Adventurer's Guide to Averoth

Making your character
NOTE: The following information is for the Guild, and may be different in Campaigns.

Averoth plays using the 5th edition of Dungeons and Dragons, using the rulings of the core books. All official content is permitted. All official content, all Mercer content, and the UAs that are listed as approved in this document. When there is an official (read: published in one of the core books) version of something and an Unearthed Arcana version, we follow the official versions.

Your character starts at 3rd level. Multiclassing is permitted as long as you meet the normal multiclass requirements. Note that you need to meet the requirements for both your current class and your new class to be allowed to multiclass. Your character is Good or Neutral in allignment, with no requirement regarding Lawful-Chaos spectrum. You can only play characters of the races you have unlocked. Your character must be adult by its race's standards.

Initially the unlocked races are: As you play more, you'll unlock more races. More information about that can be found here.
 * Dwarf
 * Mountain
 * Hill
 * Duergar
 * Elf
 * Wood
 * High
 * Sea
 * Human
 * Normal
 * Variant
 * Halfling
 * Half-elf
 * Wood
 * High
 * Sea

Stats
Stats for your character can be determined in three different ways: Roll the traditional way. This is done by rolling 4d6 and keeping the highest 3 a total of 6 times. Avrae can do this for you using the !randchar command. The bounds are [70,80], that is from and including 70 to and including 80.
 * 1) Taking the standard array of [15, 14, 13, 12, 10, 8]
 * 2) Point buy to a total ability score of 72, where a score is at most 15.
 * 3) Roll the traditional way. This is done by rolling 4d6 and keeping the highest 3 a total of 6 times. Avrae can do this for you using the !randchar command. The bounds are [70,80

Note that your racial bonuses still come on top of this.

Hit dice
When creating a character for guild games, you begin at level 3. Thus, you need more health than a level 1 character. You may either roll the hit dice in our rolling channel (you may reroll any 1s you get, but take half of the new roll), or take the average.

Classes and Background
Any official classes are permitted to be played. All UA classes except for Mystic are allowed.

All official backgrounds and all UA backgrounds are permitted.

Backstory
Your imagination can run as wild as you want whilst creating your backstory. Once you have completed it, run it past the relevant Master DM to make sure that it fits within the world of Averoth. Before writing your backstory it is recommended to read up on the major features of the regions, so that your make sure your idea fits within that region. Do not be afraid to come from towns or cities not yet existing within the official lore: the world is ever expanding, and we love player imput.

Clearing with Master DM
Before posting your character to #character-registration, you *must* clear your character with the Master DM responsible for the region your character's background features. If your character has major parts in different regions, you *must* clear it with all Master DMs.

Flavour
We encourage flavouring characters to be unique - spells that look different, unique clothing, and the like. However, there are some restrictions that must be adhered to. Because of the nature of Averoth and having multiple Dungeon Masters that might need to interact with your character, it is important that certain things remain baseline. For instance, if you reflavour magic missile to be small black orbs that surround and explode against your opponent, the name of the spell should still be "Magic Missile" with the flavour text added within the description.

There are also some things that are slightly more restrictive - such as familiars. When you are choosing a form for your familiar, you may choose any form you wish from those listed in the Find Familiar spell, including the additional animal form choices, with some exceptions. You may not select a Familiar with the Familiar trait listed anywhere in its statistics (including as a Variant rule). Reflavouring one of these choices into a different animal entirely is not permitted, but they may be reflavoured into a different subspecies of the same animal, provided that it is obvious which statistics to reference for the Familiar.

Unlocking more races and slots
Through playing in the world of Averoth, you can unlock more races and character slots. Below are detailed the way through which you can achieve this:

Races
Initially, you have all five common races. More races can be unlocked in a variety of ways. Through becoming active as a helper, DM, or Lorebuilder, you can unlock more races. This is done via the following milestones:

Helper: Uncommon races

Guild DM: Uncommon races

Journeyman DM: Uncommon races

Craftsman DM: Rare races

Master DM: Legendary races

Lore Master: Legendary races

Next to that, there are possibilities to unlock single races via the following means: When you unlock, a race it is always a tier above your currently unlocked races. Should you roll a race that you have already unlocked, you get to reroll until you roll a race you don't already have unlocked.
 * Every 20 sessions played or DMed for the Guild, you unlock 1 race.
 * Every 10th session in the same campaign, the most active player unlocks 1 race. After 50 sessions, you unlock 1 Rare race. If you've already unlocked all other races, you may unlock a Legendary race, otherwise you unlock one of your locked races below the Rare tier.
 * Every 10th session in the same campaign the DM unlocks one race of the lowest tier where he has not unlocked everything yet.
 * Random raffles
 * Becoming Guild Master: Once the Guild Master leaves office after completing a full term, that player unlocks 1 race.

Note: You only unlock Legendary Races once all other races are unlocked.

Examples: If you are a player who just plays games, you would unlock uncommon races at first. If you are a DM, you would unlock rare races, and so forth. When a player, or DM, unlocks all the races in a tier, they move on to the next one.

Slots
Initially you have two character slots. More slots can be unlocked in the below-listed ways:

One-off: Repeated:
 * Reaching level 9 with a character
 * Reaching level 15 with a character
 * Becoming a DM, Loremaster, or Helper
 * Reaching level 20 with a character

Each unlock is for a singular extra slot.

Parking
We realize that life is a bitch, and that mindsets change as things happen in real life. We also realize that certain characters may require certain mindsets to play. With that in mind, we offer the opportunity to "park" one (1) character if you find yourself unable to play them.

