Regional Features in Alte'vurl | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Regional Features

at some point during character creation, the player will have to determine what part of Alte'vürl they will have to choose a country for their character to hail from. each region carries innate benefits and detriments, as listed below:   North>Glaelan>Quetrar Clans:
Benefit: Resistance to cold damage, unaffected by difficult terrain, advantage when making deals with powerful magical creatures

Detriment: disadvantage on exhaustion checks due to intense heat, magically compelled to fulfill deals they've made


South>Eocrune>Zawhein:
Benefit: advantage against exhaustion effects, lessen fire damage equal to 2 times your total level, special interaction with Fireball alcohol

Detriment: disadvantage on saves made against devils, pertaining to mind altering effects such as command, suggestion, frightened and charmed conditions


East>Epia> Asparian Republic:
Benefit: advantage to rally others to a cause, learn 1 additional language, and can make a check to see if they can piece together a language they dont know

Detriment: disadvantage on history checks, slow to/ distrustful towards the other nations.


West>Cheechoris>Drakonis Imperium
Benefit: unaffected by sunlight sensitivity, advantage to determine otherworldly influence, advantage against charm effects

Detriment: disadvantage to Persuade denizens of other continents of Alte'vurl, disadvantage to resist the church of the Spider Queen's authority (and -3 to resist the Iridescent Empress' spoken word)


Central>Naramunz:
Benefit: advantage on checks relating to (mechanical/arcane/magitek) creations, concentration checks must fail twice per spell

Detriment: while concentrating on a spell, roll a d20. on a 1, the only other spell you can cast is a cantrip.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!