Building A Character For Shard

Ability Scores in the World of Shard

You may use the following scores to spread among your abilities:
15, 14, 13, 12, 10, 8

Races in the World of Shard

Dwarf: The saying “having a heart of stone” can be taken quite literally with dwarves as they are not born, but are instead carved from blocks of stone. This is understandably a slow process and so there are not very many dwarves when compared to races such as humans or goblinoids. Once the son is completed he is turned to flesh and blood by a long ritual but is still thought to have the blood of the mountain coursing through his veins. They typically live around 500 years so thus have long memories and hold grudges for a long period of time. The known dwarven clan citadels are Stonegrinder, Oathhunter, Ironbreaker, Hammerspite, Rockbeard, Oathhelm and Ironhand which are mostly concentrated in Menhirr and Rhule. Dwarves use the Mountain Dwarf Sub-race exclusively.

Elf: Intelligent, humanoid beings who can claim descent from the inhabitants of Areon, the Eld. In the past, the Eld entered this world as conquerors. Their dominion was largely unchallenged for millennia, the first — and perhaps only — successful rebellion against their rule was led by the Zaharan necromancers known as the Zaharians. The Eldritch nobility retreated en masse back to the Red Planet in the face of the Zaharian onslaught. Those Eld unable to return whence they came, in time, to be known as elves. They typically live 1000 years or more and like dwarves have long memories but because of this they tend to be slow to react – looking at things from a long term perspective. The Elves of Shard have retreated into magical realm which border Shard called Sarnith, where they can restrict access easily, they are accessible by a series of magic portals. The elves of Shard are exclusively High Elves.

Halfling: These beings once had a homeland called Turiel, but it sunk beneath the waves during the Great Sundering 800 years ago and only those which lived outside their homeland survived. This loss has made the halflings need to adapt to other lands. Now although they do not have their own home they blend seamlessly with other races, mostly humans and have a small community in nearly every human settlement. Though they used to be a cheerful peoples they tend to be rather grim now but this has not stopped their love of friendship, curiosity and wanderlust. Halflings tend to live about 150 years and if they could would spend every second of it fulfilling their never ending need to find out what is around the next bend in the road. Most halflings in Shard are Lightfoots but a few Stouts still survived the destruction of their homeland.

Gnome: These energentic and enthusiastic beings are in fact very similar to dwarves. Long ago a dwarf made a mistake while crafting his son and discarded his first attempt but his discarded son was accidentally moved in with the other sons undergoing the finishing ritual. Thus he transitioned from stone to living flesh but was much shorter and thinner than a standard dwarf. Moradin, the dwarf god of creation, saw this and unable to see the beauty of this new being demanded he be expelled from the citadel and so Garl Glittergold left becoming the first gnome. Eventually he ascended to godhood and created a race in his own image, these gnomes are able to have children normally. Gnomes tend to live 350 to 500 years but unlike other long lived races they tend to maintain their curiosity their whole lives. Gnomes of Shard can be Forest Gnomes usually found in Rhule, or Menhirr; or Rock Gnomes which are typically found in Carpathia.

Human: There are a number of varieties of humans in a number of kingdoms.

Carpathians – Found primarily in the northeast of Shard World in the valleys of the Sepulcher Mountains and the along the Barren Straits. Carpathians are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common. The vast majority of Carpathians are Lawful Good. The primary language of the realm is Carpathian but many speak the old tongue Ancient Carpathian which is spoken by many of the undead which threaten Carpathia.
Typical Names of Carpathia: (male) Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female) Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov, Marsk, Nemetsk, Shenov, Starag.

Irrunians – Dominant in the southwest shores of the Eraez Sea, the Irrunians are generally tall, slim, and are amber-skinned to dark tan, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Irrunians are most prominent, nobles and many other Irrunians shave off all their hair. Irrunian culture is steeped in laws and tradition, but they are almost all self-serving so tend towards Lawful Evil. The primary language spoken in northern Irrun is Qatabani but it has no written form. In southern Irrun the primary language is Azari. Many Irrunians also speak the languages of the genie – Ignan, Auran, Terran and Aquan.
Typical Names of Irrun: (male) Aoth, Bareris, Ebur-Ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-Dun, Urhur; (female) Arizima, Chathi, Nephis, Nulara, Sefris, Thola, Umara, Zolis; (house names) Akim, Cealis, Dhumi, Fraal, Molund, Randa, Thulis, Uphur.

