*Greetings, Delvers!*

 

This guideline is to help you gain a better understanding about my world of Irith and how I run things within it. I want you to know up front that I won't try to tell you how to run your character. I'll only flesh out rules and parameters to define how I interpret situations, classes, and other things. You will run your character as you see fit. All I might do is give helpful hints like “making an obscene gesture at a giant when you're at first level is baaaaaaaad.” You get the picture. What I strive for is consistency.

 

Bottom line: have some fun and relax from the stresses of our muggle lives. This page has been updated for the 2024 edition Dungeons and Dragons rules.

 

 

 

Alignment

 

Alignments are meant to be guidelines on a character’s conduct for the most part. I believe that alignment should be adhered to primarily in cases where it is a specific part of a character’s makeup, such as a paladin, or druid, etc. I will not beat you over the head for not observing the letter of your alignment unless the above rule applies. By the same token, any character who does a 180 degree turn from his/her alignment may draw an inquiry from me. Experienced players need not worry about this, since they don’t have to be told all of this junk. I just want new and wet-behind-the-ears players to know how I view this subject.

 

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Combat

 

The new combat system is slimmed down a bit, which is good. For now, I plan to adhere to the rules in the PH.

I'm certain there will be questions as we go, which will lead to additions, subtractions and other warping of the rules. Here is where those changes will be posted.

 

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Curtis's Law

(updated 02/18/20)

 

All heed the law . . .

 

Law #1

Characters in my game shall never *EVER* be referred to as "toons." The proper term is "character(s)."

 

Law #2

Players shall be prohibited from referring to any NPC in Curtis's game as "Papa Smurf" unless, or course, said NPCs actual name is "Papa  Smurf."

 

Law #3

Windows Vista shall not, and I repeat *NOT* be pronounced as "Veeesta" unless Speedy Gonzales is the one doing the pronouncing.

 

Law #4

Huge, ugly, snarling, vicious, bloodthirsty orcs, who would just as soon tear your heart out as look at you, shall never *EVER* be referred to as "Orci-Poos."

 

Law #5

Characters have hit points, not "health points," which is something you'd use in an Obamacare role playing game.

 

Law #6

The DM is allowed to pronounce Trebuchet as "Tray butt shit."

 

Law #7

The fun of playing a PC shall be enjoyed by the one playing the PC, not Pat. (unless it is Pat playing his own character)

 

Law #8

There shall be no singing (karaoke or Keri-oke) or humming at the gaming table unless someone playing a bard is singing to earn themselves a Canaith Mandolin or other enchanted musical instrument. 

 

Enjoy!

Curtis Berry

 

 

ps: if you’re ever in a bar, you should never . . . EVER . . . order a Blue Moon Fizz . . .

 

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DM vs. Player vs. Story

 

This game is not about Curtis vs. You. It's about you enjoying a story that Curtis lays out for you. My priority is the story. I'm by no means a rules lawyer, so if I'm not up on something, please understand. If I propose something and the rules in the books say otherwise, let me know. I usually change my verdict right away. Very rarely, I’ll say that my ruling will stand even if the rules say otherwise. Bottom line, though, when I (or other DMs) say “enough” then that means “enough.”

 

I think if you can focus on the story itself it'll be fun for you. Those who enjoy battle will get some of it. Those who enjoy role playing and investigations will get that too. I guarantee, if we free up our minds and not make this a player vs. DM kind of session, or a rules haggling session, and we all concentrate on the story, you’ll find that I can put together some interesting stuff.

 

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Expenses

 

Training

 

1. Training will come for every 3 levels whether you're single or multi-class.

 

2. You must pay 10 gp per level (30, 60, 90, etc), and the training must come from a trainer in the class that you're currently going up in (if multi-classing). So if you're a 2nd level thief and wish to become a 1st level fighter, you must pay 30 gold (equaling the 3 total levels you are achieving). The amount of time for training is 1 day per level that you are going for as per the table below.

 

Level Attained Training Time Training Cost
3rd 3 days 30 gp
6th 6 days 60 gp
9th 9 days 90 gp
12th 12 days 120 gp
15th 15 days 150 gp
18th 18 days 180 gp
20th+ 20 days 200 gp

 

3. The person training you must be at least the level you are going for and in the class you are raising in. So, to train to become a 3rd level thief, you must find at least a 3rd level rogue. The important thing to remember is that you must find someone in your class, so a barbarian must train with another to go up, while a sorcerer must train with a sorcerer to go up and so forth. As long as the trainer is in the class that you are, you're fine. In other words, you don't need to find a specialized fighter or rogue in your chosen archetype to train you.

