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  1. - Top - End - #1
    Pixie in the Playground
     
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    Default Dho Shanwge: Catchall post for 5e homebrew campaign world revision for critique

    Well, I wrote out a long, detailed, introductory post that got eaten by the ether, so that happened.

    Dhô Shanwge began in 1983 and I ran 2e campaigns in it until I stopped playing in 1997. There is a lot of character history in this world, but I never really fleshed out the nations the way I wanted to. I have picked up D&D again with 5e and am trying to adapt my campaign and 5e to each other to introduce my young son to D&D. I am seeking critique from DM’s and players of 5e since I have not played in 5e before and I recognize that the mechanics and balance are vastly different from 2e and I am doing a major overhaul of the setting.

    Dhô Shanwge is a large medium to high fantasy pan-Celtic folklore based nation on a continent of the same name. The nation is almost equally populated by humans and aes sídhe (equivalent to elves for all-intents.) Halflings and halfling centaurs occupy a large island chain to the East, centaurs of three varieties and bóairi (centaur-like minotaurs) share the land with the others. The government and culture is a blending of iron-age Irish and medieval feudalism.

    LigaFrost is a vast confederacy of fractious Norse-like kingdoms that are composed primarily of elfs (a.k.a. dwarves, coblins, svartálfar, dweorgs, and dvergr) giants, and humans with a much lesser portion of aes sidhe.

    The kingdoms to the south are primarily human and based on Greco-Roman culture (Drassus), medievalized ancient Egypt (S’hrut), and homogenized Arab, Turkish, and Persian cultures (Suremillan). There are Aztec/Teotihuacan/Maya based cultures and Japanese based cultures on the other continents. These are the least fleshed out of the lands.

    Most of the action is derived from “uncivilized” demi human tribes such as the fir feoragh (wolf-men similar to gnolls), goblins, fomorii, giants, and political tension and invasions from the subterranean races: tollán sídhe (“tunnel elves”, we’ll just call them drow, that’s what they started as when I made the world the first time), svartálfar (similar to duergar or svirfneblin), and other neighboring kingdoms. Also good old fashioned faerie stories, legendary monsters and fae menaces, ghosts, vampires, and ghouls, dragons, rogue sorcerers and other powerful adversaries provide plenty of plot.

    The land is notably scarred in several locations by an ancient sorcerer battle royale which left one of the southern seas covered in non-flammable oil resulting in brilliant colors but only monstrous wildlife, a 200 mile diameter, three mile deep crater cut out of one of the northern mountain ranges resulting in a two-mile-high sheer cliff face over the ocean (towns are built into the cliff-face kind of like the Pueblos), and a 50 mile in diameter vortex sucking down any ship or creature near to an unknown fate, among other less notable terrain features.
    The new map is a work in progress but I can post the rough land-only map soon.

    First up: Dho Shanwge halflings (alpha version) and humans (rough).
    Last edited by Skitcher; 2016-09-04 at 06:04 PM.

  2. - Top - End - #2
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    Default Dho Shanwge Humans and halflings

    Human

    GENERAL TRAITS
    Ability Score Increase: Choose 3 points to distribute as desired.
    Skills: You gain proficiency in one skill of your choice
    Age: Adulthood at 15-18 years. Max. Age 120
    Alignment: No tendency
    Speed: 30’

    S’hruti
    Spoiler: Details
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    (Ssroo-tee)
    Region Western southern continent deserts and mountains
    Skin Dark to tan
    Hair Straight, wavy or wooly; Dark to auburn
    Eyes Brown to black
    Names Persian, Turkish, Armenian, Egyptian


    Danu
    Spoiler: Details
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    Daa-noo
    Region Eastern continent, Dhô Shanwge and surrounding lands
    Height Tall
    Skin Alabaster to tan, often freckled
    Hair Straight, curly or wavy; Brown, blonde, auburn, red
    Eyes any
    Names Irish, Welsh


    Drusian (Droo-zjan)
    Spoiler: Details
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    Region Western continent, Drassus and surrounding lands
    Build Generally athletic
    Skin Dark to tan
    Hair Curly or wavy; Blonde, or brown
    Eyes Blue or green
    Names Greek


    Ahrfi
    Spoiler: Details
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    Aarr-fee
    Region Southern continent Eastern deserts, Suremillan and surrounding lands
    Height Tall (+2”)
    Skin Blue-black to ruddy tan
    Hair Curly or wooly; Black, brown, or dark auburn
    Eyes Brown to black
    Names North African

    Wiersh
    Spoiler: Details
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    Wursh
    Region Wier and surrounding lands
    Height Short (-1)
    Skin Light to tan
    Hair Curly or wavy; Brown, blonde, auburn, red
    Eyes Green or Hazel
    Names Gaullic


    Glenuch
    Spoiler: Details
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    Glee-nuck
    Region Central continent, Glennfear and surrounding lands
    Height Tall (+1)
    Weight Heavy (+10 lbs.)
    Build Husky
    Skin Alabaster to tan, often freckled
    Hair Straight or wavy; Blonde, auburn, red
    Names Scottish, English


    Vaushmann
    Spoiler: Details
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    vowsh-MUNN
    Region: Northern continent, LigaFrost, Sneiðland, and surrounding lands
    Height Tall (+2)
    Weight Heavy (+10 lbs.)
    Build Husky
    Skin Alabaster to light, often freckled
    Hair Straight; Blonde, red
    Eyes Blue or Violet
    Names Norse, Russian, or Germanic



    Halfling

    Halflings in Dhô Shanwge are human, not a separate species. Both notable halfling subraces are found on islands. The two have little in common other than size and stealth.

    HALFLING TRAITS
    Your halfling character has a few traits in common with other short men.

    Ability Score Increase Dexterity +2
    Age Adulthood at 20 years. Max. Age 120
    Speed 20’
    Cowardly You have disadvantage on saving throws against fear.
    Hiding You have advantage when attempting to hide or pass unnoticed
    Naturally Stealthy You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

    Subrace. The two types of halflings to be found in Dhô Shanwge are the oileánach and Nabgo’o which are not related to each other at all.

    Oileánach
    Spoiler: Details
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    ILL-un-ukh
    Ability Score Modifiers. Constitution -1, Cha +2
    Size. Oileánach halflings average about 42” tall and weigh around 50 lbs.
    Hair. Straight to curly blonde, auburn or red
    Eyes. Blue, violet, hazel, or green
    Skin. Alabaster to light often freckled
    Alignment. Oileánach halflings respect only the law of the deal, everything else is negotiable. They tend towards chaotic alignments with a slight tendency toward good.
    Conversant. You can choose any 4 modern languages to start with.
    Smooth talkers. You have advantage whenever making Persuasion checks involving speech.
    Region. Gateway Isles
    The oileánach are to be found almost exclusively on the Gateway Islands where they make up the majority of the population. The islands are considered to be politically neutral and house the biggest trading centers in the world.
    Oileánach have a good reputation for being friendly, courteous, level-headed and diplomatic. When they are not employed in trade, they are frequently hired as ambassadors and diplomats. If an oileánach talked a hungry ogre into skipping out on oileánach barbecue to eat a pile of horse dung and pay the little man for the privilege, no-one would be the least surprised.

    OILEÁNACH NAMES
    Old Scots derived.