Menhirrim – Menhirrim are tall, fair-skinned folk with blue or steely gray eyes. Most have raven-black hair, but those who inhabit the extreme northwest have blond, red, or light brown hair.The people of Menhirrim are hot-blooded and ruled by their passions and so tend to be Chaotic, but have no particular leaning towards good or evil. The primary language spoken in this realm is Menhir, but they also speak the languages of their foes – Goblin, Orc and Giant.
Typical Names of Menhirrim: (male) Anarr, Bjornmarr, Daggrimur, Eldvarr, Farthor, Geirhallur, Holmkell, Steinarr, Torlaugur, Vigmund; (female) Athala, Brunael, Dyrinna, Freyera, Herena, Katla, Raghelda, Saleitha, Ulfinna, Vilthora; (surnames) Branwhite, Freiborne, Halfhand, Morgrim, Ravenborn, Smithborn, Thorne, Whitemane.

Rhule – Widespread along the entire Mistmeer Coast at the western edge of Taeril, Rhulians are of medium build and height, with dusky skin that tends to grow paler the further north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common. The people of Rhule have a strong government and hold law as a strong guiding force thus most Rhulians lean towards Lawful Good. The primary language spoken in this realm is Rhulic, but because trade is such a large part of Rhule many people also speak Common, Menhir (the kingdom directly north), Dwarven and Elven (whom they trade with regularly).
Typical Names of Rhule: (male) Darvin, Dorn, Evendur, Gorstag, Grum, Healm, Malark, Morn, Randal, Stegg; (female) Arveene, Esvele, Jhessail, Kerri, Lureene, Miri, Rowan, Shandri, Tessele; (surnames) Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag.

Island Principalities – Native to the Sundered Isles of the Toannan Sea, the people of the Principalities are generally tall and muscular, with dark mahogany skin, curly black hair, and dark eyes. The Principalities are actually a collection of island states which pledge mutual support more out of necessity than anything else, because of this the peoples of the Principalities tend to be mostly Neutral leaning towards Good, doing what they feel is right, but many are also evil. The common language of the Principalities is Ludeni, but the sailors of the Principalities have developed a form of shorthand of Ludeni called Sailors Sign that uses hand signals since often times at sea voices can be lost to the waves.
Typical Names of the Principalities: (male) Anton, Diero, Marcon, Pieron, Rimardo, Romero, Salazar, Umbero; (female) Balama, Dona, Faila, Jalana, Luisa, Marta, Quara, Selise, Vonda; (surname) Agosto, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramondo.

Half-elf: These beings are a real curiosity as know one is quite sure of their origins. Some believe they were left behind by the red elves, some twisted breeding program. While others believe half-elves to be children of the fey. What ever the case they are few and far between usually living among human settlements since they are shunned by true elves. They tend to live around 180 years and while they favor their elven heritage in their love of beauty, music and art they have the best of the human traits – versatility. Though they live among humans they tend to be rather solitary and do not often socialize with other half-elves preferring to keep their own company and that of a good book or instrument.

Half-orc: Brutish and strong the half-orc is a curious being. Orcs were (and sometimes still are) themselves created by chaotic wizards or sorcerers and are incapable of breeding except strangely with humans. Although this happens it is not very common due to the nature of orcish “breeding” it usually results in the death of the female. However, half-orcs are fully capable of breeding and they have been know to form small communities in out of the way places. They tend to live in harsh environments away from others and so their lives are tough, because of this they tend to only live around 75 years.

Tiefling: Many believe that tieflings are in fact infants that have been given over to infernal powers as payment and “given” to parents for some unknown machination. The truth behind how tieflings came to be is unknown but almost exclusively they are despised by all races and many feel they serve their infernal masters still. Because of this few tieflings live to see adulthood usually immediately being killed or exiled. Tieflings tend to live about 100 years or so and because they are shunned almost from birth they tend to be self-reliant and independent.

