Character Background
Races
- Human
- Baklunish
- Flan
- Oeridians
- Olmans
- Rhennee
- Suloise
- Dwarf
- Elf
- Gnome
- Halfling
- Half-Elf
- Half-Orc
Classes
- Barbarians
- Bard
- Cleric
- Druid
- Fighter
- Munk
- Paladin
- Ranger
- Rogue
- Sorcerer
- Wizard
Alignments
Character Background
All player characters will either be born and raised in Diamond Lake or have been living in Diamond Lake for the last few years. No characters is a newbie to the area. While an occasional character might have a background of being the son/daughter of a local shopkeeper, most are likely a child of a miner or a miner himself. Life in Diamond Lake is rough and mundane and becoming an adventurer is often a fantasy of the children of Diamond Lake – anything to get away from the day-to-day life in this dreary
town. While just about every child in Diamond Lake dreams of being an adventurer someday, few actually have the guts to do so. Most end up just like their parents – miners, apprentices, beggars, or criminals.
Races (Human)
There are six basic subtypes of humans in this campaign – Baklunish, Flan, Oeridians, Olmans, Rhennee, and Suloise. Each is detailed below. Of course, exceptions always occur so treat the descriptions as guidelines, not as law. Humans can fill any role in Diamond Lake, from the humble miner to the child of a prominent citizen. Most are laborers.
Baklunish: The Baklunish have skin of golden tones, and straight, fine-textured hair that is universally dark. Honor, family, generosity, and piety are fundamental virtues. Singing and dancing are widespread in their culture, and trade and exploration are major pursuits. The Baklunish have many customs and taboos derived from their great knowledge of astrology, and their dependence on horses adds many beliefs and traditions regarding their honored steeds, particularly among the nomads. Many skilled wizards are Baklunish, including experts in elemental magic, divination, and summoning.
Flan: Pure Flan have bronze skin, varying from a light copper hue to a dark, deep brown. Flan eyes are usually dark brown, black, brown, or amber. Hair is wavy or curly and typically black or brown (or any shade in between). The Flan have always been strongly tied to the natural world, as they were nomadic hunter-gatherers for so long. They see nature as an entity to be respected but not controlled, and this is reflected in their myths, legends, and culture. Modern Flan still have a preference for the outdoors, and
those who live in cities usually raise gardens and flower beds. While Flan dress in what is currently fashionable, they favor bright primary colors in solid arrangements. Flan wizards normally work in harmony with nature, avoiding destructive magic. Many prefer protective and divinatory spells. Oeridians: Oeridian skin tones range from tan to olive; brown and auburn hair are common, though some individuals have hair as light as honey or as dark as coal. Oeridians tend to have square or oval faces and strong jaw lines. The ancient Oeridian race was a conquering one and even modern Oeridians favor combat over diplomacy. The Oeridian skill at warfare is unsurpassed. In peacetime, they are practical, hard working, and not inclined to intellectual pursuits. Magic-using Oeridians focus on battleoriented spells, as well as the enchantment of magic items useful in combat. Spellcasters have a hardnosed, practical attitude, and they are generally hawkish and outgoing. Many strive to be leaders or masters.
Olmann: The Olmann have skin of a rich red-brown or dark brown color. Their hair is always straight and black and their eyes are dark, from medium brown to nearly black. The Olmann are primarily found in jungles, although occasionally some may migrate away. Olmann have a tribal culture, with a cleric or hereditary chief leading each tribe. Olmann outside of their jungle tribes still have strong religious beliefs but have learned to adapt to life outside their tribes, often through the heavy use of alcoholic
beverages. The Olmann favor magic that damages many opponents in visible graphic ways. They also choose divination spells that allow them to understand the world around them. Magic that protects or heals others is very rare amongst the Olmann.
Rhennee: The complexion of Rhenn-folk ranges from olive to tan; their hair is usually curly and tends to be black or dark brown. Most have eyes of gray, blue, or hazel, but green is known in some families. The Rhenee are generally short but strong and wiry, with men averaging 5 ft. 6 in. and women less. The Rhennee are experts in navigating waterways and many of the best ship captains are Rhennee. Unfortunately, the Rhennee have a wide reputation as thieves, and most do learn roguish skills as
children. Their secrecy and bad reputation cause most people to dislike the Rhennee, and the feeling is mutual. Of the Rhennee, only females become spellcasters. Clerics are unknown amongst them. Rhennee magic-users prefer charms and illusions, practicing divination as well.