    COURTEOUS MERCHANTS
    Oileánach are always trying to angle a deal, whether its commerce or politics, if there’s a bargain to be struck, they’re there.
    Humans. “Continentals are brutish and uncivilized, but easy to buy and easier to swindle. Watch out for those Suremillanese though, they are the competition.”
    Nabgo'o "If you don't need to go to Paradox for something important, ignore them. They have no money, they want nothing from us, and no-one really cares what their 'diplomatic status' is. Did he just say I'm poisoned? What... oh great Diancecht SAVE ME!"
    Sídhe. “The tuatha de? Stubborn and pretentious bastards, they’ll always try to put off a sale to ‘think about it’, but man, show them a silk brocade with interwoven gold thread and they’re yours!” Watch your backs around those tolláns though.
    Dwarves. “Haggle, haggle, haggle, and they always want to have another drink before you ‘do any more business’. If you’re selling to ‘em tell ‘em how jealous their neighbors will be; if you’re buying, tell ‘em how jealous they’re neighbors aren’t.”
    Centaurs. “Don’t trade with them, hire them. They are stubborn to a fault and shrewd to bargain with, but happy to carry lots of stuff, just don’t EVER refer to one as a mule, no matter how stubborn he is or how much he can carry.
    Minotaurs & Bóaires. “Don’t bother. Just stay out of their way, unless you know some hungry ogres with gold…”
    Giants & Jötunns. If you can get them to notice you, they’re easier marks than humans, and they make great guards.


    Nabgo’o

    Spoiler: Details
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    Naab-go-oh
    A.k.a. Pygmy islanders,
    The Nabgo’o are indigenous to the Rainbow Isles which border the Sea of Colors. Their small size gives them a distinct advantage in the heavy overgrowth of jungle in their native land.
    Few foreigners ever dare to set foot on their sacred islands for fear of their legendarily lethal pitfalls and traps. It has been said that given a few sticks, a pile of leaves, and ten minutes to prepare, a Nabgo’o tribesman can kill a marauding dragon with ease, and that may not be far off.
    The Nabgo’o are highly conservative. They believe that the old ways are best and are very resistant to new ways and technology. The Nabgo’o will almost always continue to use their native implements despite the availability of superior continental weapons, armor, and tools.
    Ability Score Modifiers. Constitution +1, Intelligence +1
    Size Nabgo’o halflings average about 39” tall and weigh around 42 lbs.
    Hair Wooly, Auburn
    Eyes Hazel
    Skin Ruddy dark
    Light hunters +1 to hit with blowgun, hand crossbow, short bow, or sling
    Ingenious trappers You are proficient with snares and traps and have advantage when attempting to set, detect, or disarm them.
    Traditional You are at +1 to checks involving primitive stone, bone, or wood weapons, armor, or other tools of Nabgo’o origin. Conversely, you are always at disadvantage with continental weapons, armor, and tools. This disadvantage may be negated by taking proficiency, but in order to gain the proficiency bonus, you must devote a second proficiency to the weapon, armor, or tool.
    Languages. You speak only your native Nabgo’o language. You must purchase continental languages separately.

    NABGO’O NAMES
    Aboriginal New Guinea derived.

    XENOPHOBIC OUTLANDERS
    Nabgo’o contact continental nations rarely, and then, mostly S’hrut. When they leave for whatever reason, they avoid picking up “barbaric” ways.
    Humans. “Tall men who don’t understand the spirits. They try to poison your mind with uncivilized ways.”
    Sídhe. “Tall men who don’t understand the spirits, well maybe a little. They try to poison your mind with uncivilized ways.”
    Other dwarves. “Tall furry men who don’t understand the spirits. They try to poison your mind with uncivilized ways.”
    Oileánach. “Pale men who have been poisoned by tall men’s ways.”
    Gnomes & coblins. “Furry men who have been poisoned by tall men’s ways.”
    Centaurs. “That’s the kind of thing that happens with tall men and their uncivilized ways.”
    Minotaurs & Bóaires. “Tall men really ARE barbarians, how do you explain THAT?!”
    Giants & Jötunns. “That’s a REALLY tall man!”
    Last edited by Skitcher; 2016-09-04 at 05:16 PM. Reason: Make spoiler frames

  3. - Top - End - #3
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    Default The Sidhe

    Aes Sídhe
    ays-SHEE
    A.k.a. Tuatha de, ljósálfar (LigaFrost and Sneiðland), Host (Wier), xotico or nânos (Drassus), hedj’elf (S’hrut, literally “white elf”), al’djin-al’abyad (Suremillan)
    Aes Sídhe are a group of tribes of trooping Fae. The Sídhe resemble humans in form, but are generally slimmer and always beautiful. Sídhe are also notoriously capricious in their attitude towards individuals. They are sticklers for manners and protocol, easily insulted, and highly vindictive but also very susceptible to flattery.
    More so than others in their culture, the Aes Sídhe favor honesty, at least that which they consider to be honesty. To the Aes Sídhe it is anathema to outright lie or steal, however evasion, equivocating, and “borrowing” are not seen the same way. If you intend to return something that you have taken (including people) it is not stealing. If you say something that is true, but the listener misunderstands you, it is the fault of the listener.

    Spoiler: Description
    Show
    HOLLOW HILLS
    Many Aes Sídhe reside in the mixed race cities, but most Aes Sídhe dwell in the large earthen mounds, or sídhe, for which they are named, or in crannogs on lakes. These “hollow hills” resemble large tumuli or cairns on the outside but are usually at least five times as large on the inside as they are on the outside (due to magical alteration) and internally resemble traditional human great halls. A single sídhe may house hundreds of aes sídhe and their livestock despite being only 20 to 40 feet in diameter.
    The sídhe dwellings warp time as well as space. Each hour spent inside a sídhe may be dramatically more or less time on the outside than is perceived on the inside. The Aes Sídhe themselves are immune to this effect (q.v. Timeless.) For the Aes Sídhe time in the sídhe is normal. If a non-sídhe spends the night in a sídhe, they might come out 6 months, or 10 minutes later. Roll on the following table and multiply or divide the time as shown:

    Sídhe Time
    Die
    Result Multiplier

    1. 1/64
    2. 1/32
    3. 1/32
    4. 1/16
    5. 1/16
    6. 1/16
    7. 1/8
    8. 1/8
    9. 1/8
    10. 1/8
    11. 8
    12. 8
    13. 8
    14. 8
    15. 16
    16. 16
    17. 16
    18. 32
    19. 32
    20. 64


    Aes Sídhe are fond of hunting and carousing. They are among the finest of artisans, producing splendid textiles, art, tapestries, furniture, and martial equipment, that are highly sought by other peoples. They favor elegant clothing, often heavily embroidered or embellished, in bright colors, and intricate jewelry. They will be offended if they must wear common clothes or fabrics and can appear to others to be quite pretentious about the matter. Better a silk brocade covered in spider webs and pig filth than common wool.

    SLENDER AND GRACEFUL
    Aes Sídhe are slightly taller than humans on average, ranging from just over 5 and a half feet tall to over 6 feet. They tend to be much more slender than humans, but may be more or less dense depending on sub-race, weighing 120 to 160 pounds. Males and females are about the same size, with males only marginally bigger than females.
    Aes Sídhe' coloration varies by sub-race (a.k.a. tribe or Tuatha) including familiar human coloration but also includes skin in shades of copper, bronze, black, silver, and bluish-white, with hair of green, silver, copper, or blue, and eyes any imaginable color, including the rare “Eternal Rainbow” pattern (it’s what it sounds like). Aes Sídhe have little body hair and fine facial hair.

    A TIMELESS PERSPECTIVE
    “In a heartbeat, there is eternity, yet eternity is but a heartbeat.” The Aes Sídhe do not perceive time as mortals do. They can fixate on a moment or wile away centuries with equal facility. Shorter lived races do not understand the Aes Sídhe, but the Aes Sídhe understand mortals (q.v. “Many Lives”). The Aes Sídhe pity mortals for spending most of their life trying to learn what their father’s knew, but envy them the tenacity with which they hold on to life.

