Character Creation

For the most part character creation follows the basic rules listed in the D&D 5e Player’s Handbook.

Ability Scores

Players roll for their ability scores using the standard method of rolling 4d6 and dropping the lowest die 6 times and choosing which ability each score is assigned to.

Races

The Races in Fayrdun are listed here

Humans – Humans are the most common race in Fayrdun. They can be found in all but the smallest settlements of other races. Humans are considered to be reasonably talented at most of their chosen careers but could never achieve the mastery of some of the longer living races. They are an adaptive race and are making a quick recovery after the War of the Mages

Elves – Elves are the proud, long living, aloof beings of the forest. Because of their natural affinity for magic, they were severely impacted by the War of the Mages and its leftover magical impacts. Many elves, especially the magic users, developed serious mutations and many perished. This devastated their population and left the few survivors with strange mutations and warped minds.

Dwarves – Dwarves were the least impacted by the War, mostly because of the low affinity for magic in this race and that most of their great cities were built underground. Dwarves are very uncommon in the surface lands of Fayrdun but reside in huge populations in their underground tunnel networks. They are gruff and, for the most part, untrusting of strangers.

Halflings – Halflings are a race of small, friendly people. They enjoy the comforts of wherever they call home, whether that be a comfortable city house, a wagon in a nomadic caravan, or a homely burrow in a remote hillside. They are generally accepted wherever they go, as a halfling caravan is a great source of news of the wider world.

Gnomes – Gnomes are race of small, witty people. They enjoy practical jokes and playing tricks. Gnomes can be found anywhere from small forest villages to the biggest of metropolis size cities. Many gnomes are interested in inventing, alchemy, and other eccentric fields of study

Half-Elves – Half-elves are the product of the rare crossing of a human and an elf. They are outcasts of both societies. Since the war, half-elf children have become almost non-existent because of the population decline and all around xenophobia that has become commonplace.

Classes

This campaign uses the classes from the 5e Player’s Handbook.

Barbarian – A fierce warrior of primitive background who can enter a battle rage
Bard – An inspiring magician whose power echoes the music of creation
Cleric – A priestly champion who wields divine magic in service of a higher power
Druid – A priest of the wilds, wielding the power o nature – moonlight and plant growth, fire and lightning – and adopting animal forms
Fighter – a master of martial combat, skilled with a variety of weapons and armor
Monk – A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection.
Paladin – A holy warrior bound to uphold a sacred oath
Ranger – a warrior who uses martial prowess and nature magic to combat threats on the edges of civilization
Rogue – A scoundrel who uses stealth and trickery to overcome obstacles and enemies
Sorcerer – A spell caster who draws on inherent magic from a gift or bloodline
Warlock – A wielder of magic that is derived from a bargain with an extra-planar entity
Wizard – A scholarly magic-user capable of manipulating the structures of reality

**used the 5e Player’s Handbook descriptions for classes

Backgrounds
Equipment

Character Creation

The Razed Lands Elfmage7