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Author Topic: Lupravia - 5th ed D&D adventures in a gothic realm  (Read 647 times)

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Offline LisztesFerencTopic starter

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Lupravia - 5th ed D&D adventures in a gothic realm
« on: June 21, 2017, 06:39:45 am »
The Land of Lupravia


Come dance with the ravens...

  Lupravia is a rural county ruled primarily by four aristocratic families, all of whom keep to themselves. In Castle Gragoryn, the ruling Count Ivak of the Gragoryns and his family live their lives behind thick, towering walls of solid granite, coming out only to hunt in the moonlight on the backs of great war mounts with glowing red eyes, wielding broad bladed spears of silver and bows whose shaft are as thick as a man's arm. At their heel run hounds the size of ponies, whose howling can often be heard both from within and outside the castle walls. Their domain extends across the grassy plains and forests in the centre of Lupravia and encompasses the three largest settlements: Strigoiva, Balci and Vargenhof (the only settlement in Lupravia big enough to be considered a town). Crossing Lupravia without entering Gragoryn territory is nearly impossible. The noble family's private army, the Riders of Grey, patrol the high ways collecting food tributes from the farmers and tax from travelling merchants, as well as "recruiting" blacksmith and masons to perform maintenance on their lord's home. Whilst the Gragoryn's are gracious enough to compensate such workers, few relish approaching the grim castle.

  To the north, the moor-come-swamp land barony is ruled by the Skirith family, oversee their segment of the land from a crumbling church, converted somewhat to suit their blue blooded needs. There are several other temples in their domain, as well as the village of Matton. To the east the land rises into mountains cut by tumbling rivers. Here mining communities search for silver amongst the rocks, overseen by a regiment of the Riders in Grey. At the southern edge of the land the marshes intensify, and here few humanoid dwell, but plenty of creatures if the stories are to be believed. The Skiriths keep to themselves, but are surprisingly friendly with the Travelers, bands of wondering halflings and humans said to know how to weave spirits into mundane items. Every generation Skirith envoys travel to Matton to find young males and females for the family's children to marry, for it seems the Skirith cannot, or will not, marry with other noble families.

  The more twisted forests of Lupravia in the south west are ruled over by Baron Harken of the Krastovs, their holdings centred in the tower formerly belonging to Fratoe, a mad scientist who sought to build a staircase into the sky. A group of hunters slew him two centuries ago, and the then ruler of the Lupravia, Ronak Gragoryn, appointed the tower and the surrounding mountains to his son to start a new noble line there. The Krastovs have recruited other scientists to make use of the equipment left there by Fratoe. The two larger villages in the realm, Gaist and Yalkim, frequently see the noble family's guards, known as the Zrillie, who show up periodically demanding ingredients for their masters ambitions, but are otherwise rather tame with their requirements of monetary and food tributes.

  To the south east, the land rises into a high steppe; it is here that the best farming land in all of Lupravia can be found, as well as the great lake of Twussuk. The fourth largest settlement can also be found here, the farming village of Apoc and around its area numerous farmsteads are dotted. This is the smallest of the realms within Lupravia, and is ruled over the by the Rothida Family, who have claimed the lake as their own, and harshly punish any peasant who approaches it. It is also here that the dwarven caves of Igtalep can be found, but it is unclear how they and the Rothias see their relationship.

*****************************************************************

  I tried this game before but before it could take off I needed to step back from E. Now I've returned, I am hoping to give this land the game is deserves. I'm looking to run a game for a party of three or four. I already have one player, a friend of mine, so I need at least two or three more.

  Character Creation
  This game will start at level 4 to allow more developed and interesting combinations.

All classes and races from the PHB and DMG are acceptable, some may need an explanation via background story (e.g. Monks) and obviously some races will face some rather extreme prejudice in game (drow, tiefling and dragonborn). I also treat aasimar as third generation celestials, rather than miracle births to parents of other races as some fluff has them. Confirm stuff from splats, I'll probably allow it, but I just need to know. I am open to accepting homebrew, just run it by me.

  For stats, use point buy as described in the Player’s Handbook. No rolling.

  For money, choose either the class equipment + your background gear or roll as per your class, then we can discuss how much the character will have picked up on their travels prior to the game start. Additionally, Lupravia tends to leave it mark upon those who wonder it, so I will be looking to give some special abilities to everyone, to be discussed between us. Perhaps you found one of the few magical items in the land, bonded with a companion, or discovered a secret, forbidden lore some feel best forgotten, but you disagree. Perhaps you are pure of soul, and are guided by a higher power. There are quite a few possibilities.

  Custom Backgrounds are not in use, but the available Background from the book may be tweaked, by making up to 2 changes from the following list:
Trade one skill proficiency for another (one only)
Trade one tool proficiency for another
Trade one tools proficiency for a language/vice versa
Trade your Background feature for another

  If your character concept needs further changes background-wise, ask me about it and maybe we can work something out. For backstories, I like working details players made up via background story into the setting, so feel free to take liberties there.