    MANY LIVES
    A human saying is that when you die, you see your whole life flash before your eyes; the Aes Sídhe say that when you die, all your lives play out before your eyes. Every so often, the Aes Sídhe remakes himself. He forgets everything about who he was, and becomes someone new. In game terms, the player may keep any non-sentimental wealth, but start over as a second-level character with a new name, new ability scores, new hit points, new personality, etc. The character will not recognize any former relationships he had with others, though he still recognizes them by name, and knows their history (not entirely unlike Dr. Who.) Nor will he respond to his old name, that person is dead. The Aes Sídhe will frequently do this when a mortal very close to him, such as a spouse, lover, or child dies.

    WHAT’S IN A NAME?
    The aes sídhe are referred to collectively as “Ljósálfar” or white elves by the LigaFrost states and Sneiðland. Dwarves are referred to collectively as “Dökkálfr” or “Dark elves”. Since the LigaFrost was the first to trade with Suremillan, the terms al’djin-al’abyad, “white-elf” and al’djinn-al’aswad, “dark-elf” became prominent there for the two groups of people completely foreign to them. The connotations of good or evil that follow the terms for white and black respectively were confused and conflated with the direct translation made by the LigaFrostians who did not understand the connotations involved. If they had understood the connotations, they most certainly would have reversed the terms and created even more confusion.) The original translations were meant to distinguish between the sídhe who were born above-ground in the sunlight and the dwarves from the underground or dark, but did not mean to refer to their intent or skin color. As well, travelers from Glennfear often refer to the “Seelie Sídhe” and “Unseelie Sídhe” which they usually translate as al’djin-al’abyad and al’djin-al’aswad respectively.
    Thus when aes sídhe or dwarves travel to Suremillan they are often confused by the terms, which conflict not only with the translated terms for the sneachta sídhe, solas sídhe, and the tollán sídhe, but also with the terms for gnomes and svartálfar, and the Seelie and Unseelie sídhe. (Note: There is no S’hrutic word for snow or ice, they use the word for the color white to mean ice or snow.) The terminology, and thus the confusion was spread to S’hrut and also to Drassus (despite the familiarity of Drusian humans with the coillte sídhe). In all three languages (Drassiic, S’hrutic, and Suremillanic) the term “white-elf” could mean, inclusively, any of the aes sídhe, including the tollán sídhe, a Seelie aes sídhe. a solas sídhe, a sneachta sídhe, or a gnome, while the term “black elf” could mean any of the dwarfish races, a troll, a svartálfar, an Unseelie sídhe, or a tollán sídhe. If that wasn’t bad enough, some foreigners to the south like to abbreviate the term to “al-djinn” which includes the djinns, genies, ifrit, and others. To say that has caused epic misunderstandings would be a severe understatement. In fact, when first encountered, it is common for southerners to mistake dwarves for tollán sídhe and to react accordingly. It is also not uncommon for southerners to mistake tollán sídhe for dwarves, and non-svartálfar dwarves for aes sídhe or the ifrit up the mountain for a dweorg. Not just a few have lost their lives in this way. (Note: This is great fodder for roleplay!)

    GENERAL TRAITS
    Your aes sídhe character has a variety of natural abilities and innate powers from their close connection with nature and their gods.
    Ability Score Modifiers. Dexterity +1; Constitution -2; Charisma +1
    Age. Although aes sídhe reach physical maturity at about half the rate of humans, the sídhe can live to be over 1,000 years old. It is not known how long they may live (even to the Aes Sídhe.)
    Alignment. Sídhe are highly independent but are sticklers for protocol. Most Sídhe are inclined to benevolence and altruism. Good aes sídhe are often referred to as “Seelie Sídhe” and evil aes sídhe are often referred to as “Unseelie Sídhe.” The tollán sídhe are a notable exception; tollán sídhe are not the only evil sídhe, though most evil sídhe (or “unseelie sídhe”) are more obnoxious and less lethal.
    Build. Sídhe are deceptively slight of build, though their actual weight ranges from heavier than human proportions to lighter than human proportions. Your size is Medium.
    Speed. Your base walking speed is 30 feet.
    Darkvision. The moon or a glimmer are all a Sídhe needs to see by. 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.
    Keen Senses. You have proficiency in the Perception skill.
    Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
    Timeless. You are immune to magic, beneficial or malign, that adjusts the flow of time such as haste or slow, or time stop spells, as well as to unnatural aging.
    Languages. You can speak, read, and write the local language and one other modern or archaic language.
    Glamour. All Aes Sídhe know the Minor Illusion cantrip.

    Dala de Brighid
    The Dala de Brighid is composed of three subtribes. Sometimes called the Dala de Imbolg (roughly “Kingdom of Spring”), each tribe is said to represent an aspect of the triple goddess Brighid.

    Tuatha de Flidais
    Spoiler: Details
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    too-THAW day FLEE-daws
    A.k.a. Coillte sídhe (Dhô Shanwge), wood elf (Wier), morkalfar (LigaFrost), dionysioi (Drassus)
    Alignment. Chaotic with strong good tendencies
    Hair. Straight to Wavy; Copper, green, red, blonde, brown
    Eyes. Green, brown, hazel, copper, amber
    Skin. Ruddy, coppery, or greenish ruddy
    Ability Score Increase. +1 Strength
    Stealthy. You have proficiency in the Stealth skill.
    Backwoods charm You know the Friends (CHA) cantrip. When you reach 3rd level, you can cast the Charm Person (CHA) spell once per day. When you reach 5th level, you can cast the Suggestion (CHA) spell once per day.
    Hunter. You have proficiency with longbows and spears.
    The coillte sídhe dominate the woodland areas of Dhô Shanwge and can sometimes be found in the mixed race cities. Flighty and capricious, they are often rightly accused of kidnapping, minor theft, and of having really wild parties.
    Though they can often be found “borrowing” things, the coillte sídhe are highly intolerant of those who steal from them. When they “borrow” things, they really do intend to pay it back, though sometimes hundreds of years later and with interest, but they don’t trust others to do the same.

    Tuatha de Samradh
    Spoiler: Details
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    A.k.a. Solas sídhe (Dhô Shanwge and Glennfear), summer elf (Wier) sumalfar (LigaFrost), ljosalfar (Sneiðland), heliadoi (Drassus)
    Region. Any warm
    Hair. Straight to Wavy; gold, red, or blonde
    Eyes. Blue, amber, hazel, gold, or white
    Skin. Light to tan
    Ability Score Increase. +1 Intelligence
    People of the Sun. You know the Light (INT) cantrip. When you reach 3rd level, you can cast the Color Spray (INT) spell once per day. When you reach 5th level, you can cast the Zone of Truth (CHA) spell once per day.
    Weapon proficiencies. You have proficiency with longbows, and spears.
    By far the most numerous and well-known of the aes sídhe tribes, the solas sídhe are found throughout the temperate areas of Dhô Shanwge and beyond. They can often be found throughout the mixed race cities, but mostly in the sídhes of the lowlands.
    Solas sídhe are the most offended by dishonesty and have been known to take life-long friends to duel over “little white lies.” They have a long-standing enmity with oileánachs, whom they think of as inherently and unapologetically dishonest and deceitful.


    Tuatha de Niamh
    Spoiler: Details
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    too-THAW day neev
    A.k.a. Farraige sídhe (Dhô Shanwge and Glennfear), sea elf (Wier) aegalfar (LigaFrost), nereidoi (Drassus)
    Region. Coasts or submarine
    Hair. Wavy; white, green, or blue
    Eyes. Green, blue, black, or silver
    Skin. Blue, green, or Greenish or bluish grey
    Ability Score Increase. +1 Strength
    Swimming. 30’
    Fury of the Sea. You may Rage (as the Barbarian feat.)
    Ocean Magic. When you reach 3rd level, you can cast the Entangle (STR) spell once per day. When you reach 5th level, you can cast the Suggestion (STR) spell once per day.
    Water breathing. You can breathe non-stagnant water as if it was air. It takes one round to switch between air and water or back, during which time you are effectively incapacitated.
    Marine weapons You have proficiency with nets and tridents, javelins, or harpoons.
    The most reclusive of the sídhe, the tuatha de Niamh spend most of their time under the waves. When the people of the sea come ashore, it is for a purpose. The sídhe of the farraige sídhe are often located in caves or small islands.
    The tuatha de Niamh can be found in the company of dolphins and rarely with merfolk or marine fomorii.