 

4. You will be allowed to temporarily gain the abilities of your new level (i.e. 3rd, 6th, 9th and so on) once you have reached the milestone to gain that level. You must train before you have reached the milestone for the NEXT level. So, for example, Pixie the Elven rogue ready to advance to 3rd. He now has the hit points and abilities of that level for his class and all the benefits forthwith. Pixie can continue to utilize the benefits of that level he is ready to go to 4th level. But he must train. If he doesn't, he will not gain any more benefits from the next level. An entire level should be time enough for someone to get some training before this prohibition is applied.

 

5. If you are traveling with a party member who is of the appropriate level and class that you wish to train in, then that party member can train you for the gold and time required. So, Aramel, the sweet apple, wishes to train to become a 6th level sorcerer. Kemper the (insert snappy quip here), who is 6th level, can train Aramel and smile while he's doing it. The cost will be 60 gp and the time will be 6 days. Keep in mind that if Kemper has reached the point of advancing to 6th level, but he himself has not trained yet, then he is not qualified to train Aramel until he's been trained.

 

(NOTE: at least 1/2 of the required gold to level up must be paid out for training materials, be it by the trainee or someone on the trainee's behalf. A player might somehow get their training completely cost-free, but this will be very rare.  This is all to to obtain a little bit of game balance while maintaining some tiny drop of realism)

 

6. Training must be completed within 2 weeks after the day it has begun, plus 2 days for every level that the trainee is going for. So, if Aramel is at the point where they are ready to become 9th level she must complete her training within 14 days + (2 x 9) = 32 days. This will allow for any interruptions that might take place. Of course, any trainer worth his/her salt will frown darkly upon any student who toys with this stipulation and allows their training to be interrupted for any reason other than the most dire.

 

7. Available training is based upon city population. 100-500 = 3rd level max; 501-2,000 = 6th level max; 2,001-8,000 = 12th level max; 8,001-10,000 = 15th level max; 10,001-20,000+ = 20th+ level.

 

Other Expenses

 

Lifestyle expenses is something I'll be following. In addition to shelling out money at the beginning of each month to support the lifestyle to which you've become accustomed (i.e. Wretched, Squalid, Poor, Modest, Comfortable, Wealthy, or Aristocratic, each character will have to pay for armor and weapon maintenance. (see the Training and Other Expenses section). See the 2024 PH page 230.

 

Lifestyle

Price/day

Wretched --
Squalid 1 sp
Poor 2 sp
Modest 1 gp
Comfortable 2 gp
Wealthy 4 gp
Aristocratic 10 gp min

NOTE: All expenses are paid at the beginning of each calendar month.

Equipment, (mainly armor, weapons, and shields) get dinged and damaged and broken in the course of a character's adventuring and need to be repaired. To keep things relatively easy to follow while still maintaining a healthy dollop of realism, follow the information below.

Armor/Shields/Weapons

Only armor, shields, and weapons that cost 4 sp or more are subject to maintenance. For those items that qualify for maintenance, their monthly cost for upkeep is 1/5 the PH cost listed for each item.

 

NOTE: Magical Armor/Shields/Weapons cost more to maintain. Use the following information to determine additional costs:

 

+1 = 75 gp

+2 = 150 gp

+3 = 225 gp

Each magical ability = 100 gp

Artifacts are only destroyed or harmed by special means so do not incur maintenance costs.

 

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Experience

I've given up awarding experience points in favor of the milestone technique. It turned into another numbers mess I had to deal with, and I simply got tired of it. Not only that, there were always hurt feelings because people got less than others and felt slighted in some way. That, and players would run off on side adventures way too often with the mind of gaining more exps.

As long as everyone participates on a marginal level to promote the good of the party, they'll rise equally. I've developed a feel for when the party is ready for the next level and will raise them all en-masse accordingly. Usually, I'll bump them up fairly rapidly until they reach 4th or 5th level to give them some "survivability." This has worked well and everyone seems to be happy because there is no "why is he raising faster than I am?" to stir up things. Everyone is equal in their progression and people can focus more on the nuance of the game rather than the numbers.

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How Magic Works

Arcane magic is employed by arcane spellcasters, such as wizards, warlocks, sorcerers, and a few others. Deities bestow divine (holy/unholy) upon worshippers, such as clerics and paladins. Although the divine and arcane spell effects are identical in that both use verbal, somatic, and material components, there is a difference. Druids stand apart. They use divine magic, but it is not bestowed by a particular god. Rather, they draw their abilities from nature, which is an entity of a sort but not a real "god."

