the influences of one's society. Because of this, wizards of Iriaebor have normal access to the General and Rogue groups, but not to the Wizard group. They must allocate an additional slot when purchasing any skill from that group. So the spellcraft proficiency, which is all but indispensable to the average wizard, requires the allocation of two slots instead of its normal one. Astrology, herbalism, and several of the other skills in this group cost fully three slots for wizards of Iriaebor.
===Scornubel===
The people of Scornubel live all their lives in the company of merchants and travelers. They live among the constant hustle of the marketplace and know well the value of money and the hard work that earns it. Because of this, however, the wizards of Scornubel have justly acquired a reputation as misers.
To reflect this in game terms, characters of this type are required to cache 50% of all treasure that they acquire through the course of their adventures. This wealth is effectively lost, for the character never willingly parts with it, no matter how great the justification. Dungeon Masters should be warned that no justification by the player is sufficient to allow him to tap into his horded wealth.