Suloise: The Suel have the lightest coloration of any known human race of the Flanaess. Their skin is fair, with an atypical proportion of albinos. Eye color is pale blue or violet, sometimes deep blue or gray. Suel hair is wiry, often curly or kinky, with fair colors such as yellow, light red, blond, and platinum blond. The Suel tend to be lean, with narrow facial features. Suel have an affinity for family, although they often use a very narrow definition of the word to include only siblings, parents, and children. Many Suel tend to be prideful and unwilling to admit flaws or personal hardships. They have a passion for study, especially in
regard to magic, and many Suel wizards become incredibly powerful. The Suel have an aptitude for most types of spellcasting. Suel wizards often become masters of spells that involve transmutation.
Mix: While a good number of humans can trace their lineage to a particular subrace, there are those whose racial heritage is so mixed that they cannot claim to be any one subrace. There is nothing particularly special about this group and is treated like the generic “catch-all” human race. Use this option only if your character concept absolutely does not fit into any of the above subraces.
Races (Non -Human)
Dwarf: No dwarves call Diamond Lake home, though a few live there. Most have some sort of business with the Greysmere Covenant, perhaps as a guard, negotiator, or even a magical advisor.
Elf: Right-thinking elves loathe Diamond Lake, as it represents everything elves find churlish and cruel about humans. Only Ellival Moonmeadow and his deputies – exclusively elven – seem to have the stomach for the place. A PC elf might serve as a guard or confidant to one of these deputies, or might be a deputy himself!
Gnome: Gnomes might be lodgers at Tidwoad’s or agents of any of the mine managers. Those with a theatrical flair might find steady work with the Emporium. Most come from the nearby warren of Grossetgrottel.
Halfling: Many halflings in Diamond Lake work in the hospitality field, as a clerk, cook, or menial of some sort. Others are (relatively) wealthy visitors from the halfling community of Elmshire to the north.
Half-Elf: Half-elves might belong to the Bronzewood Lodge community, or might live among the “civilized” poor of Jalek’s Flophouse. They might find themselves in the employ of Ellival Moonmeadow but soon become aware that the mine manager simply doesn’t like anyone other than elves, and halfelves simply don’t qualify.
Half-Orc: Half-orc are ideal miners or thugs and Diamond Lake is filled to bursting with both. A more original approach might cast a half-orc as a roustabout or performer at the Emporium. The garrison does not employ half-orcs, and most soldiers despise them thanks to an ongoing war against an orc nation far to the southwest.
Classes
The following suggestions are hooks to help your characters fit into the campaign. They are not required but may present special (and in most cases beneficial) side-effects for incorporating them.
Barbarians: In the secluded valleys of the Cairn Hills, primitive traditions hold strong and humans at times seem more like beasts than like men. In the vast swamp to the south, wiry, feral humans fiercely contest small patches of dry land, narrowly holding out against lizardfolk and more horrible denizens of the murky marsh.
Bard: Bards looking for an interesting way to fit into Diamond Lake need look no further than the Emporium. Players looking for a slightly less debauched hook might make good performers at the Spinning Giant instead.
Cleric: The best fit for clerics would to be of the following faiths, since they each have temples in Diamond Lake – Heironeous, Obad-Hai, St. Cuthbert, or Wee Jas. Temples of Wee Jas and Obad-Hai are just outside the town proper. The above faiths will give the most benefits since there will be support by the respective temples. There are other faiths somewhat common to the region and if you choose one of those, it is assumed that you are a lone priest of that faith, perhaps trying to start a temple of your
own someday. There are no formal churches of evil deities in the Diamond Lake area and if you choose to be a cleric of an evil deity, it is assumed that you are forming your own cult or perhaps just a loyal acolyte.
Druid: Druids fit perfectly into the Bronzewood Lodge community and might get into the campaign as representatives of Nogwier, the cleric of Obad-Hai who leads the community.
Fighter: Most fighters in Diamond Lake are part of the garrison contingent, but a few work as muscle for the mine managers. While a half-orc cannot serve in the militia, it is entirely possible that he may be one of Sheriff Cubbin’s deputies.