Classes in the world of Shard

Class Allowed: Kingdom Typically Found:
Barbarian Menhirrim, Principalites.
Bard Any, especially popular in Menhirrim, Rhule.
Cleric Any
Druid Any, especially popular in Rhule.
Fighter Any
Paladin Any, especially popular in Carpathia
Ranger Any
Rogue Any, especially popular in Principalities.
Sorcerer Any, especially popular in Irrun.
Warlock Any, put you better keep it secret in most realms.
Wizard Any, especially popular in Irrun.

Gods in the world of Shard

Carpathia – Worship saints, former mortals that became embodiments of certain aspects of Carpathian culture.
St. Orione (NG) – Patron of the Lost, Abandoned, Wayward.
St. Brenu (LG) – Patron against Demonic Possession, Undead, Corruption.
St. Camillus (CN) – Patron of Luck, Gambling.
St. Franissi (CG) – Patron of Animals, Hunting.
St. Catrine (CG) – Patron of Artists, Craftsmen, Musicians, Laborers.
St. Ulmos (LG) – Patron of Children, Childbirth, Marriage, Union, Fertility.
St. Crystos (CN) – Patron against Death, Dying, Illness.
St. Casimir (LN) – Patron of Carpathia, Knowledge, Nobility.
St. Raphel the Radiant (LG) – Patron of Protection, Health, Divinity.
Those of evil disposition usually are infernalists worshipping dark entities of all sorts.

Irrun – Irrun is divided into to regions, Northern and Southern Irrun and worship different gods.
Northern Irrun -
Zahhak (LE) – God of Evil-doers, Greed, The Tyranny.
Ahriman (NE) – God of Lies, Deception, The Great Deciever.
Xesm (CE) – Demon-God of Hatred, The Destroyer.
Atar (LG) – God of Sun, Fire and Righteousness. (Followers: Cult of Fire)
Aban (CG) – God of Water, Life and Creation.
Asha (NG) – God of Truth and Knowledge.

Southern Irrun -
Atar (LG) – God of Sun, Fire and Righteousness. (Followers: Cult of Fire)
Aban (CG) – God of Water, Life and Creation.
Asha (NG) – God of Truth and Knowledge.
Those of evil disposition generally worship Noble Genie the original masters of Irrun which were over thrown and imprisoned over 870 years ago.

Menhirr – A fierce warrior culture that respects might and martial prowess the Menhirrim wish nothing more than to die in battle so they may spend eternity fighting and drinking in the halls of valhalla.
Odin (NG) – “The All-Father” God of Battle, Knowledge, Wisdom, Poetry and Inspiration.
Frigga (N) – Goddess of Clouds, Sky, Married Love and Wives.
Thor (CG) – God of Thunder, Weather and Crops.
Sif (CG) – Goddess of Excellence and Skill.
Aegir (NE) – God of Oceans and the Strength of the Sea.
Baldur (NG) – God of Beauty and Charisma.
Bragi (NG) – God of Poetry and Song.
Forseti (N) – God of Justice.
Frey (NG) – God of Fertility.
Freya (NG) – Goddess of Love, Unbridled Passion and Fertility.
Heimdall (LG) – God of Dawn Light and Guardians.
Hermod (CN) – God of Thieves and Luck.
Hel (NE) – Goddess of Death.
Idun (CG) – Goddess of Spring.
Uller (CN) – God of Hunting and Winter.
Odur (CG) – God of Light and the Sun.
Njord (NG) – God of Sea and Wind.
Loki (CE) – God of Mischief and Strife.
Tyr (LN) – God of Courage and Battle.
Norns (N) – Urd embodys Past, Verdandi the Present and Skuld the Future.