    Dala de Cailleach
    DAH-lah day KIE-lack
    There are three sub-tribes of the Kingdom of Cailleach: the tuatha de tollán, the tuatha de cruach, and the tuatha de sneachta. Each tribe represents a different aspect of the Cailleach triple goddess.
    It is not clear what caused the initial falling out, but there is great enmity between the tribes of Cailleach. When they meet, it often ends in violence.
    The sídhe were made by long and powerful rituals combining the magics of all six tribes of aes sídhe. The current enmity between the three tribes of Dala de Cailleach, and the near extinction of the sneachta sídhe means that no new sídhes are being made, and the rituals needed to form them may soon be lost to time.

    TUATHA DE CRUACH
    Spoiler: Details
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    too-THAW day KROO-ack
    A.k.a. Cruach sídhe (Dhô Shanwge and Glennfear), highland elf (Wier), fjallalfar (LigaFrost)
    Alignment. Tuatha de cruach are typically lawful and tend towards good.
    Region. Eastern highlands, plains, or light forest
    Hair. Straight to curly, blonde, red, green, silver, or grey
    Eyes. Metallic colors, violets, blues, greys, yellows or browns
    Skin. Grayish, Bluish or Greenish alabaster to pale
    Ability Score Increase. +1 Intelligence (In addition to the base sídhe adjustments)
    Weapon Training. You have proficiency with longbow and spear.
    Highland Magic. You know the Prestidigitation (INT) cantrip. When you reach 3rd level, you can cast the Detect Magic (INT) spell once per day. When you reach 5th level, you can cast the Moonbeam (INT) spell once per day.
    The Tuatha de cruach are highly solitary, typically inhabiting small sídhe caves in secluded parts of the highlands or mountains. They are fond of sorcery and often can be found experimenting or researching different aspects of magic in seclusion.
    The cruach sídhe are violently distrustful of both the tollán sídhe and the sneachta sídhe. Their dispute with the tollán sídhe does appear to stem from the straif sídhe clan, so tollán sídhe of other clans that can prove they are not loyal to Scáthach are not subject to their ire.
    Very little is known of their dispute with the sneachta sídhe, but scholars suggest that it started with the cruach sídhe failing to help the sneachta sídhe against the Jötunns during the First Frost League War.


    TUATHA DE SNEACHTA
    Spoiler: Details
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    too-thaw day shnawk-tuh
    A.k.a. Sneachta sídhe (Dhô Shanwge and Glennfear), Snow elf (Wier), Khionoi (Drassus), vetralfar (LigaFrost)
    Region. Subarctic to arctic
    Hair. Straight, White to pale blue
    Eyes. Silver, pale violets, pale blues, or greys
    Skin. Bluish or Greenish alabaster or white
    Alignment. Tuatha de sneachta are usually true neutral but may have evil tendencies.
    Ability Score Increase. +1 Strength, +2 Constitution, -2 Charisma (In addition to the base sídhe adjustments)
    Weapon Training. You have proficiency with picks and spears.
    Arctic Magic. You know the Ray of Frost (CON) cantrip. When you reach 3rd level, you can cast Fog Cloud (CON) once per day. When you reach 5th level, you can cast Gust of Wind (CON) once per day.
    Cold Adapted. You are adapted to life in the frozen north, you have advantage to saving throws vs. cold and may always use Constitution for such checks. You have proficiency in Survival in snow covered lands.
    Bigfoot. You have extraordinarily large feet. This allows you to walk on top of snow and thin ice (soft sand, or other weak surfaces) as if you were wearing snowshoes. This removes the difficult terrain modifier and greatly reduces the chance of breaking through or sinking. Treat your weight as 75% of its value for determining if you break through a weak surface or sink into a soft surface (such as quicksand or marsh.) Your big feet are somewhat clumsy under “normal” conditions, causing you to have a base move of 25’ under “normal” conditions.
    The sneachta sídhe were all but wiped out by the Jötunns in the 1st Frost League War. Only a few solitary clans and small tuaths are left.
    Sneachta sídhe tend to speak little unless it is important, and they hold epic grudges. One of these grudges may be against their sisters in the tollán sídhe and the cruach sídhe for failing to come to their aid in the First Frost League War.
    The sneachta sídhe’s battle cries are said to sound like fierce howling winds.


    TUATHA DE TOLLÁN
    Spoiler: Details
    Show

    too-THAW day toe-lawn
    A.k.a. Tollán sídhe (Dhô Shanwge and Glennfear), Tunnel-elf (Wier), Mormoi (Drassus), blakkalfar (LigaFrost)
    Alignment. Tuatha de tollán tend to be chaotic and evil. Members of the surviving clans not loyal to Scáthach (q.v.) tend to be neutral.
    Region. Eastern subterranean or highlands
    Hair. Straight, White, grey, silver, copper, or gold
    Eyes. Metallic colors, purples, ice blue, or red
    Skin. Bluish, Greenish, or Purplish dark grey to black
    Ability Score Increase. +1 Constitution (In addition to the base sídhe adjustments)
    Superior Darkvision. Your darkvision has a radius of 120 feet.
    Sunlight Sensitivity. Adaptation to subterranean life has left your eyes extremely sensitive to light. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
    Dark Magic You know the Dancing Lights (CHA) cantrip. When you reach 3rd level, you can cast the Faerie Fire (CHA) spell once per day. When you reach 5th level, you can cast the Web (CHA) spell once per day.
    Weapon Training. You have proficiency with war picks and sabers.
    Legacy of the Blackthorn. The straif sídhe (followers of Scáthach (SKAW-huhck) "Shadowy One", the Blackthorn Queen who transforms her champions into scátha sídhe (spider-centaurs) have left their mark in the bloodline. Tollán sídhe have advantage when making saving throws against poison.
    Distrusted. Centuries of malicious deceit, betrayal, and capricious shenanigans have soured relations with every sentient race that has been exposed to the tollán sídhe. You have disadvantage on any roll with other races involving Persuasion or involving trust. Unfamiliar NPCs of all races will treat the tollán sídhe with great suspicion and will be negatively shifted one attitude category unless the player can pass a DC10 Charisma check (DC 15 for cruach sídhe and sneachta sídhe) I.e. friendly becomes indifferent, indifferent becomes hostile, hostile becomes violent.)
    The tuatha de tollán live in deep tunnels and subterranean cities which contain chambers that act as sídhe mounds. They constantly war with other subterranean races such as trolls and svartálfar. Although they are excellent miners, and excellent gem-cutters, they are poor blacksmiths. The tollán sídhe often trade with oileánachs for metal goods from other clans and kingdoms. As such, their arms and armament are often a hodge-podge of foreign equipment.
    Tollán sídhe are notoriously wicked; their life in Dún Scáith has made them vicious and dangerous. Tollán sídhe are evil more often than not. They were not always this way, however. Many centuries ago, they were neutral like the sneachta sídhe, but the tuatha de straif waged war on the others until every other clan was destroyed. Some small clans survived in hiding, but they still fear discovery by the tuatha de Scáthach.
    Last edited by Skitcher; 2016-09-09 at 10:14 AM. Reason: Spoilers

  4. - Top - End - #4
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    Default Re: Dho Shanwge: Catchall post for 5e homebrew campaign world revision for critique

    OK I have no "constructive criticism" to share beyond: YOUR SETTING IS AWESOME!
    I am jealous of your players!
    Extended Sig
    D&D Alignment history
    Quote Originally Posted by JoeJ View Post
    Does the game you play feature a Dragon sitting on a pile of treasure, in a Dungeon?
    Quote Originally Posted by Ninja_Prawn View Post
    You're an NPC stat block."I remember when your race was your class you damned whippersnappers"
    Snazzy Avatar by Honest Tiefling!

