SUbterranean Sprawl

Below the Sea of Silt exists the Grottos of Gloom, a series of caverns filled with toxic fumes.

Despite most of the Grottoes being confined to tunnels and caves, there are two expansive regions, the Imperial Fault and the Crystal Caverns. The people of these lands place importance on ambition, liberty, family, practice, gentleness, knowledge, and rituals. 

Common occupations for people of this culture are entrepreneurs, historians, revolutionaries, scribes, ritualists, pyromancers, travelers, scouts, glassblowers, gemsmiths. 

The cuisine of this culture is specific to the flora and fauna of the associated region, but most of their food consists of various grilled meats with various sauces accompanied by spiced alcohols made of fermented leaves. 

The political system implemented in this culture tend towards a meritocracy with trial system where an scholar(or group of scholars) performs divination rituals. 

  • Language : Sursian, Imperial

  • Proficiences : Two Skills of your choice, 1 set of Tools, Scimitar, Longsword, and Greatsword.

Features

  • The people of this culture value traditions, the recording of said traditions, and the performing of rituals. Everyone is trained in rituals and their own family history, everyone in this culture has some basis of education. You gain a +1 bonus to Intelligence, and you acquire a ritual book holding two 1st-level spells of your choice. The spells you choose must have the ritual tag. Choose Wisdom, Intelligence, or Charisma for the Spellcasting ability associated with these Rituals. If you come across a spell in written form, such as a spell scroll or a spellbook, you can add it to your ritual book if the spell(s) have the Ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

  • Ambitious freedom fighters litter the history of any city or nation that is part of this culture. Children are raised to fight for their ideals to the bitter end. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.

ORIGIN SETUP

  Choose one of the following Regions

  • Crystal Caves

  • Imperial Fault

When you select yourRegionthere might be aTerritorywithin said Region to select alternative features from. Additionally, some Territories include aCity, 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.

CRYSTAL CAVES (REGION)

Features

  • The Crystal Caves a maze of light, transparent caverns, and mirrors, day to day life includes careful navigation and a discerning mind. If you have proficiency in Investigation you can instead have Expertise.

  • The Crystal Caves are a labyrinth, people who live here are trained to navigate it well. You can perfectly recall any path you have traveled over the last 24 hours.

  • You can replace one of the features from the Crystal Caves with the feature below if you are from Tecilli's Exodus

    The Tecilli Exodus is a land filled with fairies who desire to ensnare travelers with magic. If you are subjected to the Charmed Condition, you can instead pass it onto any creature within 10ft. of you (said creature must make the same saving throw against the effect that you made).

  • You can replace one of the features from the Crystal Caves with the feature below if you are from Teotl Xalli.

    Teotl Xalli is a ruin of what was once a sprawling metropolis. These ruins are filled with information from different lands and different eras. If you have proficiency in History you can instead have Expertise.

  • You can replace one of the features from the Crystal Caves with the feature below if you are from Nantlit Lacatian. Additionally, since the City of Nantlit Lacatian is located within Teotl Xalli you can also replace one feature from the Crystal Caves with a Teotl Xalli Origin Feature.

    While considered a city of learning, Nantlit Lacatian is also known for it's military of slave soldiers. Families sentenced to Generation Camps have their children conscripted into the slave army, trained to be fodder. You gain Proficiency Shields and Medium Armour, if you already have Proficiency in Medium Armour you instead get Proficiency in Heavy Armour.

  • You can replace one of the features from the Crystal Caves with the feature below if you are from the Achkolli Coast.

    The Achkolli Coast is filled with ruins and relics of ancient kingdoms that seem to wash up onto its shores. Many of the inhabitants here could be classified as grave robbers or archeologists. You can choose one of the following Magic Items to start with : Alchemy Jug, Gloves of Missile Snaring, Hat of Disguise, Ring of Jumping, Driftglobe, or an Amulet of Thoughts.

    Unlike the rest of the Crystal Caves the reflected lights of the crystals does not persist here, and like the rest of the Grottos of Gloom is bathed in darkness as the light of the Sun and Moons is blocked by the Miasma above. You gain Darkvision 60ft.

IMPERIAL FAULT(REGION)

Features

  • The lands of the Imperial Fault are cracked and unstable, with fissures and sinkholes opening without a moments notice. You have a Climbing Speed equal to your Walking Speed.

  • The Imperial Fault is part of the Grottos of Glooms, these are lands bathed in darkness as the light of the Sun and Moons is blocked by the Miasma above. You gain Darkvision 60ft.

  • You can replace one of the features from the Imperial Fault with the feature below if you are from the Ich Tequay Forest.

    This forest is full of bandits and ruffians, dealing with extortion avoiding ambushes are part of day to day life. If you have proficiency in either Stealth or Intimidation you can instead have Expertise in one of those Skills.

    The Ich Tequay Forest is an ancient forest, inhabited by old nature spirits from ages long passed. These spirits are part of everyday life for those who live out in the forest. You can Speak, Read, and Write Primordial.

  • You can replace one of the features from the Crystal Caves with the feature below if you are from Atzoatl. Additionally, since the City of Atzoatl is located within Ich Tequay Forest you can also replace one feature from the Imperial Fault with an Ich Tequay Forest Origin Feature.

    Known as the City of Thieves for a reason. People survive by living off of those above them who are too arrogant to suspect those below. If you have Proficiency in Sleight of Hand you instead have Expertise.

  • You can replace one of the features from the Imperial Fault with the feature below if you are from the Tes-Katl Ruin.

    Most people of the Tes-Katl Ruin are superstitious and believe everyone has a doppelganger. Many use this to their advantage to survive the ongoing war throughout the ruins of the Tes-Katl Kingdom. You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.

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