Rhule – A consortium of seven gods work together to promote Law.
Anesidora (LN) – Goddess of Grain, Marriage and Law.
Domains – Life, Light, Nature.
Asana (LG) – Goddess of Strategy, Heroism and Science.
Domains – Knowledge, War.
Caint (LG) – God of Medicine, Poetry and Music.
Domain – Life, ?
Donn (LN) – God of the Dead
Domains – .?
Mavors (LG) – God of Warfare and Battle.
Domains – War, ?
Tenen (LG) – God of Craftsmen, Invention and Travel.
Domains – Knowledge, ?
Typhon (LN) – God of Judgement, Discipline and Trade.
Domains – ?
Tyche (CG) – Goddess of Fortune, Prosperity and Destiny.
Domains – Life
Those of evil or chaotic disposition usually are infernalists worshipping dark entities of all sorts.

Island Principalities – The peoples of the Island Principalities have little use for a large collection of gods preferring to worship two gods in particular, one for plentiful catches and one for a safe return to port.
Ikatere (CG) – God of Travel and Protection.
Tangaroa (CN) – God of the Sea, Weather and Storms.
Those of evil disposition also worship Tangaroa but invoke him in evil ways.

Gweru – The early people of Gweru are so far relatively unknown other than their rich empire ended quickly and they used slaves and were exceptional with magic. What type gods they worship it is not know but their slaves which came from many lands worshipped the gods they were most comfortable with and after the old empire fell they built temples and shrines to those gods. Some have been discovered already being about 250 years old and several of these were devoted to infernal entities which makes sense given the relative chaos of Gweru after the fall of the old empire.

Dwarven – Though not especially religious dwarves tend to consider Moradin their deity. Although his priests still receive spells from him he has remained silent from their dreams for several hundred years and because of this more and more of his followers look for answers elsewhere.

Elves – Corellon Larethian is revered by the elves of Sarnith and he guides them in all things. It is unknown if this is the same god worshipped by the red elves or even where Corellon Larethian came from. But he guides his people with a tender hand and looks to their best interest. It was by his word that the elves became so isolationist although in recent years this has begun to change.

Gnomes – Garl Glittergold was once mortal and this endears him to the gnome peoples all the more. He yet remains the pinnacle that all gnomes strive for and his guidance is like that of father to son (or daughter). He encourages his people to embrace their nature and explore, invent and thrive.

Halflings – Yondalla is the patron deity of the halfling homeland and those halfling which remain revere her still. In fact it is one of the things that continue to connect the halfling peoples in the absence of their homeland. No matter how much distance seperates them they have Yondalla in common.

Half-Elves – Depending on which side of their dual nature they more fully embrace half-elves may worship a human god, or Corellon Larethian. If they worship a human god it is typically one from whatever kingdom they call home but they tend towards those that hold domain over magic, beauty or art.

Half-Orcs – Depending on which side of their dual nature they more fully embrace half-orcs may worship a human god, or Gruumsh. If they worship a human god it is typically one from whatever kingdom they call home but they tend towards those that hold domain over strength, hunting or war.

Tieflings – Depending on which side of their dual nature they more fully embrace tiefling might worship a human god, or one of the infernal lords. If they worship a human god it is solely based on the whim of the tiefling and his chosen alignment and how he perceives the world.

Backgrounds in the World of Shard

So far you may chose from the backgrounds in the Player’s Handbook (PHB) on pg. 125. If you have an idea for a background not attainable through the standard backgrounds I am open to listening. In addition I may be adding other background options in the future from supplements, or blogs I follow.

I also like to develop solid character backgrounds by doing a bit of one on one roleplaying where we play through three scenes from your characters history and we sit down and discuss things player to DM. It helps you get a strong foundation on who your character is, allows me to flesh out your background and see how your character fits into the world. I like to do this after you have selected your starting ability scores, race, class and background but before you put to much detail in. Sometimes you get free equipment or other things like contacts and it is helpful to do this prior to selecting your equipment, spells, etc.

Equipment in the World of Shard

You may take the starting equipment chosen by your Class and Background, or if you wish you may purchase your starting equipment using the class/fund chart below:
Barbarian 50gp
Bard 130gp
Cleric 130gp
Druid 50gp
Fighter 130gp
Paladin 130gp
Ranger 130gp
Rogue 100gp
Sorcerer 80gp
Warlock 100gp
Wizard 100gp

Building A Character For Shard

The World of Shard: Secrets of Gweru graymatterblues