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    Default Re: Dho Shanwge: Catchall post for 5e homebrew campaign world revision for critique

    Quote Originally Posted by 2D8HP View Post
    OK I have no "constructive criticism" to share beyond: YOUR SETTING IS AWESOME!
    I am jealous of your players!
    Thanks! I appreciate the feedback. Good to know that I'm on the right track.
    I think the real challenge will be with the classes. I'll have to go through the official classes a couple more times before I can really do the new classes right. I want to tame the "spells are for everyone" aspect of the 5e classes to maintain the tone. If every human casts spells, the sidhe and elves just won't have that mystique that I want.

    Coming soon: The Elfs of the North! a.k.a. Dwarves.
    I just overhauled them and swapped out "Gnomes" for Korrigans/Clurichauns. I keep looking for older myths and Gnomes are simply too modern (i.e. Victorian) Thankfully, its not that big of a swap.

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    Default Home Brew: Revamped Skill Proficiency system

    Home brew skills (proficiency) MAJOR OVERHAUL for inclusion in this world. Work in progress. This changes many core dynamics so what'cha think?

    Summary of Major Mechanical Changes
    • Skill Proficiencies are assigned by slots which increase with level.
    • Rogue skills have been reworked.
    • Climbing and Swimming have major differences from RAW
    • Athletics augments other skills (Spec. Climbing, Swimming, and Acrobatics.)
    • Spellcasting proficiency by school is required for proficiency bonus for all spellcasters.
    • Ritualcraft is required for proficient casting of spells as rituals.
    • Spell research must be done when adding arcane spells, or creating new ones.
    • Many skills reinforce others granting bonuses to success.

    Proficiencies

    Skill Proficiencies

    Skills are handled in a similar manner to weapon proficiencies. Each character gets 1 skill slot + Intelligence Bonus to start with. You earn a new Skill Slot every three levels. (You earn a new slot at 4th, 7th, 10th, 13th, 16th, and 19th levels.) You must assign all skill slots at character creation, they may not be held in reserve. You may use a skill slot to gain expertise in the skill. For each slot devoted to a skill beyond the first, you receive a +2 to your skill roll.
    Being non-proficient in a skill does not mean the character knows nothing about that subject, the character may still attempt to use non-proficient skills without proficiency.
    You may receive one or more bonus skills from your class, background, or race. (Per PHB)
    All skills are available to all classes. Skills are harder to learn if they are not “in your wheelhouse.” The skill groups are divided into seven categories based on skill type. Skills that are not in your skill groups cost 2 slots rather than 1. Refer to the following chart to determine your skill groups:

    SKILL GROUPS BY CLASS

    The General Skill Group is available to all classes.

    Character Class - Skill Groups
    Bard. Any
    Barbarian. Craft, Martial, Natural
    Cleric. Academic, Artistic, Craft, Spiritual
    Druid. Academic, Craft, Natural, Spiritual
    Fighter. Craft, Martial
    Paladin. Martial, Craft, Spiritual
    Ranger. Craft, Martial, Natural
    Rogue. Academic, Artistic, Craft, Illicit
    Sorcerer. Academic, Arcane, Craft
    Warlock. Academic, Arcane, Craft, Spiritual
    Wizard. Academic, Arcane, Craft

    SKILLS BY GROUP
    The following chart lists the various skills divided by skill group and including the ability or abilities typically used for skill checks. The DM will adjudicate what score to use for any given check. Skills marked with an asterisk indicate that the skill requires a specification. E.g. Modern Language: English. A specific skill may, at the DM’s discretion, be used to reduce the DC on a check in a related skill. E.g. you have skill in Riding, Airborne: Giant Eagle but are trying to ride a dragon. The DM reduces the DC by 2 to account for the commonalities between the two skills.

    Spoiler: Details
    Show
    General
    Agriculture. Intelligence
    *Animal Handling. Wisdom
    *Animal Training. Wisdom
    *Etiquette. Charisma/Wisdom
    Fire-building. Wisdom
    Heraldry. Intelligence
    *Herding. Wisdom
    *Languages, Modern. Intelligence
    *Modern History. Wisdom
    Mining. Wisdom
    *Riding, Airborne. Dexterity/Wisdom
    *Riding, Land-based. Dexterity/Wisdom
    Rope Use. Dexterity/Wisdom
    Seamanship. Dexterity/Wisdom
    Swimming. Constitution

    Crafts
    Blacksmithing. Intelligence
    Brewing. Intelligence
    Carpentry. Intelligence
    Cobbling. Dexterity
    Cooking. Intelligence
    Glazier. Dexterity
    Jeweler/Gem Cutter. Dexterity
    Leatherworking. Intelligence
    Pottery. Dexterity
    Stonemasonry. Wisdom
    Tailor. Dexterity
    Weaving. Intelligence/Dexterity

    Natural
    *Animal Lore. Wisdom
    Climbing. Dexterity
    Direction Sense. Wisdom
    Fishing. Wisdom
    Herbalism. Wisdom
    Hunting. Wisdom
    Navigation. Intelligence
    Poisoning. Wisdom
    Snares & Traps. Intelligence
    *Survival. Wisdom
    Tracking. Wisdom
    Weather Sense. Wisdom
    Spiritual
    *Divination. Wisdom
    *Religion. Wisdom
    *Ritualcraft. Wisdom
    *Spellcraft. Wisdom

    Academic
    Alchemy. Intelligence
    *Animal Lore. Wisdom
    Cartography. Intelligence
    Engineering. Intelligence
    Healing. Wisdom
    Herbalism. Intelligence
    *History, Ancient. Wisdom
    *Languages, Ancient. Intelligence
    *Reading/Writing. Intelligence
    Toxicology. Intelligence

    Artistic
    Calligraphy. Dexterity
    Cosmetics. Charisma
    Dancing. Dexterity
    Drawing/Painting. Intelligence
    Musical Composition. Intelligence
    Poetry & Prose. Charisma
    Sculptor. Dexterity
    Singing. Charisma
    *Musical Instrument. Dexterity

    Arcane
    Alchemy. Intelligence
    Divination. Wisdom
    Occult. Wisdom
    Spellcraft. Intelligence

    Illicit
    Appraising. Intelligence
    Acrobatics. Dexterity
    Athletics. Strength
    Blind-fighting. Intelligence
    Climbing. Dexterity
    Dancing. Dexterity
    Disguise. Charisma
    Forgery. Dexterity
    Gaming. Charisma
    Toxicology. Intelligence
    Juggling. Dexterity
    Pick Locks. Dexterity
    Reading Lips. Intelligence
    Sleight of Hand. Dexterity
    Snares & Traps. Dexterity
    Stealth. Dexterity
    Ventriloquism. Intelligence

    Martial
    Athletics. Strength
    Armoring. Intelligence
    Blind-fighting. Intelligence
    Bowyer & Fletcher. Dexterity
    Charioteering. Dexterity
    Endurance. Constitution
    Siegecraft. Wisdom
    Weaponsmithing. Intelligence

    USING SKILLS
    When a character uses a proficiency, either the attempt is automatically successful, or the character must roll a skill check. Assign an appropriate difficulty to the check, for keeping in mind that most of these checks should be made at low difficulty under normal circumstances.
    Some skills such as crafts and many artistic skills require tools and/or materials. Tasks may not be accomplished without appropriate tools and materials. The time to complete specific tasks are left to the DM. If not specified, manufacturing items will usually take 1 man-week for each 50 g.p. value.
    The time taken can usually be reduced by additional helpers. The assistants usually must have proficiency in the appropriate skill. The DM must decide how many assistants can help before they start getting in the way. A suit of chainmail or plate armor could have half a dozen armorers making parts at the same time, but no more than two people could work on a sword or illuminating a manuscript. Building a wall could involve several craftsman, assisted by dozens of heavy laborers, while composing a new song might only be improved by 1 cowriter. The skill proficiency check is made by the foreman (usually the most skilled.) If assisted, the check is made at a +1 bonus.

