First Session Set-up

My group is entirely new to 5th Edition, and some of them are new to the world we will be playing in. For some, analysis paralysis is a real problem: they hate buying equipment or choosing feats because it’s overwhelming and feels like homework. That’s one of the selling points of 5th Edition: the choices are fewer and they all feel significant. To help reduce the overwhelm, I’ve given the group the option of creating their character entirely randomly (in fact, I’m encouraging it, though I’m stopping just short of requiring it). On  one hand, using the charts will make their lives much easier. On the other hand, it means that I had to create 5th Edition versions of every race and class that I wanted to have available, before the game started. I’ll be posting those here, but the random tables seemed like a great place to start.

Some of the names of the races were changed from their Pathfinder versions, because I wanted to make some other changes to them (and for other reasons that I may write about later involving Paizo, Wizards, and wanting to respect intellectual property). In the actual document, I provided links to descriptions of all of the races and classes, from sites around the internet and from my own write-ups (posted privately on Obsidian Portal).

AnyDice was an invaluable tool for creating exactly the right distribution of the dice so that my players would be more likely to roll up the most common races and classes, but would also have a chance of winding up with something weird and interesting.

Today, I’ll write up the lists for race, background and campaign bond, leaving class  and singular curiosity for next week.

Race (roll 1d8 and 1d12 and add the results): If the race came from somewhere else, whether an Wizards or another blog, I’ll include a link. If it’s a race I’m converting, I’ll write about it another time.

1. Undine/ Iffrit/ Sylph/ Oread: The elemental races are as rare in Numeria as they are on the rest of Golarion. These races are never from the stars. (Yes, there is no way to roll these randomly. If someone wants to play one, it has to be deliberate.)

2. Kolat: Four-armed giants from “Mars,” the few Kolat who have managed to hide away on Golarion tend to be younger, as those who grow to their full size are too easy for the Technic League to find. PC Kolat might eventually grow to their full size.

3. Tiefling: Most Numerians are less prejudiced against Tieflings than other humans are, as long as the demon-spawn can pull their weight in the community. Most Tieflings find Numeria far too unsettled to make a home there. The rare demon-spawn in Numeria is usually running from something.

4. Drak: From a world far from Golarion, the Drak are dragonlike humanoids who owe their existence to a blending of human form and draconic sorcery. Their abilities mirror those of the dragon who created them. Some Drak were bred for labor, and others to assist their draconic masters in magical laboratories, and both kinds of Drak have emerged from beneath Numeria. Genreally, however, Dark who do awaken are either killed by suspicious Kellids or dissected by the Technic League. Unlike most aliens, Drak are unwelcome in Hajoth Hakados. (Roll 1d2: 1: Use Dragonborn. 2: Use Dracha conversion)

5. Ratfolk: Scavengers by nature, Ratfolk are drawn to Numeria, a place where they are free to make their fortune without being accused of spreading plague. Some Ratfolk, however, were brought to Numeria long ago, and vaguely remember living on a distant world. Knowing that the Technic League would imprison them, these Ysoki Ratmen typically pass themselves off as Golarion ratfolk. (Roll 1d2 to determine which you are.)

6. Aratomin: Hunted by the Technic League, you can only find peace in Hajoth Hakados. Telepathic aliens from “Venus,” Aratomin appear to be gender dimorphic, although the reality is for more complicated. (Roll 1d2 to determine which caste you come from: the warrior Ghotar or the sorcerer/ leader Qentar.)

7. Dwarf: There are no Dwarven holdings in Numeria, though the occasional individual dwarf makes their way there. They are, on the whole, few in number and of little power and influence, except on the local level.

8. or 14. Android: Grown in the bowels of the ruins below Numeria, Androids have crawled out of the wreckage for centuries, one at a time, and sought to make a life for themselves. While there are enclaves, one or two, most Androids make their own way in the world, learning and growing with every personality reset.

9. Half-elf: Like halflings, most half-elves enter Numeria as slaves, but they are similar enough to humans those most of the Kellid tribes honor their thall-agreements to free the half-elves after two years and a day. These freed half-elves tend to find a place in Kellid society, though few Kellids let them forget where they came from.

10. or 11. Human: Numeria is primarily home to ethnic Kellids: dark-haried, muscular and lean, Kellids value strength above all. The powerful Kellid barbarian tribles, Blood Gars, Tiger Lords, Black Horses, Sunder Horns, Blades of Aaramor, Ghost Wolves, and White Scars, have divided up the country into territories. Some Kellids, however, are less physically adept than their kin. These Kellids retreat into the few cities in Numeria, and the craftiest among them may find a place in the Technic League, the secret masters of Numeria. Given its proximity to The Worldwound crusade site, humans of all nationalities find their way to Numeria. (It’s best not to determine nationality or tribe randomly. If you are Kellid, assume Black Horse. If not, assume Chelish.)

12. Halfling:

Second in population only to humans, halflings on Golarion are a slave race. Many have found freedom, however, and in Numeria a Halfling who demonstrates his or her worth is considered an equal participant in society. Many are brought to Numeria as slaves of the Technic League and the Kellid tribes, however. Thrall agreements to free halflings are almost never honored.

13. Mock (half-orc): While some people still refer to them as “half-orcs,” most Mocks refuse to be considered half anything. Mocks are less unwelcome in Numeria than in civilized lands, as long as they can demonstrate a desire to put their great strength towards benefitting their community.

15. Gnome: More than other humanoid races, gnomes are drawn to Numeria by the promise of hidden technology. For the chance to tinker with these marvels, many gnomes are willing to brave the cold and barbarism.

16. Elf: Few elves have any interest in a place as barren and uncivilized as Numeria. On the surface, it would seem that the region has little importance in the long-term plots of the elf nations. There are a small number of elves, however, who enter Numeria not from the elf-lands of Golarion, but from hibernation pods below it. (Roll 1d3, on a 3, you are an elf, but you came from beneath Golarion, not above it.)

17. Toru: From a distant world where Summer and Winter last for generations, the rare cat-like Toru can be found among the people on Numeria, particularly in the more “alien-friendly” city of Hajoth Hakados. Summerborn Toru have little trouble adjusting to life in the Numeria wastes, but Winterborn find it uncomfortable, and generally try to leave as soon as they can. Rarely do they make it out of the country alive.

18. Aasimar: The product of a union between a celestial and a human, Aasimar are more rare in Numeria than even the alien races, though a few have settled there after leaving the crusades, or have fled there after deserting.

19. Thrake: The four-armed Thrake hail from a planet far beyond Golarion’s star system. As their alien heritage is almost impossible to hide, the Technic League tends to find Thrakan survivors not long after they awaken.

20. Aarakocra: The winged “hawkmen” of “Mars” have established a small number of sanctuaries high in the mountains. They rarely interact with humans.

Backgrounds

It’s more interesting to choose a background that adds flavor, instead of an obvious tie: a Cleric might have been an Acolyte, but one who was a Sailor makes for more interesting stories

Roll 1d8 and 1d4 and add the results: 2. Charlatan, 3. Criminal, 4. Entertainer, 5. Folk Hero, 6. Guild Artisan, 7. Renegade Apprentice. 8 or 9. Kellid Tribesman 10. Hermit, 11. Soldier, 12. Urchin.

Campaign Bonds
Roll one of these in addition to the bond from your background:
1. Against the Technic League
2. Local Ties
3. Numerian Archeologist
4. Robot Slayer
5. Skymetal Smith
6. Stargazer

That’s the beginning of character creation for the game. Next time, more character creation, and a look at some of the classes I’m going to have to build.

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