Monk: Monks native to Diamond Lake region uniformly come from the Twilight Monastery, an edifice located just outside of town. A PC monk might befriend another PC before the campaign begins. Perhaps the monk is tired of studying at the monastery and longs to be an adventurer, testing her skills out in the world.
Paladin: The Chapel of Heironeous regularly houses one or two young paladins, who are part of the militia. A paladin beholden to St. Cuthbert or Wee Jas would be minor figureheads in the cult, uniformly respected by the flock.
A Note About Paladins: Due to the “Code of Conduct” it is often hard to incorporate a paladin into a gaming group. In my games, paladins are a bit less rigid. They must strive for good but they are not zealots. They don’t actively detect evil on every person they meet and they do not use their detect evil as radar when adventuring. An evil monster or an evil cleric would radiate evil but a commoner or other NPC that was evil (and not a cleric) would not radiate evil, even if he were chaotic evil. So therefore, it is entirely possible for a paladin to travel with an evil party member and not know it as long as the evil character didn’t show his hand. A paladin and an evil cleric would be a hard combination, however, since the evil cleric would radiate on a detect evil spell. In addition, a paladin may travel with a party that does stuff not entirely lawful if the act itself is necessary and serves good overall. For example, a paladin may want to get permission from the local law enforcement before breaking into the house that he suspects holds the dangerous murderers. If there was a scuffle and he perceived that someone was in trouble in that house, he would not wait to contact the proper authorities – he may burst in to help. If the act was for good and seems reasonable, it may be okay. Just use good judgment and don’t overplay it either way. I just wanted to clarify this because paladins are often skipped because people think they are unplayable 99% of the time.
Ranger: Few rangers dwell within Diamond Lake, but the druidic community at the Bronzewood Lodge includes several who might have reason to regularly visit Diamond Lake. Other rangers might have come from the wild tribes of the Cairn Hills or the Mistmarsh.
Rogue: Rogues are right at home nearly anywhere in Diamond Lake, but especially in vice dens like the Emporium or the Midnight Salute. Each of the mine managers sponsors at least one gang of toughs, making a rogue PC a great point of contact for the town’s seedy underworld. For a rogue who is more of a tinkerer than a scoundrel, perhaps you had tried to start your own business as a lock opener for hire (for legitimate purposes such as losing keys to locks). The business failed because no legal lock picking
opportunities arose and you now find yourself wondering what to do next, not wanting to be just another thug.
Sorcerer: The Emporium is always on the lookout for charismatic exhibitors with a magical trick up their sleeve – the flashier the better. Sorcerers might also be affiliated with a street gang that frequents the Feral Dog or might be in the employ of one of the mine managers. If the party has no wizards, a sorcerer may also be an apprentice to Allustan the wizard with him trying to teach the PC control over her magic.
Wizard: The best hook is to be an apprentice to Allustan. Not only does this make the most sense but it provides a realm of role-playing possibilities.
Alignments
I am not putting any restrictions on what alignments you can play on two conditions:
1. The general party composition should lean towards good. A particular evil character may ride the coattails of the generally good party and achieve riches and fulfill his personal goals, but it the entire party was chaotic neutral and/or evil they might likely let Diamond Lake burn to the ground on the premise that it would kill the residents, they can crown themselves king, and repopulate. Having a general party disposition of chaotic neutral or evil tends to kill campaigns (which are primary heroic in nature). On the other hand, an occasional chaotic neutral or evil character who hides his acts add fun and interesting twists. Remember Ondi, he almost brought the campaign to a full stop, or the mighty Krusk who was eager to impress Lord Valanthrue.
2. The chaotic neutral/evil characters don’t screw their own party members over. This kills campaigns too. For instance, letting characters die just to “inherit” their goods or killing a fellow party member in his sleep to steal his treasure will not be allowed. As mentioned above, chaotic neutral and evil characters must be much more subtle in their schemes and their schemes must
not be one to kill the campaign. It is imperative that you do not share your alignment with anyone other than me (your DM). I want
other players to have to wonder and guess based on actions of your character, not because they have seen your alignment on a character sheet.
Chatter around the town speaks of a trio of well-dressed adventurers frome the free city of Grayhawk, who stays at the “Feral Dog. Their intentions is to explore the long-abandoned “Stirgenest Cairn” on the lake’s distant shore?!