City of the Giants
Character Generation Rules
Policy on Multiple PCs: You can make multiple PCs at any time – as many as you want. You can only play one PC at a time, and only the one you actually play gets XP that session.
Cardboard PCs – meaning alternate characters and absentees – will be assumed to be doing some vital but uninteresting duty far away from the action and get no XP. In exchange, it is guaranteed that nothing really bad will happen to them while they are not being played.
Meeting New PCs: Depending on the party situation, you may have to wait a little for an opportunity to crop up to meet your new character. Instead of waiting, you can choose to instantly promote a henchman or hireling to your new PC. See the rules for that under Special Rules.
Feel free to go wild writing backstories and tying them together. The only limitation I am going to impose is that all the starting characters have ended up as soldiers of the Iridian Army, stationed at Waypoint Tower with orders to maintain a (thus far, fairly boring) vigil against the Warlock Lord’s monsters and armies of beastmen. All your characters have been stationed here for at least a month, and you all know each other and have had a bit of time to become friends.
For the most part, this war has been stuck in a brutal and expensive standoff for nearly twenty-five years. You can either have volunteered, been drafted, bought an officer commission, agreed to serve in exchange for citizenship, been offered military service in place of jail time – whatever you think got you there. I recommend playing characters who would volunteer for dangerous special missions at high risk and high reward. You’ll have more fun that way.
Build characters using the standard character generation rules in the PHB. You can either:
- Roll 4d6 and drop the lowest die for your stats and assign them at will. You can have an extra 25 starting gold if you declare BEFORE ROLLING that you are bold enough to take them in order, but don’t try to do 3d6.
- OR use the standard array of ability scores (15, 14, 13, 12, 10, 8) If you’d rather not risk the dice.
- Point buy is available on request if anyone is hell-bent on doing extra math homework, at the default point value listed in the book (which is equivalent to the standard array).
You may use any character class and race listed in the 5e Player’s Handbook, with two exceptions:
- Half-orcs are replaced by half-giants, a bloodline of 6-to-8-foot-tall Viking savages with frost giant ancestors. Half-giants have identical racial abilities to half-orcs, except that they lose darkvision and gain resistance to cold.
- Dark Elves do not exist at all, mostly because not all high elves and wood elves are Good, so the elves have plenty of cackling evil cousins already.
If you are worried about blending in or other local reactions to your character, read this: Races of Iridia
Note: Other potential PC races exist in the campaign world. For as long as the party maintains peaceful contact with a settlement of any intelligent race of Large or smaller size, that race becomes a valid option for new PCs and followers.
IF YOU PLAY A RACE WITH DARKVISION READ THIS: This campaign is going to involve a lot of dark dungeons. As written in 5e, Darkvision nullifies many of the dangers of these environments and grants an extremely powerful advantage over everybody else. So in the interest of not having every single person play a dwarf, I am nerfing Darkvision from it’s description in the book. Darkvision DOES NOT allow you to see in dim light as bright light and total darkness as dim light, as described in the PHB. Instead, it doubles (for you only) the effective light radius of all light sources. If there are absolutely no bright lights visible at all, a character with Darkvision can see out to 10 feet as though in dim light.
Related: There is a Warlock invocation called Devil’s Sight that grants a sort of super-Darkvision that sees through even magical darkness out to 120 feet. Instead of that, Devil’s Sight will grant Darkvision as above, but with double the normal range (i.e. quadruple the original light radius). It still lets you see through magical darkness.
Choose background and starting equipment as per the book – You can decide for yourself how much of your stuff is army-issued gear and how much of it is your personal effects.
Alignment: Write one down if you want, or don’t. I don’t care even a little, and will never ask you what it is. Just don’t make characters who get their jollies ruining the game for others.