 Arcane

With knowledge created centuries ago, arcane casters open invisible portals to the positive and negative planes, summon raw magic to the plane they are standing on, channel it through their bodies, refine and shape it, and then release the magic to create spell effects.

Divine

Divine casters' bodies are imbued with all the necessary magical energy for their spells by the will of their gods. They then use faith and their components to shape and then release the magic to create spell effects.

Although arcane and divine magics are considered different, the raw energy they use is the same. The main differences lie in how the magic comes to the caster. Many believe that arcane casters' bodies are taxed more because of the extra effort involved in bringing the magic to them from one of two planes, but this has been a hotly contested debate since anyone can remember with no end in sight.

Detect magic will tell the caster if the detected magic is divine or arcane.

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Feats

 

In the PH, you get feats at certain points, such as choosing your background as you go up levels.

 

If you have a homebrew feat you'd like to use, feel free to submit it to me for review. You never know, I might be feeling generous that day. Also, be sure to check the Rules Page for any current feats that have been changed.

 

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Meta Gaming

This is one I'm pretty strict on. If you (and your character) know something, but your character isn't present, then keep the hatch battened down. You can’t give out sage if your character isn’t around, or dead, or is frozen while trying to play a cursed lute. We wouldn’t want any stray anvils hitting your character on the head and causing damage, now would we? Helping with rules and keeping track of hit points and dead guys and other stats as the game is going on is okay. Below are the two basic rules (more may come) I expect everyone to follow:

1. Don't try to play another person's character for them. Too many times, player A will be asked what they (their character) is doing. Then, player B will answer or begin telling player A things they shouldn't be, because they don't have the knowledge, or their PC isn't there or whatever. Give the player whose turn it is, or is being addressed, a chance to answer or do whatever they are going to do.

2. Don't be a Jiminy Cricket. If a player is announcing what their PC is about to do, that's not a queue for you begin telling them what they should do, or to remind them of all the plusses they have. You may mean well, but you are depriving that person of the chance to explore their character's abilities themselves through trial and error.

Now, if the player--whose turn it is--asks the players at the table for clarification on their pluses, or saves, or damage, or whatever, then it's okay for the other players to advise them. *NOTE* This is not an opportunity for the other players to open up and begin offering strategy about what to do. By the same token, the player asking for clarification on a rule or so forth may not ask for strategy advice, unless they use their action to role play and ask other PCs what to do. That would fine.

Offenders will be warned. Consistent offenders will see things happen like A: their PCs will be placed at the bottom of the initiative, or B: I will not allow a player to use the offender's recommendation. Eventually, the other players will begin to help police the offenders.

The goal of this is not to place more rules and regulations upon my game just for the Hell of it. This is designed to allow everyone to enjoy the experience of learning about the game on their own through simple trial and error, as well as allow them to role play at the level of their PC rather than the vast player knowledge that they have or that the people at the table are giving them.

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PC Development

I love nothing more than someone who takes an ordinary character and plays it extraordinarily. Give me a rich character history (that isn’t outlandish) and I’ll work it into the tapestry of the campaign. A prior campaign with the FRM (Fine Red Mist) made me realize that in order for me to hold true to the above promise, I really needed to make a campaign as I go rather than try to make one from beginning to end and THEN plop the characters into it. This way I can really have fun with each character’s history and development. This is another reason why showing up is so important. "Well, since Hector the Paladin isn't here today, that cool encounter with the bad guys to rescue his warhorse won't happen." Looks like Hector'll have to ride his battle donkey a little longer.

Another aspect of development is what it takes for a character to live his/her/other life in the world. See the "Training and Other Expenses" section below.

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PC Generation

Please use either the 27 point buy system as outlined in the PH **OR** roll four d6, reroll any ones and take the best three totaled. Do this 6 times and place the results on the stats for your PC.

Starting gold is the max for each class. You've been a good little piggy in saving your coppers. And remember, you are naked when you start spending.

It's imperative that you provide me with a full, detailed copy of your character sheet so that I know where you're at. This also helps when you can’t make it and we really need your smart-assed thief to help assault the whatever. Also, how can you expect me to kill your character if he/she’s not there? If you prefer that your character NOT be played in your absence, I will keep him/her out of the fray. I’ll just encase the character in carbonite and let Jabba play handball off of it while Leia talks to it with a really bad cold.

NOTE: Normally, in my game, your human can gain a +1 in each stat at creation. There is also a modified variant you can choose where your human has two points they can split between two stats or place both in one stat. They also get a second language, and two skills they can gain proficiency in.

