01 - Introductions

# **Welcome to the East Ridings!**

### **Rule Two: Don't be a jerk.**

East Ridings games are strictly Free-to-Play. We are a group of friends who play together, and it is not acceptable for a DM to charge money for a game they run through this group or advertise such services (outside of the Shameless Plugs Discord channel, where adverts can be posted). Players will never be asked for money from a DM for a game within the East Ridings group. Some of the venues we use require a booking fee to use their tables. In these cases players and DMs may be asked to make a fractional contribution towards the table cost. Any costs such as this will be communicated clearly prior to the session taking place and be split equally between all players (including the DM).

The East Ridings community has an expectation of inclusion for all. Please ensure that when you attend a game session or other ER event, either in-person or on-line, that you respect other members of the community and the spaces in which we play. This means, but is not limited to arriving in a fit state to play and being willing and able to focus and engage with the game in a respectful manner. And a manner that does not exclude anybody else or damage the reputation of the group. If you are not able to do this for a particular game it is best that you cancel from the game and allow the place to be used by someone who can.

## **Character Creation**

Player characters will join the Adventurers’ Guild of Otha’s Rest. They are the closest thing to law enforcement that the East Ridings has. They are tasked with performing feats of heroism that the regular folk can’t manage, and thereby keeping people safe. Player characters can be outright do-gooders out for purely selfless goals; or they can be rogues and charlatans and have their own agenda. But they must make sense within the Guild, and be willing and able to go on missions and fight the good fight. Players must make a character who is an adventurer and be sure to know their reasons for joining the Adventurers’ Guild. The East Ridings is a "high fantasy" setting and, while all mechanical options are allowed, some character traits may not work in this setting, or in the Adventurer's Guild. The better a character meshes with the setting and the Guild the better DMs can grab aspects of the character and use them in the world and in game sessions.

Character creation uses the Point Buy system from the Players’ Handbook (page 13). Players can create their character in preparation for the game, or at their first session with the DM. All characters are created at **Lv1** with **100exp**. Plus starting equipment and gold from the class description and background.

In order to promote going for the characterful background you want we've decided to allow the addition at character creation of a free feat of your choice, if your chosen background does not already allow one. Those backgrounds that do will not mean you get two feats.

Characters can use anything from any authorised source book from Wizards of the Coast. The player must have all rules available to show to a DM on request. Homebrew and Unearthed Arcana are not permitted. Matt Mercer’s Homebrew is still Homebrew so Critical Role content is not permitted (this is inrelation to the Homebrew Class the Blood Hunter). Grung and Locathah are also considered unofficial and are therefore not permitted. Player character sheets should be completed on DnDBeyond by the time your charecter hits Level 3 (links to East Ridings Campaign Pools can be found in the Facebook Group but you'll get a faster response in the East Ridings Discord server asking for Morv or Ben) and must be available to view on request by a DM in advance of, or at the beginning of, a game.

* Variant Human and Feats are permitted.
* Multi-classing is permitted.
* Optional Features from Tasha's Cauldron of Everything are permitted.

A player can only ever have one character at a time alive in the East Ridings. The DM for a player’s first session will check out their character sheet in advance of the game.

Before making your character you may choose to read the Setting Notes FAQ about the world for a little information on how their race might affect how they are treated in the world, and where they might have come from. You could even read the relevant part of the setting wiki to find out more about where they came from. This step is entirely optional.

### **Authorised WotC Source Book**

* The Players Handbook - PHB
* Volo's Guide to Monsters - VGtM
* Xanathar's Guide to Everything - XGtE
* Mordenkainen's Tome of Foes - MToF
* Tasha's Cauldron of Everything - TCoE
* Fizban's Treasury of Dragons - FRoD
* Mordenkainen Presents: Monsters of the Multiverse - MotM
* Sword Coast Adventurer's Guide - SCAG
* Guildmasters' Guide to Ravnica - GGtR
* Acquisitions Incorporated - AI
* Eberron: Rising from the Last War - ERftLA
* Explorer's Guide to Wildemount - EGtW
* Mythic Odysseys of Theros - MOoT
* Van Richten's Guide to Ravenloft - VRGtR
* Strixhaven: A Curriculum of Chaos - SaCoC
* Spelljammer: Adventures in Space - SAiD
* Dragonlance: Shadow of the Dragon Queen - DSotDQ
* Bigby Presents: Glory of the Giants - GotG
* The Deck of Many Things (Currently Unreleased)

### **Not Permitted WotC Source Material**

* One Grung Above
* Locathah Rising

### **On DnD Beyond but Not Permitted Material**

* Mathew Mercer's Blood Hunter Class
* Tal’Dorei Campaign Setting: Reborn - TCSR

### Fire Arms

Fire arms do exists in the world of the East Ridings but are extremely rare and almost unheard of. Characters can be designed to use them but, it may be awhile before they get their hands on them and highly recommend to reserve for at least your second character. In order to use fire arms you need to gain proficiency from one of three sources.

The First method is the Artificer class, gains fire arms proficiency at level 1, or if you were to multiclass into the class.

The Second method is selecting Giff as your race at character creation, their Firearms Mastery gives them proficiency in all firearms while also ignoring the loading properties of any fire arms. Firing at long range doesn't impose disadvantage.

The Third method is most likely the method most characters will use, the Gunner feat.

## **The Mulligan Rule**

While a character is at level 1 or 2 they can be subjected to the Mulligan Rule. The character can be changed in any way (just switching out some stats or equipment, or a whole new race/class combo, so long as it still follows creation rules) and retain the exp and loot already awarded. This is to allow new players to feel free to get started with their character without feeling locked-in before their first session starts.

Any time someone brings in a new character at lv 3 or higher, they are given a one game grace period to mulligan and make changes. After their second game they are locked into whatever they played in that game.

## **Character Sheets**

Character sheets are entirely the responsibility of the player, not the DMs. A lost sheet, and no back-up, results in character retirement. If there is a back-up sheet with a valid earlier form of the character the player can revert to that sheet instead (all progress since that point is lost).

## **Joining a Session**

* A player’s first session will either be all level 1 characters, or a mixture of level 1 and 2.
* Sessions will be created as “Events” in the events tab by the DM of that session. Players must comment in the event page to register their interest for the session. There will be a level range listed in the event description and whether there are spaces available. Remember, a player is not confirmed for a session until they have commented in the event and been confirmed as a player by the DM. Just clicking “going” on the event is not a guarantee of a place at the table.
* Anyone can post in the Facebook group to try to organise a session. This is especially needed if a player finds that no games are currently available for them, or if they want to pursue a Rumour (see below). A player just needs to suggest a date; if a DM is free they will take it from there, make an event, and make sure the originator is in the game. A player can also message a DM directly to get something organised.
* It is the responsibility of the members of a session to organise a venue for it. Though this will usually be done by the DM. Geek Retreat is our usual spot.
* If you have to cancel out of a game please let the DM know via the event page as early as possible so that your space can be offered to the community again.

## **Rumours**

During a game you might find something interesting to fuel your next quest, or have a quest planned out at character creation. This is a Rumour. This can be based on an interesting person you meet, or a magic item you hear about, or something you want to investigate. When you find a Rumour your DM will be able to tell you more. When you join a game (or request one) you are able to put forward your Rumour for the DM to make a session around. Exploring Rumours is the best way to progress a character’s story and get the best loot! You can always post in the Rumour Mill on the Disocrd server to ask for a rumour.