Traveler's Guide to Ispentine
Character Creation Guidelines
Pathfinder base classes:
1 These classes are acceptable, but will need more discussion to fit them to the world.
- Drow (Dusk Elves)
- Tengu (crowfolk)
2 All of these races require discussion of a backstory and with face prejudice in the general world.
For any rolls, assume that the DM or another player needs to witness the rolls for them to be valid.
Ability scores are generated using 4d6, dropping the lowest die.
You may 2-for-1, which means subtracting 2 from one score in order to add 1 to another. No score may be reduced below 9.
If you roll with 2 or more scores under 10, you are allowed to re-roll the entire set, or you can keep the one you have.
This campaign starts at level 3. There are no level adjustments needed for any of the allowed races from above.
Everyone can take 2 traits. You may also use an approved flaw to take another trait. Traits must be from different ‘types’ (e.g. 1 basic, 1 racial). Anything listed for ‘campaign’ or ‘religion’ you’ll have to run by me if you really want it, because I’ll have to tailor it to the world.
You get 3000gp to spend on starting equipment. No one item can make up more than half of your coin, so 1500gp cap. Anything worth 10gp or less, you can ignore the cost (within reason; don’t have 300 candles).
Background & Setting Information
The country is Ispentine. It is surrounded by coast and mountains. It’s a temperate, maritime climate.
Maridan is the nation’s capital. The other large cities are the various ports.
Neighboring countries are Avoulondé to the North, and Vourés to the East.
Ispentine began as a monarchy, but is now an aristocracy. There are 6 provinces, each ruled by a Viceroy. The capital is its own, 7th province ruled by the Head Council.
The current political and economic climate (~600AU) is good. There are many established trade routes bringing money and foreigners to the ports. There is some minor political drama going on about re-establishing provincial boundaries, but most people just grumble about taxes and paperwork.
Goddes are divided into the main eight greater goddes that have their own plane(s), and many lesser goddes that are powerful but do not have a plane.
Aisara is the first goddess, and is the most-worshiped of the pantheon. Lekker is the third god, and is the second most worshiped in Ispentine, because it is a maritime country.
The following table shows the goddes, their plane, the traits they tend to represent, and a list of suggested classes/races to worship them. (This isn’t a requirement, just a guide if you don’t care particularly.) This is not a complete list; there are many more lesser goddes.
|Godde||Plane||Associated With||Common Worshipers|
|Aisara||Astral||Family, protection, creative energy, marriage||Bard, humans|
|Tokkar||Fire & Earth||Pursuing goals, war, passion||Barbarians, fighters, dwarves|
|Lekker||Water||Ocean, storms, flexibility, being prepared||Alchemist, humans|
|Helta||Air||Peace, prophecy, nightmares||Oracle|
|Kina La||Soular (Life)||Nature, agriculture, compassion, growing up||Rangers, druids, summoner|
|Menom||Energy (Magic)||Magic, knowledge, discovery, experimentation||Wizards, Sorcerers|
|Zaucror||Shadow||Demons & devils, gambling, wealth||Rogue|
|Yedoth||Ethereal||Ghosts, death, true balance, objectivity, justice||Monk|
|Meyafiel Fenalderiss||None||Peace, prosperity, nature, prophecy||Elves|
|Edamis||None||Wild animals, safe travel||Rangers, druids, summoner|
|Nerfibble Ceffledum||None||Pranks, discovery, invention||Gnomes, alchemist|
|Talevocus||None||Planar travel, contracts||Planeswalkers|
Magic is the ability to direct forces of the elements through a connection with the leylines of the Energy plane.
The countryside tends to view magic with suspicion. The cities generally see magic as a useful tool.
Wizards look down on sorcerers for their ‘tainted’ blood and often-common backgrounds. Sorcerers dislike wizards for their pretentious attitude and see them as only book-smart. Clerics are mostly well-respected everywhere, and specific attitudes vary with the godde they represent. Oracles are regarded with fear and respect. Witches are usually found more in rural areas, and are avoided by townsfolk until they have a problem.
The predominant race in Ispentine is human, though not as prevalent elsewhere in the lands.
Elves, dwarves, orcs and the half-human versions thereof are prevalent, but there has been historical racial tension between all of them and humans, since Ispentine was founded by displacing their tribes/clans/etc from the area.
The United Elves were warned by their then-queen Meyafiel Fenalderiss of a prophetic calamity to befall their people. They split into two factions: the Dawn Elves (standard pale surface elves) who followed Meyafiel into hiding, and the Dusk Elves (drow) who fought against the humans and were driven into hiding.
Dawn Elves aren’t happy with humans, but have formed a wary peace in order to trade. Dusk Elves are strongly prejudiced against humans and view Dawn Elves as traitors. They also have some trouble with Dwarves, due to being driven into the mountains and taking up their land.
Dwarves have been content so far to stay in their mountains and venture out to trade their metals for cool stuff.
Orcs are still present in their traditional tribes (though smaller than their historical populations). They cause a lot of trouble, and tend to stay in the northeast. Half-orcs bear the brunt of the stigma in towns.
Tieflings are not very common, and are viewed with suspicion.
Catfolk, ratfolk and tengu (crowfolk) are very rare, but are becoming more common over time. They are mainly found as immigrants from other countries, or hidden away in forests that humans have yet to explore.