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Prestige

Your actions will speak for you, individually and collectively, and those actions will have a significant bearing on how you are treated as word gets around. I had a group literally torture some innocent citizen in a church because they thought he had information they needed. Later on, they gaped at me in utter astonishment when word got out concerning their deed and they were literally barred from the next town.

This may be a fantasy game, but I apply real world logic and mechanics in many cases. Please keep that in mind when playing your character and how others react to their deeds or misdeeds.

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Psionics

Psionics are no longer allowed in my world. You may encounter monsters with psionic abilities, but that will occur as part of random encounters or as part of the adventure. You will not be faced with psionic opponents you cannot defeat or run away from.

This may change in the future. But for now, this is the ruling.

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Races

 

The playable races in my word range from, but are not limited to: Centaurs, Draconians (Dragonborn), Dwarves, Elves, Genasai, Gnomes, Goblins, Half-Elves, Half-Orcs, Outhiri (Halflings), Humans, Kenku, Svirfneblin (Torozen), Duergar (Barethkor), Lizardfolk (Sethraak), and Tieflings, There are also some playable races with statistical information included below, such as the Half-Tabaxi, Ratfolk, Qiran-Esh, Kryth, and Thriiche (arctic elf). Each listed race has their own variants/traits/abilities. Other races, such as the ones listed in Volo's Guide to Monsters, are allowable. Keep in mind that a race that is uncommon in a human-centric society, such as a tiefling, may be looked at with anything from curiosity, to fear, to hatred, etc. In other words, playing a cool race to get cool bennies may come with some offsetting situations. Be prepared. NOTE: races that are not allowed in my game are: Astral Elves, Eladrin, and Shadar-Kai.

 

For example: In Irith, dragons are quite uncommon. Draconians will be rare and looked upon (in many cases) with fear and derision. Anyone playing a Draconian will encounter this attitude in nearly any civilization they visit. This can also be a problem for anyone utilizing an uncommon race. Think of a feared Shenuri (dark elf) trying to walk among men in a predominately human town. How long do you think those men will tolerate that Shenuri's presence before a confrontation of some kind ensues?

 

As for utilizing races not listed here, I'll consider them. They must be submitted to me and my current gaming group for consideration to allow me the chance to weed out any problems and to check for compatibility and balance.

 

Some tweaks have been made to individualize things in the world of Irith. Some traditional races have new names.

 

Old Races With Additional Information

 

Barethkor (Duergar)

 

A race of dark dwarves. They almost exclusively dwell underground, specifically beneath mountains and hills. They are very clannish and suspicious of outsiders.

 

A page with more information regarding the Barethkor, along with their cities, populations, etc. on each continent can be found HERE.

 

 

 

 

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Centaurs

 

Legend has it that many centuries ago, somewhere in and around the lands that are now known as  Brighkly, there lived a tribe of barbarians known as the Outrai. One day, a group of Outrai caught wind of a rumor that a herd of sacred horses belong to Vor himself would be grazing in lush valley. Tired of having fought so many battles against their enemies and hardly gaining any ground, they decided they would capture some of the special horses to use.

 

Disregarding the warnings of the tribal shaman, they set out for the valley and found 50 magnificent black horses branded with Vor's holy symbol. The barbarians captured nearly all of the horses and broke them before taking them into battle against their enemies. But during the battle, three of the horses were slain. By the time the barbarians returned home to savor their victory, the skies were already dark and boiling with Vor's fury. 

 

The angry god spoke the Outrai in the form of a scowling cloud. He told that for daring to enslave his prized horses, and worse, allowing some of them to die, they were doomed. He proclaimed that since the Outrai loved horses so much, they would be forever bound to them. Suddenly, a flash of lightning struck the ground and instantly transformed every member of the Outrai tribe, including those wandering across Irith. And thus, the Centaur were born.

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Draconian (Dragonborn)

 

Draconians are humanoid creatures with dragonblood coursing through their veins. The blood from different dragon species means that there are a variety of Draconians whose color and abilities reflect those dragons they a linked to.

 

Other humanoids refer to draconians as "Dragonborn" which is incorrect but tolerated by most Draconians.

 

About a century into the Third Age, Emperor Sallavar of the Hestrillites became obsessed with conquering neighboring lands and expanding his relatively young empire. Having experience in sorcery, he gathered the most powerful spell shapers in the land and met with them concerning a way to make his army more devastating and fearful for Hestrillite enemies.

The sorcerers decided that creating soldiers of draconic origin would be the best option, for dragons were tough a powerful, especially with their breath weapons. But after years of experimentations, they could not crate a humanoid that of pure dragon blood. They were either mutated horribly or were uncontrollable.

