Character Creation in Those of Times Long Forgotten

See also: Kyrevan's Dream Wiki and Those of Times Long Forgotten Campaign

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# Most Important Advice

1. I'd say don't take Underdark as a learned language at character creation. For reasons I'll not disclose now It's going mostly to be a waste of a language slot. I will manage something special for you if you really wish to speak fluent Underdark as a part of your backstory. If it's what you were aiming for then go for it, but if it was your random language pick then you should disregard this choice.
2. If you'll create a character without darkvision or ways to gain darkvision relatively early in campaign you can really struggle in the long run. Beyond gaining darkvision through a race trait there are also ways like:
	* 2nd level Darkvision spell gives any creature you touch 60ft darkvision for 8 hours, which is probably very sufficient for one person. You usually adventure for 8 hours in a day, harder more time sensitive adventure days can be 16 hours. You can also make a deal with your party member who already has racial darkvision and can access Darkvision spell that they'll have this spell and a spell slot always reserved for you. This spell is on spell lists of:
		+ Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
		+ Subclasses: Arcane Trickster Rogue, Eldritch Knight Fighter, Shadow Monk
	* Taking Eldritch adept feat at 4th level and with it taking Devil's Sight invocation is an option available to everyone no matter if martial or spellcaster allowing you to just skip all the further subclass ideas granting darkvision.
	* As a Wizard you can have Find Familiar Spell use eyes of your familiar who has darkvision
	* Subclasses that have features granting darkvision on starting levels (1-3) such as:
		+ Twilight Cleric,
		+ Rune Knight Fighter,
		+ Gloomstalker Ranger,
		+ Shadow Sorcerer
	* Sublcasses that let you gain darkvision on later levels:
		+ Scribe Wizard (6th)
		+ Transmutation Wizard (6th)
		+ Divination Wizard (10th)
3. If you are considering a Dryad race but aren't too sure about tree stride ability and if there will be enough live trees or their equivalents then don't worry and pick the Dryad. I'll be keeping track of this feature and will locate those in a lot of places of the adventure having this ability in mind.
4. You are making a level 1 character. But be ready to level them up right to lvl 3 at the beginning of session 2.

# Start of Campaign available races

Before character creation all players have to roll 1d6 to determine how many picks max of races from second category party can consist of.

Each 1 or 6 rolled allows one more player character of those races. Bumped to a minimum of 1 if no 1-s and 6-s got rolled.

## Races of Majority Population [always available]

 Dwarvs Goblins Mannesks Warfogred Drows Tabaxi Elves Tritons Aarakocras
## Races of Minorities [max available 3]

 Badgervolks Harpies Bugbears Runelings Dryads Jukion Soulrazed
# Attributes

This is an attribute chart readied for this campaign.

## How to use:

* You can choose any statistics in a row as shown by most pale line on the example. Your statistics will be segregated in the exact way according to letters at the top
	+ 9str, 13dex, 13con, 12int, 16wis, 11cha
* You can choose any statistics in a column as shown by the vertical middle contrast line on the example. Your statistics will be segregated in the exact way according to letters on the left
	+ 13str, 10dex, 12con, 10int, 13wis, 13cha
* You can also choose statistics from corner to corner as shown by the darkest line on the example. Uniquely choosing statistics this way you can decide if you want to fallow letters on the top or those on the left effectively making this choice a double mirrored choice
	+ 11str, 15dex, 12con, 12int, 12wis, 12cha
	+ 12str, 12dex, 12con, 12 int, 15 wis, 11cha
* No two players can choose the exact same row/column/corner-corner but players lines can touch and cross each other.
* Those are raw stats and racial stats are additionally applied on top of those.

# Languages

Many standard languages don't exist in this world and others are new.

* You'll all speak Imperial as common language.
* Beyond that each of you speaks their own racial language as stated on race's page or as decided with the DM
* If picking further languages consider that Yellow and Blue choices will be most fitting and useful in the campaign
* Remember that I am a type of DM that actually values languages in DnD. Speaking to someone one on one in their native language instead of common often makes them feel seen, makes them think warmer about the other side of the conversation. Secluded, isolationist or uneducated communities may not speak common at all and finding a common ground through player character or NPC interpreter may be important.
* On this chart you can also see languages' rough evolution, knowing a language that is related to one you're trying to communicate in or learn may allow you to actually make rolls for quick interpretation for the conversation that arose instead of taking months to learn that language you'd need not knowing any related language.