    SKILL DESCRIPTIONS

    Spoiler: Details
    Show
    Acrobatics. Skill in acrobatics improves the character’s ability to maintain their balance in tricky situations, such as tightrope-walking or moving surfaces, as well as the ability to perform various tumbling maneuvers such as rolls, flips, etc. Characters with both Acrobatics and Athletics skills may use both their strength bonus and their dexterity bonus when making checks.

    *Agriculture. The character has knowledge of the local methods of farming. The character knows when and how to plant, care for, and harvest local crops. A separate skill slot must be used for the common crops of other lands if different. Similarity bonuses may apply.

    Alchemy. Skill in alchemy is paramount when attempting to manufacture potions and chemical mixtures. Alchemists understand the way different substances interact in both magical and chemical ways. What happens when you mix dragon spit and ochre jelly with a little vinegar? Alchemy skill grants a +1 bonus to Poisoning (reciprocating.)
    Animal Handling. This skill deals specifically with work-animals and pack animals. Check animal handling when attempting to get an animal to go against its instincts or when attempting to calm spooked animals. A successful check can often increase the load capacity of pack-animals or the hauling capacity of cart horses by up to 10%. The latter usage is also applicable to centaurs and bóaires.

    *Animal Lore. The character has knowledge of local wildlife in a particular natural region. The character can use this information to receive a +1 bonus when attempting to hunt or trap such animals. The character knows a variety of animal calls which he may use to spook or lure animals. The character may be able to identify the eating, mating, or other behavior of animals, and may identify special traits such as poison that animals may have. This ability extends to natural fauna of a region, even if they have magical abilities or traits.

    *Animal Training. The character can tame and train animals of a particular type. Commands and tasks typically take 2d4 weeks to train + 1d4 weeks for each failed check.
    Appraising. Intelligence

    Arcana. Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes. Proficiency with Arcana also helps with spell research, granting a +1 bonus to investigation checks for researching new spells or rituals for arcane spells.

    Armoring.

    Athletics. Athletics is the skill in using your strength to it utmost. Use Athletics to perform feats involving running, jumping, climbing, and swimming where strength is the deciding ability score. Having skill in athletics improves your ability with Acrobatics, Climbing, and Swimming. See the descriptions of those skills for the specific effect that Athletics has on that skill.

    Blacksmithing.

    Blind-fighting.

    Bowyer & Fletcher.

    Brewing.

    Calligraphy. The art of illuminating manuscripts or proper depiction of mystical characters, your Dexterity (Calligraphy) can turn a boring cookbook into a valuable work of art, or your Intelligence (Calligraphy) check could tell you who scribed this page, what they used for ink, where they were trained and what they had for lunch the day they did it. It might also reveal the coded message in the dragon’s wing on page 8, I’m just saying…

    Carpentry.

    Cartography.

    Charioteering.

    Climbing. Skill with climbing is used whenever moving vertically on a solid surface, such as a wall, mountain face, crumbling hillside, or slippery ramp. The maximum speed when climbing is ¼ for non-proficient characters, or ½ of your land movement rate rounded up for proficient characters. If RAW says that there is no movement penalty for climbing, the movement rate is ¾ overland movement rate. Characters with both Athletics and Climbing skill may combine their Dexterity and Strength bonuses when making their skill check and move ¾ of their overland movement rate.

    Cobbling. The ability to make and repair shoes and boots. Easily underestimated is the art of making comfortable footwear. Most often this comes up when the character is trying to manufacture some exotic armor (such as dragon plate) or when someone’s boots get destroyed by green slime and they have to run around the deep, dark, dungeon in their bare feet. Unless someone knows how make and repair footwear you’ll be having a John MacLaine moment in no time. Many repairs can be performed in hours or minutes. Complicated construction such as naga-hide made with real nagas, (you know you want it) may require weeks, but in the end, nothing beats a great pair of kraken-hide cavalry boots with hidden spring blades. Proper tool availability is preferred, improvised tools will increase the DC.

    Cooking. Useful for impressing local jarls or figuring out the mystery meat the frost giants are serving up (people), a character’s skill in cooking could be a life-saver “…say, that shouldn’t smell like almonds…” Cooking can complement skill in poisoning and vice versa under the right circumstances.

    Cosmetics. The art of applying makeup, hairdressing, scented oils, etc. to improve a character’s personal appearance. A successful ability check allows the cosmetologist to increase a subject’s effective Charisma by the cosmetologist’s proficiency bonus for the next 2d4 hours. A stocked cosmetology kit or its equivalent must be available to use. The time required is ½ hour per point of Charisma increase. Proficiency in Cosmetics grants a +1 bonus to Disguise checks.

    Dancing.

    Direction Sense.

    Disguise.

    *Divination. Various methods of crude divination can provide vague information or portents. The nature and details of this information is up to the DM. Common methods in Dhô Shanwge include casting runes, casting ogham sticks, casting bones, astrology, card reading, neldoracht (cloud-reading), tarbhfeis (diviner sleeps in a cow-hide and interprets the dreams), entrails-reading, etc. The diviner must have proficiency in the method of divination and have any necessary tools, such as runestones or sacrificial animals. The time to perform the divination varies by method. See the Dhô Shanwge Gazetteer for the particular culture for appropriate divination methods and the Dhô Shanwge DMG for result tables.

    Drawing/Painting.

    Endurance.

    Engineering.

    Etiquette.

    Fire-building.

    Fishing.

    Forgery.

    Gaming.

    Glazier.

    Healing.

    Heraldry.

    Herbalism.

    *Herding. This skill grants the knowledge of how to breed, raise, care for, slaughter, and milk a type of livestock. Typically, this would include cattle, goats, sheep, chickens, etc. but includes more exotic livestock like fae cattle. Proficiency must be taken for each animal type, but bonuses are applicable for similar animals.

    *History, Ancient. Your Intelligence (Ancient History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations. Ancient History typically refers to events and people more than 400 years ago. Proficiency requires specializing in a particular region or field such as LigaFrost ancient history, Centaur ancient history, or Wizard ancient history. The narrower the focus, the lower the DC for checks that fall within your specialty.
    Modern History Proficiency gives a +1 bonus to Ancient History checks where the focus crosses over, e.g. Modern History of Aes Sídhe would grant a +1 bonus to Ancient History: Aes Sídhe. Likewise, Ancient History grants a +1 bonus to Modern History in the same way.

    *History, Modern. Your Intelligence (Modern History) check measures your ability to recall lore about historical events, important people, recent wars, etc. over the past 400 years or so. Proficiency in Modern History requires specializing in a particular field or area. The narrower the focus of specialty, the lower the DC for relevant checks. Modern History Proficiency gives a +1 bonus to Ancient History checks where the focus crosses over, e.g. Modern History of Aes Sídhe would grant a +1 bonus to Ancient History: Aes Sídhe. Likewise, Ancient History grants a +1 bonus to Modern History in the same way.
    Hunting. Wisdom

    Investigation. When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check. Investigation is used when researching new spells for wizards, sorcerers, and warlocks.

