WEATHERED PRAIRIES

The Sea of Silt is a large sea of extremely fine dust, swirling in dense clouds that can tear the flesh from your very bones.

The Sea of Silt is filled with islands and landmasses that were the mountain tops of the Gordian Union.

Near the northern edge of the Sea of Silt, just south of the Autumn Empire, is a series of windswept islands, covered in grasses and wild flowers. The People of these lands place importance on fate, merit, utility, and privacy.  

Common occupations for people of this culture are Astronomers, Gamblers, Charlatans, Spies, Artisans, Cartographers, and Navigators to name a few.  

The cuisine of this culture is specific to the flora and fauna of the associated region, but most of their food consists of fresh fruit and raw(or very lightly cooked) meat.  

The political system implemented by this culture is oriented around a meritocracy where legal disputes are determined by random chance, such as rolling dice.  

  • Language : Dworlian, Imperial

  • Proficiences : Two Skills of your choice, 1 set of Tools, Warhammer, Warpick, Shield

Features  

  • Understanding the lands and people around you is paramount in Dworlian Culture. +1 Wisdom and if you have Proficiency with Navigator's Tools it becomes Expertise.

  • The lifestyle for this culture revolves around the unknown nature of fate. How every choice is a roll of the die. You start each day with 1 Luck Point, with which you can re-roll a single d20 roll. (Luck points do not accumulate over time)

   

ORIGIN SETUP

  Choose one of the following Regions

  • The Greenlands

  • The Sand Veil

When you select your Region there might be a Territory within said Region to select alternative features from. Additionally, some Territories include a City, which simply increases the list of features you can choose from. After you have decided on your character's origin, select two features from the combination of Region, Territory, and City where applicable.

Greenlands(Region)

Features

  • The Greenlands are some of the most fertile in the Sea of Silt, many people work on or own farmland. If you have Proficiency in Animal Handling or Nature, choose one and it becomes Expertise.

  • The people of the Greenlands are accustomed to preparing meat to be eaten raw. You are immune to diseases and the poisoned condition.

  • You can replace one of the features from the Greenlands with the feature below if you are from Adaga Tiya Asoyuh.

    Adaga Tiya Asoyuh is the City of Walls and the lifestyle there is more "urban" than anywhere else in the Sea of Silt. If you have Proficiency in Deception it becomes Expertise.

  • You can replace one of the features from the Greenlands with the feature below if you are from the Uyeh Juhn Ghii Woods.

    The Uyeh Juhn Ghii Woods are brimming with elemental energy, the creation of the island was said to originate from two massive elemental beings fighting. You can cast the Absorb Elements spell once between Short Rests.

Sand Veil(Region)

Features

  • Many in the Sand Veil are beset by Pirates (even those who are Pirates are likely beset by other Pirates). Survival depends on subtly. If you have Proficiency in Stealth it becomes Expertise.

  • The people of the Sand Veil are the most accustomed to Silt Storms, their lands experience them with the highest degree of frequency. The constant exposure has made these people resistant to their effects. You gain resistance to Necrotic Damage.

  • You can replace one of the features from the Sand Veil with the feature below if you are from Unilogwe.

    Unilogwe, the City of Sails is the birthplace of the Ornithopter, Silt Skiff, and Silt Skimmer. You gain Proficiency with Vehicles(Silt)

    The most common pass time of a resident of the City of Sails is the Masquerade. Many residents interweave this hobby into their day to day, tricking strangers with false identities. If you have Proficiency with a Disguise Kit you instead have Expertise.

  • You can replace one or both of the features from the Sand Veil with either of the features below if you are from the Valley of Galuhdi.

    The White Sands of the Valley create intense drowsiness, those who are from this area are used to it. Magic can’t put you to sleep.

    The Valley is filled with white sand that intensifies sleep. When you take a Long Rest you recover all expended Hit Dice.

  • You can replace one of the features from the Sand Veil with the feature below if you are from the Yicha Wilds.

    The Wilds are teeming with life due to fertile soil from the high frequency of volcanic activity, everyone deals with it on a regular basis in these lands. You gain resistance to Fire Damage.

  • ou can replace one of the features from the Sand Veil with the feature below if you are from the Wude Liguh River.

    Life on the the Wude Liguh River is perpetual night. You gain Darkvision 60ft.

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