Registriert seit: 25.06.2005
| Erstellt am 31.07.2008 - 13:25|| |
The Role of Regions
There are 12 regions available for your character. Select one of those regions and note your choice on your character sheet (make sure you write down the attendant benefit as well). You might also want to check out the Forgotten Realms Campaign Guide and the Forgotten Realms Player’s Guide (available August 19 and September 16, respectively) for more information about your region and the Realms. Other character benefits to regions will become available as the campaign progresses.
Aglarond is a nation balanced on a knife edge, surviving in spite of the odds. Elves, half-elves, and humans call it home. They dwell along Aglarond’s broad, sweeping coastline and in the boughs of the expansive central forest known as the Yuirwood.
Regional Benefit: You add Elven to your list of languages known, you add Perception to your class skill list, and you gain a +1 bonus to Perception checks.
Akanûl is a land defined by extreme geography, eldritch beasts, and genasi. Anew nation formed in the devastated and warped lands between Chessenta and Chondath, Akanûl has overcome great adversity and is now a name to be respected and feared.
Regional Benefit: You gain resist 2 cold, resist 2 fire, and resist 2 thunder (or your existing resistance to these damage types increases by 2). At 11th level, these values improve to resist 3 (or increase by 3), and at 21st level, they improve to resist 5 (or increase by 5).
Baldur’s Gate is a city of opportunity and fair laws. By some accounts, it has swelled to become the most populated city in all of Faerûn.
Regional Benefit: You know one additional language of your choice, you add the Streetwise skill to your class skill list, and you gain a +2 bonus to Streetwise checks.
The Forest Kingdom of Cormyr lies at the western end of the Sea of Fallen Stars, nestled between the Storm Horns and the Thunder Peaks and stretching from the Stonelands to the Dragonmere. Dominated by humankind, Cormyr has been ruled by House Obarskyr for over fourteen centuries, with the strong backing of an army of heavily armored knights on Cormyrian destriers and magically potent war mages.
Regional Benefit: You add Insight to your class skill list, you gain a +2 bonus to Insight checks, and you gain a +2 bonus to saving throws against fear effects.
Along the periphery of the elf-ruled forest of Cormanthor lie the Dalelands, a group of loosely allied communities that share common cultures and traditions. Linked by winding trade roads and their alliance against the encroaching powers to the north, west, and south, the Dales are known for their lush forests, fertile farmland, and fierce independence.
Regional Benefit: You can reroll any Nature check, but you must keep the second result, even if it is worse. You also gain a +1 bonus on initiative checks.
Mention of the Dragon Coast evokes images of dark alleys and underhanded dealings, of thieves’ guilds and pirate ships. The Dragon Coast summons adventure to it as few other places in Faerûn do. As a result of recent changes, the traditionally safe places of this region have grown a little safer, but the dangerous parts have grown much deadlier.
Regional Benefit: You can reroll any Insight check, but you must keep the second result, even if it is worse. You also gain one additional language of your choice.
Huddled on the eastern shelf of the yawning Underchasm, East Rift is a living symbol of gold dwarf ingenuity and stubbornness, having survived when the surface collapsed into the bowels of the Underdark. Protected by enormous towers connected by a high curtain wall, the gold dwarves are ready to defend themselves against the drow or any other horror that rises from the depths.
Regional Benefit: You gain Deep Speech as an additional language, you add Dungeoneering to your class skill list, and you gain a +2 bonus to Dungeoneering checks.
The star of Impiltur has fallen. The retreat of the sea, coupled with widespread corruption, has led this region into decline. The people of this once-great nation huddle in fear as their kingdom unravels around them.
Regional Benefit: Add the higher of your Wisdom score or your Constitution score to your starting hit points (instead of automatically adding your Constitution score). Your number of healing surges is still based on your Constitution score.
Luruar is a land of friendship and safety, a defensive league of strong, independent cities. It offers a new start for people with ruined lives, welcoming those of all races and backgrounds, as long as their intentions are noble.
Regional Benefit: You can reroll any History check, but you must keep the second result, even if it is worse. You also gain one additional language of your choice.
Off the western coast of Faerûn lies an archipelago known as the Moonshae Isles. Home to two human cultures, the druidic folk and the seafaring Northlanders, the Moonshae Isles are beset by encroaching threats from the Feywild and Amnian mercenaries bent on conquest.
Regional Benefit: You know Elven as an additional language, and you gain a +2 bonus to saving throws against charm and fear effects.
The interloper nation of Tymanther squats atop the ruins of Unther, dominated by the citadel-city of Djerad Thymar. The dragonborn citizens of this new nation are a proud race of warriors, known for their hatred of dragons and their ilk.
Regional Benefit: You add Athletics to your class skill list, and you gain a +2 bonus to Athletics checks.
Waterdeep, the City of Splendors, is a center of commerce, where representatives of every race, creed, and nation come to trade, spread rumors, and make their fortunes.
Regional Benefit: You know one additional language of your choice, you add Diplomacy to your class skill list, and you gain a +2 bonus to Diplomacy checks.
[Dieser Beitrag wurde am 31.07.2008 - 13:26 von Dungeonmaster aktualisiert]