## Language Chart Meaning

* Blue - Language is spoken by various creatures all across Jukion and its subsidiary planes.
* Yellow - Language is spoken to a useful extent in areas of Ilngard and Ilngard is going to be our base of operations.
* Green - Language is spoken in Svartwaelt, it's a continent rather far from the adventure's location.
* Red - Language is spoken in Sahdamin, it's a continent rather far from the adventure's location as well.
* Grey - Those are considered as extinct languages. They are technically still languages you're able to pick as your choices, but you should that your character probably will at most know how to read ancient inscriptions in this language. With proficiency in History you could probably very roughly estimate what those inscriptions would have been read as out loud basing on relating languages. With expertise in history you could maybe also speak basics of those known by you grey languages and you could use this to appear intellectual.
* If you'd happen to be determined to do that extinct language thing then sure go ahead, I'll even try my best to do something with it in the story. The extinct (grey) languages in vicinity of this adventure are Old Goblins' and Leonin
* Each arrow on the chart indicates language's evolution and makes each language related to ones connected through one arrow
* Square Brackets "[" indicate closely related languages with no certain connection, and are considered related as well

# Proposed Homerules

## Scarring Damage

Whenever you get hit [in one instance of damage] for damage that would reduce you from half or more of your max hp to zero, and this damage makes you fall unconscious with 0 HP, DM will roll from the table of lingering damage for the damage type that has done so. Outcome of this roll will then be presented to the player fully, and if player so wishes they may claim this scar as their own for sake of character development. Player may agree to the visual effect this scar entails, the player may agree to receive the mechanical effects of this scar, the player may agree to take on both. However, players may also disagree with taking this scar upon their character, in that case this scar will ultimately heal with either first health potion, first healing spell or within a week of constant care. Constant care is up to DM, an arm that got almost cut off may not regenerate within a week, but still should with a potion or a spell.

*Examples:*

* *Your current and full HP is 49. The enemy hit you for 30 damage in one instance of damage. Nothing happens because you weren’t reduced to 0.*
* *Your current HP is 15 and full HP is 49. The enemy hit you for 30 damage in one instance of damage. Since you were reduced to 0 and damage equalled more than 25 (49/2 rounded up) the scarring/lingering damage table is now rolled.*
* *Your current HP is 15 and full HP is 49. The enemy hit you for 30 total damage, but it was a multiattack with two different damage instances, one worth 12 and the other 18. Nothing happens because you weren’t reduced to 0 with one instance of damage.*
* *On top of your current 20 HP you have 6 temporary hit points, and your full HP is still 49. You get reduced to 0 with one instance of 26 damage. Your 6 temporary HP had a chance to shield you from being reduced to 0, but your full hp still remains 49, therefore the scars are still rolled.*

## Safe Haven System

To benefit from the benefits of long rest you will require a Safe Haven and any long rest not achieving the status of safe haven will only allow results of short rest. Safe haven is any place or situation that allows you four crucial things: Bed, Nutrition, Shelter and Safety. Those are categories that can be interpreted various ways, obviously a room in a city’s tavern will achieve all of those unless an attack from some enemies of yours befall you mitigating the havens Safety. All categories can often also be achieved in the wilderness rather easily, by providing bedrolls as Beds, rations and water as Nutrition, tents or a cave as Shelter and an efficient watch or resting in non-hostile environment as Safety, but more things can go wrong there mitigating one of needed parts of safe haven than in a city. Being caught by hail or hurricane in the night can mitigate shelter of a simple tent for example. It’s always better to rest in safety of a friendly civilisation. All traits and features that state simplification of resting can be also be used to assure that safe havens of types mentioned by them won’t get compromised.

## Adventuring Education

Since a usual adventuring day consists of 8 hours of adventure, 8 hours of leisure time and 8 hours of sleep, given you have an access to learning resources or a teacher during your adventuring you can declare to be learning a new proficiency passively during your adventures’ leisure time as if it was an available day downtime. Learning resources can be found and bought around the world and those include: language books, books of lore, skill books, manuals and blueprints. A teacher doesn’t necessarily have to be a master NPC as you can also be tutored by your party members who have a proficiency you’d like to learn, but unless they have a skill expertise you’ll get partial results upon finishing learning, this includes: learning a language through a proficient party member will make you conversational but not fluent, learning weapon proficiencies you can only learn singular weapon at a time instead of a whole group, learning armour requires best armour of the type and you can’t learn skills from non-expertise party member unless you have at least an additional partial resource.

## Healing Potion Variance

You can drink Healing Potions with either your bonus action or full action. Using your full action entails that you take your time to not waste any of the potion like uncorking it carefully and not leaving any liquid behind which allows you to just pick the maximum amount the potion would heal you instead of rolling the dice. If in need you can instead drink a potion with bonus action. Healing done by the potion drunk in hurry with bonus action will need to be rolled with the potion’s description.

See also: Kyrevan's Dream Wiki and Those of Times Long Forgotten Campaign