  No feat variant humans. Instead, humans gain a point of inspiration whenever they finish a long rest in addition to their other racial features.

  House rules
1.   Currency gets tweaked a little. Silver is the default currency (anything in the book with a price in gold now has the same price in silver, and likewise any gold you would start with is instead silver). Book silver is then brass in Lupravia, whilst book copper remains copper in Lupravia. Gold exists but is incredibly rare, even adventurers can go their wholes lives without ever seeing a single gold coin.
2.   Languages get tweaked…quite a bit more severely. There is no Common tongue, so everyone loses Common and instead gains any one language of their choice. To sort of replace Common, there is Trade, a language developed by to facilitate trade across an entire continent. However because of its function, it is a limited language (see below). Human is now also a language, just like Elven or Dwarven (again see below).
    However, racial languages are not as important, they play second role to regional languages.

Highlander: Originally bound to the northern reaches of the continent, first the gnomes and then dwarves spread it through a combination of peaceful and not peaceful interactions. It is now the most commonly spoken language in the continent, including Lupravia.

Vellum: Spoken primarily in the western reaches of the continent, it is the largest concentration of humans, and was until recently considered by scholars to be the richest region of the continent.

Tolovian: Close to Trade, but not enough for two speakers to understand each other, Tolovan is spoken in the south east, having been brought there by halfling tradesmen over three hundred years ago, as they fled a brutal civil war.

Norcastrian: Originally a language of elves of the Vedalkun Wood, this language has spread to several bordering nations, and its connections to elves makes it a popular choice for scholars to learn.

Fenesian: Largely isolated by a mountain ranges and the sea and two narrow land bridges. Within this rather large area, Fenesian is spoken by 90% of the humanoids as a first language.  Outside the area, Fenesian is spoken by a fair few, though its social perception various from being a sophisticated language to study and others seeing it as gutter speak.

Tarzarantine: Originating from a migrating hoard of dark-skinned warrior people, who started expanded aggressively two centuries ago before eventually dissipating as a political union forty years later. Humans and orcs still claim Tarzarantine ancestry, and their language is spoken in the centre and south of the continent.

  Highlander is the most commonly spoken language. Neighboring regions are Tolovian to the south east and Tarzarantine to the south.
                               
  Trade: Known by the majority of commoners, a significant amount of nobles and a surprising amount of monsters. Trade can handle basic conversations, but does not deal well with eloquence. Certain charisma (typically persuasion and elaborate deception checks) and intelligence (trying to convey specific scholarly information) checks will be made at disadvantage if Trade is the only shared language.

  Human: There is some scholarly debate as to whether this language in indeed the first language spoken by humans, but the current theory is that it is. In any case it has fallen out of fashion, likely as humans spread too far to keep a single language, but some still speak it.

Racial Languages in Lupravia
  Effectively, these regional languages make racial language far less important, but they are still spoken within the land.

  Nobles – In addition to Highlander and possibly Trade, most nobles will speak at least one of the following:    Draconic, Celestial and Infernal.
Additionally, Skirith nobility often learn Sylvan, whilst the Rothida have been known (rarely) to pick up Dwarven. Nobles may speak languages associated with the lower classes beside Trade, and this will not necessarily be Human, despite  most nobles being of that race. Elven or Dwarven are just as possible, as nobles live isolated lives, and would not need to know their races language.

  Peasant and Burgher class languages:
These people do not always have the time or resources to learn a language beyond Highlander and maybe Trade, but among those that do, common languages are: Dwarven, Human, Elven; as well as Gnomish, but only in the larger settlements. Whilst rarer than it is for nobles, do note that an individual may not speak the language of their race. A human in a largely elven village may speak Elven, and the children of a dwarf who left their kin in the mountains to live in a town may not have been taught Dwarven and instead speak Human.
  Halfling is spoken by Traveller bands, even whose members aren’t halfling.

  Goblin deserves its own mention, as barely peaceful contact has been made with these creatures, who have proven adept at surviving, and are willing to trade tips with remote villages in return for food and worked iron. Such deals are common enough that some commoners will speak a smattering of Goblin, though this is less common in Krastov lands, where an extermination campaign of the Zrillie has made local goblins extra distrustful of all humanoids.

  Not so common languages:
  Ork – Spoken by a kingdom of knights north of Lupravia, and the few who wander the land as monster hunters, this language has not caught on, and is rarely spoken by non-orcs.
  Abyssal – Demon worshippers, whilst uncommon, are not unheard of in Lupravia.
  Sylvan – Spoken by fey and other creatures of the wild.
  Primordial – Spoken by the rulers of monsters.

  Languages that will likely not feature in the game at all:
Giant, Undercommon and Deep Speak.

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  If this seems like a game that would interest you, PM me a character concept. If you have any question, you can ask me by PM or post them here.
« Last Edit: June 21, 2017, 06:42:14 am by LisztesFerenc »