Finally, someone floated the idea of making a fusion between humans and dragons to create a more stable hearty creature that was still powerful, intelligent, and, most importantly, able to have loyalty to the empire instilled within them. After decades of trials, where humans and dragon blood were mixed, the first Draconians were created. There were found to be every bit as intelligent as humans. Most importantly, they were loyal and willing to fight for their country. By the time a century had passed, there were hundreds of male and female Draconians living in the empire, with most serving in the military. Today, Draconians live in the empire as free citizens.

Over time, a rising sentiment grew among not only the Draconians but of the citizens of the empire, that the Draconians were equal and should be free to pursue their lives as they see fit rather than being forced to serve in the military. Most stayed within their roles in the military, but slowly over time, some went their own way, even moving out of the empire to seek their fortunes elsewhere.

Relatively speaking, the overall Draconian population in Irith is small but stable.

Draconians breed by means of copulation. Unlike humans, however, the females will, after impregnation, lay their egs in a clutch usually numbering 2-8 eggs that hatch in four months. The must be kept in a dark, warm, moist environment and tended to religiously if they have any chance of hatching successfully. Draconians age at the same rate as humans after that.

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Dracothel (Kobolds)

 

Humanoids with a some dragon blood in their veins, these skulking but very clever creatures can be found mostly in hills, mountains, and forests. The true name of their race is the Dracothel, which is draconic for "dragon kin." Kobold, which another name they are often called, is an ancient name they have borne from the days of their enslavement at the hands of goblins and hobgoblins.

 

 

 

 

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Outhiri (Halflings)

 

These mostly pleasant small folk are said to have some gnomish blood in them, but no one has ever been able to verfiy this. The true name of their race is "Outhiri." As  they became integrated into civilized society of mostly humans, they were looked at as small humans and began being referred to as "Halflings." In predominately halfling societies, they will refer to themselves as Outhiri but tolerate the Halfling moniker in most cases.

 

 

 

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Sethraak (Lizardfolk)

 

Living primarly in wetlands, jungles, and forests, this reptilian humanoid race is referred to inaccurately by other races as "Lizardfolk "Sethraak. Lizard Folk is a slang name that humans call them.

 

Clever and full of creativity, they are a hearty race who tend to be suspicious of others until trust has been gained.

 

 

 

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Shenuri (Drow)

 

Dark elves in Irith are called "Shenuri," but are sometimes referred to by the derisive elven term "Drow," which stands for "Lost." The Shenuri are a race that has made their place in the underground away from those who would oppress them and the sun that hurts their eyes and dries their skin. A page with more information regarding the Shenuri, along with their cities, populations, etc. on each continent can be found HERE.

 

 

 

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Torozen (Svirfneblin)

 

Subterranean-dwelling cousins of the Gnomes, the "Torozen" are a race of dark gnomes who usually live in Shenuri cities or communities near them. They are often referred to as "Svirfneblin" by gnomes, which is a slanderous term that was lost in translation long ago.

 

Torozen are usually crafty and sadistic, and they do not tolerate uninvited guests into their communities

 

 

 

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New Races With Playable Information

 

Half-Tabaxi   Kryth   Qiran Esh   Ratfolk   Thriiche

 

Half-Tabaxi

 

Even if tabaxi are generally known as catfolk, most of them would probably resent being compared to a simple cat. The half-tabaxi on the other hand resemble those animals a lot more. They've lost most of their tabaxi features and became more human. Some don't have a single patch of fur on their body or completely lost their claws. What still remains are their instincts and natural ability to move with grace and composure. Most would describe them as serene and delicate.

 

Being part human and part tabaxi, it's natural for them to develop a strong wanderlust. The world has a lot to offer and half-tabaxi would like to see every facet of it. They value experiences over coin and tend to be more inclined to take risks. Depending on the individual, some half-tabaxi enjoy learning from books as much as first-hand experiences. It's hard to guess their motivation as they tend to be as complex as their human ancestors when it comes to reasoning.

 

Some half-tabaxi may be hard to convince, but once someone earned their trust, they're going to be loyal friends for life. They prefer travelling with groups of people and know that strength doesn't lie in numbers, but in unity. Therefore most try to get along with everyone around them. Even if they dislike an individual, they rather see them as a friendly rival than an enemy.

 

Half-Tabaxi Traits

 

Ability Score Increase: Based upon chosen background.

 

Age: Half-Tabaxi have life spans equivalent to humans.
 

Alignment: As with most catfolk, half-tabaxi tend toward chaotic alignments, as they are impulsive and often stubborn. Whether they are good, evil or anything in between depends largely on their social environment.
 