    Jeweler/Gem Cutter.

    Juggling.

    Jumping.

    *Languages, Ancient.

    *Languages, Modern.

    Leatherworking.

    Mining.

    Musical Composition.

    *Musical Instrument.

    Navigation.

    Pick Locks. The proficient character is knowledgeable about different lock types and mechanisms. It takes 2d8 minutes to pick a typical lock using proper tools. Using improvised tools takes longer and is more difficult. A botched (natural 1) roll will usually break the lock in a way that makes it impossible to open, even with the key.

    Poisoning. The character is familiar with many poisons, both herbal and alchemical. The character is able to manufacture and use such poisons effectively, given the proper equipment and materials. Proficiency with poisoning grants a +1 bonus to both Alchemy and Herbalism. Both Alchemy and Herbalism also grant a +1 bonus each to Poisoning when proficient. When attempting to slip poison into food, proficiency in Cooking can help conceal the flavor or smell, granting a 1 point penalty to detection.

    Pottery.

    Poetry & Prose.

    *Reading/Writing.

    *Religion. Proficiency with a religion grants knowledge of the common beliefs and practices of that religion. Occult aspects of the religion and festivals, symbols or mythology may require a proficiency check. Proficiency with their religion grants spiritual spellcasters a +1 bonus to Ritualcraft checks with rites for their religion and spell rituals.
    Riding, Airborne.

    *Riding, Land-based.

    Reading Lips.

    *Religion.

    *Ritualcraft. Ritualcraft is required to cast spells with proficiency as rituals. A ritualcraft ability check at DC 11 + Spell Level is required to research the methods required for casting a spell by ritual. Research requires 1 week per spell level. A Ritualcraft check is made at the end of that period. If the check is passed, the ritual has been researched and the caster may use the ritual. If the check is failed, the researcher must repeat the check after each subsequent week until it is passed or he gives up. The research is required, no matter what type of spellcaster or whether a written version of the spell ritual exists for him to copy. The caster will not understand how to properly perform the ritual unless the requisite research has been done.

    Rope Use.

    Sculptor.

    Seamanship.

    Siegecraft.

    Singing.

    Sleight of Hand. Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check.
    The DM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person’s pocket.

    Snares & Traps.

    Spellcraft. All spells are cast without proficiency bonus on die rolls unless the caster is proficient in the correct school of magic. Proficiency also gives the proficiency bonus to ability checks to identify spells of that school when using detect magic or similar means. Spellcraft grants a +1 bonus to investigation or ritualcraft research in the School of proficiency.
    Each school of magic requires a separate proficiency:
    • School of Abjuration
    • School of Conjuration
    • School of Divination
    • School of Enchantment
    • School of Evocation
    • School of Illusion
    • School of Necromancy
    • School of Transmutation

    Stealth. Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.

    Stonemasonry.

    *Survival.

    Swimming. Swimming skill improves the character’s speed in the water. Non-proficient swimmers may only move at 5’/round and will sink to the bottom if carrying more than their strength score in pounds of gear. A character with the Swimming skill may swim at half their land movement rate, and carry up to 3 times their strength score in pounds of gear. A character with both Swimming and Athletics may carry up to 5 times their strength score in pounds of gear without sinking to the bottom. Swimming checks are made every 10 minutes unless the character is aquatic. Checks are also made when struggling to stay afloat such as when wrestling in the water or in rapids.

    Tailor.

    Tracking.

    Ventriloquism.

    Weaving.

    Weaponsmithing.

    Weather Sense.
    Last edited by Skitcher; 2016-09-07 at 01:48 AM.

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    Default Dho Shanwge Dwarfs

    Dwarf
    A.k.a. Alfs (Dhô Shanwge, Glennfear), elves (Wier), nânos (Drassus), al’djin-al’aswad or qazam-al’aswad (Suremillan, general term for all dwarfs, there are no subrace terms)

    Dwarfs are an ancient race whose impact on the cultures and races of the world has been tremendous. From the early traders and raiders who found their way to the S’hruti deserts and wastelands of Suremillan to the three great Frost League Wars which almost wiped out the sneachta sídhe (though not by dwarfen hands), the dwarfen hand has sculpted the world, even in places that they’ve never been.
    Courageous and bold, skillful and handy, ugly and fearsome are all words that come to mind when describing the typical dwarf. The different tribes or races of dwarf can vary widely though. From the little tomtes and clurichauns to the man-sized dwarfs and dweorgs, every dwarf is different.

    Ability Score Modifiers. Charisma -2, Constitution +2
    Darkvision. Dwarfs are most at home in the dark. 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
    Sunlight Sensitivity. Adaptation to subterranean life has left your eyes extremely sensitive to light. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
    Tool Proficiency. You are proficient with any two artisan tool kits (this may include thieves’ tools.) Whenever you take a skill with tools, you receive proficiency in two sets of tools, or a +2 with one set.
    NOTE: If the optional skill proficiency system is used from Chapter 6 of the Dhô Shanwge PHB, Craft skill proficiencies only cost ½ of a slot; you may take two Craft skills or take an expertise level in a Craft for each skill proficiency slot you use for Crafts.
    Craftsman’s Touch. Your inherent craftsman’s knack allows you to repair things as if by the Mending cantrip as long as you have access to an appropriate toolkit and skill proficiency.
    Legacy of the Forge. All dwarfs have a knack for the forge. Even if you are not proficient, you have advantage on Blacksmith skill checks.
    NOTE: If the optional skill proficiency system is used from Chapter 6 of the Dhô Shanwge PHB, you also receive a +1 modifier to all skill checks with Armoring and Weaponsmithing skills, regardless of proficiency.

    Dvergr
    A.k.a. Dweorg sneachta (Dhô Shanwge and Glennfear), winter or snow elf (Wier)
    Spoiler: Dvergr Description and Details
    Show

    Alignment. You may be of any alignment. Dvergr do not have a racial tendency.
    A.k.a. Dweorg sneachta (Dhô Shanwge and Glennfear), winter or snow elf (Wier)
    Size. You are size Small unless you are extraordinarily tall for a dvergr. Dvergr average 46” high for males, and 44” for females. A dvergr is decidedly dense for their height, weighing almost twice what a human would at that height (about 85-95 lbs. on average.)
    Speed. You have a 25’ movement speed. You move at 20’ movement speed in deep snow or ice.
    Martial training. You are proficient with spears and medium armor due to tribal training.
    Dwarfen toughness. You receive +1 hit point per hit die.
    Enlarge. Once per day you can cast Enlarge as an innate power (no verbal, somatic, or material components.)
    Cold Resistance. You take half damage from cold attacks, no damage if you make your saving throw.
    Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
    Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
    North wind. You have the Ray of Frost cantrip as an innate breath weapon.

    Hailing from the Northeastern subarctic wastelands of the LigaFrost, the Dvergr are sometimes called "snow elves," a name they share with their bitter enemies the sneachta sídhe. The region that the dvergr typically inhabit is referred to as Nyrniflheim by its inhabitants.

    Some Dvergr carve vast caves out of the ice and into the rock below. These, called the Blakkdvergr by their neighbors, a title that starts fights often as not when it’s used. Opportunity hunters, they track the migrations of mammoths and elk, taking enough in spring to last through the winter and storing the meat frozen in ice caves. The Blakkdvergr mine iron and silver from their “warrens” which they work into elaborate armor and weapons to sell to other peoples.

    Blakkdvergr on the coast of Sneiðland have beautiful seaports carved into Godswall, which they use for whaling and to send out expeditions to harvest the many seals of the coastlands.
    Many others form nomadic hunting tribes that follow the herds in spring and summer, then hole up in longhouses for the winter. They keep winter wolves as pets, guards, steeds, and hunting companions. The wolves are very important to their culture, such that they call themselves Úlfdvergr or (Wolf-dwarf). The majority of their warriors become Úlfethnar (Wolf-shirt Berserkers), riding to battle bareback on their wolves, only to dismount and frenzy against the enemy alongside their equally ferocious canine companions. Expert leather crafters, the Úlfdvergr make and tool some of the best leather armor to be had.