Size: Depending on the more dominant side of your character, they're either a similar size to most humans or slightly taller and leaner. Your size is Medium.


Speed: Your base walking speed is 30 feet.

 

Cat's Talent: You have proficiency in the Perception and Stealth Skills.

 

Feline Agility: Your Tabaxi blood gives you improved agility and speed. When you move on your turn in combat, you can double your speed until the end of your turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
 

Darkvision: Since you are part Tabaxi, you have their superior vision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.


Superior Hearing: You have a pair of catlike ears, giving you have proficiency in the Perception skill and advantage on Perception checks that rely on hearing.
 

Languages: You can speak, read and write Common and one other language of your choice.
 

Subrace: Each child of a human and a tabaxi has generally more features of one of their parents. This goes beyond the color of skin, hair or eyes and comes with certain ability developments. All half-tabaxi are either
animalistic or cultured.

 

Animalistic Subrace

 

As a more animalistic half-tabaxi you've inherited most of your being from your tabaxi parent. In addition to your cat ears and tail you still have retractable claws. You can have one or more additional features that show your heritage. Either choose them yourself or roll on the following table as many times as you like, but at least once.

 

Animalistic Features

 

d4

 

Feature

1

  Cat Eyes

2

  Cat Nose

3

  Whiskers

4

  Fur on hands and Feet

 

Cat's Claws: Because of your claws, you have a climbing speed of 30 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to ld4+your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.


Moody Feline: Tabaxi are known for their mood swings and half-tabaxi are generally better at managing their emotions. You have proficiency in either the Intimidation or Persuasion skill. You can switch this proficiency after every long rest if you wish to, depending on your character's mood.

 

Cultured Subrace

 

Half-Tabaxi that inherit more from their human parent are considered as cultured half-Tabaxi. They have their signature cat ears and tail, but lack any other tabaxi feature. In exchange for that, they are known to be more adaptable to unknown situations and are generally more accepted in most cultures than their more animalistic counterpart.

 

Avid Learner: You're fascinated by the world and eager to explore and learn as much as you can. You gain proficiency with one skill of your choice as well as one tool of your choice.


Curious Feline: You have a hard time not fussing over things you don't understand. You gain advantage on Investigation checks that are related to the gathering of information about people, places or objects.

 

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Kryth

 

The Kryth are a race of humanoids bred to be servants of Illithid. Kryth are mutated humans infused with Illithid blood. Over the centuries, some Kryth have escaped their masters to propagate in the world abroad. They are reclusive and wary of others, even their own kind.

Mostly hairless, Kryth have rough gray skin that appears hard and dry. They have some horns that come off their temples and extend behind their heads, and their eyes are always a light red in color.

 

 

Kryth Traits

Kryth share certain traits as a result of their abyssal descent.

Ability Score Increase:
Based upon chosen background.

Age: Kryth mature at the same rate as humans plus 20 years longer.

Alignment: The makeup of the Kryth cause them to lean toward more lawful neutral or evil.

Size: Kryth are about the same size and build as humans. Your size is medium.

Speed: Your base walking speed is 30’.

Darkvision: Thanks to your Illithid heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light. and in darkness as if it were dim light.

Psychic Resistance: You have advantage on saving throws vs. spells/magic that deal psychic damage and have resistance to psychic damage.

Illithid Legacy: You know the Minor Illusion cantrip. Once you reach 3rd level, you can cast the Detect Thoughts spell once per long rest. Once you reach 5th level, you can cast the Fear spell once per long rest. These spells are intelligence based.

Languages: You can speak, read, and write common and undercommon.

 

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Qiran Esh

 

These mysterious metallic automatons originate from the secretive country of Kharamis. They have long been thought to be nothing more then mindless constructs built do do the Kharamisians' bidding. But whispers of them being more than that have come to light, adding further to their mystique. Some say they are actually beings that have the ability to think for themselves. They have even been dubbed Qiran Esh (elven for "spirit shell").

 

 

 

 

Qiran Esh Traits

 

Score Increase: Based upon chosen background.


Age: A typical Qiran Esh
is between two and thirty years old. The maximum lifespan of the Qiran Esh remains a mystery; so far, Qiran Esh have shown no signs of deterioration due to age. You are immune to magical aging effects.


Alignment: Most
Qiran Esh take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality – or lack thereof – of the beings with which they served.


Size: Your size is Medium. To set your height and weight randomly, start with rolling a size modifier.
 

*Size modifier = 2d6
*Height = 5 feet + 10 inches + your size modifier in inches
Weight in pounds = 270 + (4 x your size modifier)
 

Speed: Your base walking speed is 30 feet.
 

Constructed Resilience: You were created to have remarkable fortitude, represented by the following benefits:


*You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
*You don’t need to eat, drink, or breathe.
*You are immune to disease.
*You don't need to sleep, and magic can't put you to sleep.
 

Sentry's Rest: When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
 

Integrated Protection: Your body has built-in defensive layers, which can be enhanced with armor.


*You gain a +1 bonus to Armor Class.
*You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
*While you live, your armor can't be removed from your body against your will.
 

Specialized Design: You gain one skill proficiency and one tool proficiency of your choice.


Languages: You can speak, read, and write Common and one other language of your choice.

 

NOTE: Indigenous Qiran Esh living their normal existences in Kharamis and following societal laws and norms are not allowed to use arcane or divine magic. Many Qiran Esh that have left Kharamis and experienced the world beyond its borders have learned to use magic. 

 

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Ratfolk

 

Although primarily found in urban environments, Ratfolk can be found living anywhere, with deserts and the arctic being rare exceptions. They are communal and are inherently wary about those not of their pack. These humanoids are tenacious and very adept at hiding.

 

 

 

 

 

 

Ratfolk Traits

 

Ability Scores: Based upon chosen background.

 

Age: Ratfolk live to be 70 and are considered adult at 17.

 

Alignment: Ratfolk can be of any alignment, but they do tend to lean toward Chaotic Neutral.

 

Size: Small.

 

Speed: Walking speed is 30'.

 

Darkvision: Ratfolk have darkvision up to 60'.

 

Pack Tactics: Ratfolk have advantage on attacks vs. enemies engaged in melee with an ally.

 

Rodent Empathy: Ratfolk have advantage on Animal Handling checks with rodents.

 

Skulk: Ratfolk gain advantage to Stealth Checks when within 5' of an object that is the same size as the Ratfolk or larger.

 

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Thriiche

 

Almost exclusively found at the Top of the World and on the Heel of Iirth, Thriiche are an elven subrace that has thrived in arctic environments for centuries. Less sophisticated than their high elf cousins, the Thriiche live in a tribal society that values family above all else. They prefer to live in mountainous areas, which provide protection from the elements. The only Thriiche cities known to exist are located at the Top of the World and on the Heel of Irith, the pages of which will list their names, populations, leader names, and other relevant information.

 

The Thriiche worship any number of gods, with Dotorus, Kergon, and Su Reh being the most common.

 

Thriiche Traits (as per elves in the PH with the following subrace traits)

 

Ability Score Increase: Based upon chosen background.

 

Speed: Your walking speed is 30'. If you are on icy or snow terrain, your base walking speed increases to 35'.

 

Darkvision: 60'.

 

Heightened Perception: You have advantage on Perception checks when in an icy or snowy environment.

 

Frost Veil: In icy or snowy environments, you have advantage on hide checks.

 

Cold Resistance: You have advantage on saving throws against cold spell effects and resistance to cold damage.

 

Cantrip: You can cast Ray of Frost cantrip. At 3rd level, you can cast Ice Knife once per day.

 

Languages: In addition to common and elven, you can speak undercommon.

 

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Religion

Religion is a funny thing. Some people take it serious to the point of extreme, while others look at it as a way to purge their sins in a formalized way that will cleanse their souls, or at least their guilt de jour. In Irith, there are a great many gods out there for all to worship, which leads to some interesting conflicts and alliances.

The gods/devils/demons/other in my world are a mix of homebrew entities that I've been working on for years. I've striven to provide players with a mix of different philosophies that suit good, bad, ugly, pretty and whatever else you can think of.

To see the complete list of deities allowed in the world of Irith, click HERE.

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Showing Up

By promising that I'll weave your nice beautiful history into the tapestry of the story, I’m making a commitment to you to create an enjoyable atmosphere. In return, I ask that you show up for my game. There are things that come up, naturally. If your attendance is bad and you always seem to have something come up so that you are unable to make it to the game most of the time, I may decide to ask you to return later after you've taken care of your life situation.

There are always exceptions and blah blah, which I'll take into consideration, but you get my drift.

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Skills

This edition of DnD did well to trim down the pure amount of crap that revolved around dice rolling. 3.5 was the ultimate in choices, but those choices led to spending so much time on battle and other mechanical considerations in the game, that the story was shoved far down the priority list.

The skills listed in the PH are quite solid IMHO. Right now, I don't see any reason to try to expand on them. Of course, I always try to keep an open mind. If you feel the need to have a skill in the game that's not already listed in the PH, by all means submit it and we'll consider it for inclusion.