    Dvergr in their homelands often find themselves competing with the sneachta sídhe for game. Despite this fact, the dvergr had no hand in the near genocide of the First Frost League War. Territorial border disputes with sneachta sídhe clans are common and bloody. The dvergr describe sneachta sídhe as arrogant and entitled, the sneachta sídhe find the dvergr to be selfish and oafish. The dvergr are rarely found outside their homelands, so are rarely in contact with other aes sídhe, whom they regard warily.

    Dvergr don’t often mix with humans either. The dvergr think that humans are clumsy and weak on the battlefield, not worthy of much respect or notice unless their territories are violated.
    Few Jötunn but the hrímthursar are found in dvergr lands. Single families are usually tolerated within the dvergr territory but not larger groups. The giants occasionally accompany the dvergr on hunts or on border raids and they seem to get along quite well. This has not always been the case, as many wars have been fought between hrímthursar and dvergr, but these disputes were largely settled with the hrímthursar attacks on the sneachta sídhe.
    Dvergr find centaurs and minotaurs of all types to be freakish and unsettling. They make excuses to avoid them, and will be terse and slightly hostile if forced into close company with them for any length of time.
    The oileánach are friendly and often found trading with dvergr in Ankarevägg, the southernmost port city of the “Himmelskiva” (their word for the 2 mile high crater wall on the east coast of Sneiðland.
    Dwarfs are usually seen as petulant and ill-tempered, but generally tolerated. Dvergr see dweorgs as crass and frivolous. Dvergr usually joke that tomtes and clurichauns are literally the red-headed step-children of dwarfkind. Clurichauns and tomtes are often lumped together with the aes sídhe. Both are “argr” (effeminate) for their extensive use of “seiðr” (magic.) Svartalfar are respected, and are grudgingly called “cousins.”


    Dwarf
    A.k.a. Sládvergr (rarely, LigaFrost and Sneiðland), Fire Elf (Wier)
    Spoiler: Dwarf Details & Description
    Show

    Size. You are size Medium. Dwarfs or dwarfs are the tallest of their kind at an average 66” high for males, and 64” for females. A dwarf is decidedly dense, weighing half again what a human would at that height (about 210-220 lbs. on average.)
    Speed. You have a 25’ movement speed.
    Martial training. You are proficient with warhammers due to tribal training.
    Dwarfen toughness. You receive +1 hit point per hit die.
    Fire Resistance. You take half damage from fire and heat attacks, no damage if you make your saving throw.
    Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
    Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
    Eitri’s Lore. Whenever you make an Intelligence (History) or Intelligence (Investigation) check related to weapons, armor, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. This would apply if attempting to discern the weapon used to make a wound as where a suit of armor was made, or what powers a magical mace has.
    Breath of Brokkr. You may cast Breath of Brokkr as an innate power (only the somatic component is required.) Once used, you may not use it again until after a long rest.
    This may be learned as a spell by dwarfish spellcasters. Non-dwarfs may only learn this spell after training with a sládvergr for 2d4 weeks.

    Breath of Brokkr
    2nd-level transmutation
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (a flame)
    Duration: 1 minute
    The caster blows on a metal object or creature (golems, metallic dragons, etc.) The object or creature heats up until it begins to glow red-hot.
    If the object is held or touched, it does 1d6 fire damage per round. Held objects will be dropped unless the holder makes a willpower (wisdom) check. If the object is a weapon, the wielder is at disadvantage on attack rolls. Weapon effected by this spell will do 1d6 bonus damage if used in an attack but non-magical weapons must make a saving throw (DC6) or become ruined after each attack.
    If the object is large and worn, such as armor, or the target is a metallic creature, then 2d6 is dealt per round and the victim is at disadvantage when performing any action. Non-magical armor that is hit while under the effect of this spell must make a saving throw (DC6) or be ruined. Creatures may make a saving throw for half damage.
    Alternately, the spell may be used for quick field repairs, such as straightening bent swords, or pounding rivets, as the metal will be at the ideal temperature for working for the duration of the spell.

    Dwarfs are common throughout the volcanic region of western LigaFrost that the dwarfs refer to as Nyrmuspelheim. Besides volcanoes, the region is also known for hot springs, geysers, and acid lakes. They prefer to make their homes on active volcanoes; the toxic fumes found near volcanic vents are considered sweet and soothing to dwarfs, who are not harmed by these gases. A typical dwarf city will have a large, rectangular fortification placed midway up a volcano. They construct a for of dyke uphill that diverts any magma flows around the fort. The area around will be populated by widely spread farms focused on livestock, especially pigs.

    Dwarfs are the "Kings at the Forge." No-one disputes it. Their forgecraft is highly sought everywhere for its quality, durability, and beauty.

    Dwarfs often feud with the eldjötnar (“fire giants”) who have kingdoms in the same region. The dwarfs have mutual respect for the eldjötnar born of repeated warfare. Hostilities and raids between eldjötnar and dwarfs continue to this day as internal feuds on both sides prevent any unified action.

    Few humans dwell in the region, perhaps because of the dragons and other beasts that make their home in Nyrmuspelheim. Dwarfs view humans as pacifistic and unfocused, but they respect their power in numbers. In cooperative ventures, the dwarfs treat humans as fodder, so alliances are usually brief and end harshly.

    Like many other dwarfkind, they see centaurs and minotaurs as freakish and unsettling. The favorite practical joke of dwarfs is to sneak up beside a centaur and give the Breath of Brokkr to their left hind horseshoe. The dwarfs find it hilarious, the centaurs not so much. The dwarfs consider centaur smiths to be an insult to the craft.

    Dwarfs see oileánach as good friends, as they have long been trade partners, spreading the dwarfs handiwork to distant nations and bringing many goods that aren’t available in Nyrmuspelheim.

    The aes sídhe are seen as “argr” (effeminate,) due in no small part to their wide use of “seiðr” (magic.) Aes sídhe are typically shunned and heckled for this reason, so race relations are almost always poor between them.

    Like the dvergrs, dwarfs consider tomtes and clurichauns to be more like aes sídhe or fairies than real dwarfs. They taunt them as unmanly and call them “húsfreya” (housewives.) Dwarfs have mixed feelings about svartálfar depending on local clan relations, some are brothers from another mother, some are bitter rivals.


    Dweorg
    A.k.a. Felldvergr (LigaFrost & Sneiðland), Highland dwarf (Wier), dweorg cruach (Dhô Shanwge & Glennfear)

    Clurichaun
    A.k.a. Smádvergr (LigaFrost & Sneiðland), Korrigan (Wier)

    Svartalfar
    A.k.a. Dark elf (Wier)

    Tomte
    A.k.a. Grogoch (Dhô Shanwge), Gruagach (Glennfear), Hob (Wier)
    Last edited by Skitcher; 2016-09-09 at 11:03 AM. Reason: Updated "Dwarf", spelling

  8. - Top - End - #8
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    annoyed Re: Dho Shanwge: Status update

    I couldn't do it. 5e is just too lame. Sorry to any of you fans of 5e out there, but it just plain sucks. The more I go through the rules the worse it gets. 5e isn't real table-top role-playing, it's Skyrim with dice and no pretty graphics. I'm going back to homebrew 2e where there is something resembling realism and depth to the system. If anyone is interested I can post the updated info for 2e homebrew but there is no way I'm going to try to run a serious game in 5e.
    Last edited by Skitcher; 2016-10-09 at 03:32 AM.

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