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The Dungeon Master

In any gaming system there are flaws. Dungeons and Dragons is no exception. My goal is to remain consistent in rulings where there is no written rule to refer to. One of my greatest strengths has always been consistency. Fairness is another. By the time I’ve DMed you for a while, we’ll have a lot of unwritten rulings that we’ll use on a regular basis that we have agreed upon by consensus. We may even post some of them here. It’s a group thang, and I’m all about the group. I’m very good about adjusting to the tempo/experience/other of the group I’m with. In return, I ask that those playing in my group keep an open mind about the game and my style, which is pretty standard. I mix plenty of action with role playing, problem solving, and character history focus to involve everyone equally in the game.

I like to have regular games. When I DMed long ago, we played damned near every week all day long. This, of course, is not going to happen now. However, if we agree to play every other week for 6 hours (for example), I’m going to do everything I can to play along that schedule. With a large-sized group, if one person can’t make it, we’ll still play—exceptions to this rule are always dealt with on a case-by-case basis. By the same token, it will be my duty to provide a game that is well thought out and exciting to give you all a reason to want to play consistently—a type of symbiosis between DM and players.

A good DM always listens to suggestions from new and old players alike, and I have open ears (when the wind blows into my left ear, the hair over my right ear billows up). Nothing is permanent, and a good idea is always welcome. If we all agree to alter a rule in the books and play it a certain way, then we’ll do it. DMs who never listen to new ideas and stubbornly insist that his/her way is the only way will find themselves very lonely. In the early days of DMing my young world of Irith, my technique was unrefined. Since I started playing this game 30+ years ago, I’ve battened down a lot of how I want to handle things in my world, resulting in smoother decision-making on my part, thus allowing me to concentrate on the storyline.

Bottom line: if you're going to provide me with your presence and your laughter (and free pizza: j/k) then the least I can do is provide you with a fun game that keeps you coming back for more. I’ll derive my enjoyment from being with a great group of people while holding supreme dictatorship over a fantasy world where I can crush Halfling villages with but a mere thought . . . pardon me. Drugs hadn’t kicked in yet. I’m ok now.

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The Player

The player is an odd beast. The player can be fun, dull, smart, stupid, cool, an asshole, and a myriad of other descriptions. But I love them all. Really, I do. It’s been rare when I found myself completely unable to deal with a person for any reason. I like people who are involved in the game. Some are completely involved in all phases. Others sit back until “the killin’ starts,” and I respect that. Others only get that gleam in their eye when a good role playing situation comes up. To each his/her own.

The hard players for me to deal with are the disrupters. I’m the first to chuckle with glee when a player takes his thief and tries a little “pocket fishin’” on a king’s guard and then all heck breaks loose on the party. But when a player comes in and starts causing trouble and bringing all heck down on the party “just 'cuz” and all the time, I get miffed. Usually, the other party members get pissed off and handle the offending effendi. Of course, if they don't handle the situation, I will.

I’ll never get down on a player who isn't as involved as the rest. I'll ask them if there's something wrong or if they're ok, but I won’t nudge too hard unless their lack of participation is hurting the party. I’ll try everything I can to generate interest in the game for each player. With that in mind, you can help me by providing an interesting history or event concerning your character. I’ve built campaigns around cool backgrounds.

"Help me . . . Spock." I’ll be a bit new on the 2024 edition rules, so I’ll be depending on everyone to be understanding as we all learn them.

Role playing is essential. I like people who can role play well and encourage it often. Granted, there are some people who don’t have the inclination or the ability to “get in character” and act like that character. They may be more apt to just say “my Halfling steps up and frowns at the King as he tells him what happened in the forest” rather than act it out. That’s perfectly cool. One thing I’m a stickler for is realism in how the world works and how NPCs and monsters react to you. If a drow walks into a small town and is recognized, you can expect those townspeople to promptly shit their pants and take some drastic action unless a special situation exists where they don't have problems with drow.

Just remember, any actions your characters take will have consequences, which can mean good things or bad . . .

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In Closing . . .

Don’t be intimidated by all this crap I’m throwing at you. I’m quite flexible in allowing things. One thing you can depend upon is my consistency in all things, especially when we all agree on something. There are always exceptions to every rule, and I'm always open to talking about them. What I need the most is for you to have fun and not be afraid to talk to me if you have something on your mind. I hate to see players stew at me when a 2-minute discussion to clear the air would have smoothed some ruffled feathers. In return, I’ll strive to be prepared each week with a dynamic adventure tailored to the group in the hopes that you'll want to be here each week.

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