The way it works is that the character that is parked cannot be used for roleplay or games, but it frees up that character slot. You can play a different character using that freed up character slot, but you can't play both characters at the same time with the same character slot.

Once you've parked a character, you can't switch and park a different character for a month. You can, however, unpark the character you've parked, provided that you have a character slot for it.

Passing of Time in Averoth
To help maintain a semblance of time in the world, characters can get "locked out" of RP channels and prevented from accepting other quests. These lockouts represent time spent on activities such as travel and adventure.

When a session recruitment is posted, the DM will list the estimated travel time. After the adventure is completed, the DM calculates how long the character is unlocked for at a ratio of 5 in game days to 1 day IRL, to a maximum of 5 days IRL for lockout.

Likewise, if a character wishes to travel from the White Rose HQ to the nearest city of Daran to do some shopping, they will receive 1 day lockout - as it takes 2 days of travel each way.

The World: Cidir
The current setting of the server lies within the islands of Cidir. The islands cover all of the known world of Averoth. For more information, read Cidir.

Akra Kuden
Calling Akra Kuden a country might be a bit of a stretch. A better descriptor would be an alliance or a coalition. They are not one united country, but just a bunch of city states. The only things that unite them are the same language, the same religion and a willingness to work together to protect their independence. They are mostly a peaceful farming country, though they dabble in mining in the pointal peaks. Most people don't practice magic but will have come in contact with magic at least in one way or another, from the local cleric healing your wounds to the traveling magician entertaining your kids.

Akra Kuden is mostly based on the ancient Greek city states but with some inspiration from general typic fantasy settings?

Drassai
Drassai is the north-most region of Cidir. A harsh land where the cold winds threaten the lives of many a traveller, where beasts only spoken of in legends roam the landscape in search of their next meal, and where bickering nobles dine on fine food while their citizens struggle to survive in a land filled with darkness—or worse…

The socioeconomic, political, and geological climates in Drassai are inspired by the Continent from the Witcher.

Eris Olen
A region plagued by storms causing violent and uncontrollable bursts of magic. Most people here choose to live within the refuge of the safe havens known as cities dotted across the desert that protect them with their magic helping to shield from the harsh landscapes. Those that live outside of these safe havens will find themselves, one way or another, touched or affected by magic. There are small permanent towns around the desert, but those are few and far between and have their own defences against the deserts scorching temperatures even during the night otherwise it is a wide open landscape of nothing but desert and sand. In a country where it is governed by corporations only the rich are important and values, and those unfortunate enough to be poor are subject to their whims.

The country has no real set theme, but takes heavy inspiration from The Outer Worlds world.

Ladror
Ladror is a country predominantly covered in the massive rainforest, Raianön. It is known to all Ladrosians that Raianön is in equal parts benevolent and unforgiving, often spoken of as if it were its own being. The citizens have adapted to coexist with the formidable forest, building most of their cities around, and not within, Raianön. However, many smaller tribes and villages can be found within the forest proper - though not all of which are friendly, such as several of the beastmen tribes.

The Ladrosian people value inner strength and resilience - be it physical, mental, or spiritual. It is one of the few things they have in common, as each city within the country has an entirely different structure of government. Those lacking these qualities often fall to the ruthless nature of Raianön, to be buried forevermore beneath her roots.

Ladror has no set inspiration.

Laevateinn
Laevateinn is a region low in magic, and high in spirits. On the Tree Island, there is always a reason for mead and celebrations. The different races live intermingled and in peace, with the more aqueous races concentrated around the rivers and edges of the island. The main export products are fish, skilled labourers, skilled warriors, and strange flat-pack furniture.

Laevateinn takes inspiration from Norse Mythology, the Nordic Cultures, and other works written based on those two factors.

For some additional information creating a character in Laevateinn, see Creating a Character from Laevateinn.

Kingdom of Vanigar
The Kingdom of Vanigar is, as you would have guessed, ruled by a monarchy with it's current King. The territory is separated into Baronies who, for the most part, govern themselves but have similar laws and ultimately answer to the monarchies jurisdiction. They are medieval in nature, distrustful of races outside of the norm, even Elves are somewhat distrusted, but still accepted, due to their affiliation with magic. Monsters wouldn't be especially well received here, and most of them would be seen as abominations. Driven out of towns & cast out from modern society. Magic is not entirely common practise here, there are various magic schools around the country but some small villages and towns not accustomed to modern life would still be apprehensive at magic users. Trade here is mostly farming exports and timber.

The region itself mostly takes it's most prominent inspiration in the form of Medieval Fantasy. But also loosely borrows from The Witcher in some aspects of life.

Varos
Varos is a mostly tropical land of many walks of life ranging from traditional values of honor all the way to the endless pursuit of recreation with many shades in between. Most civilization can be found along the long coast as to avoid the decennial eruption of Mount Bitoneigh. Trade services are based around fruits, mages, weaponry, dedicated labor, and oddly fertile soil.

Varos has vague inspirations from Caribbean culture with certain aspects being attributed and accented around specific holds.

Averoth: DM Guidelines
Averoth's Guide To DMing

Rewards Guide

Server-wide DM-ing rules
1) Item interaction: You can stow a weapon as part of the item interaction to pull one out. Should you have the Dual Wielder feat, you can do it with two weapons, one for each hand.

2) Using potions: Potions are a bonus action to use on yourself, and an action to feed to others. Rogue Thief can use an item interaction to use on yourself, and a bonus action to feed to others, as part of Fast Hands.

3) Action Options: Expanded action options (DMG pg. 271 & 272) can be used in combat, with the exception of Mark. The following are being incorporated without any changes: Climbing Onto A Larger Creature, Overrun, Tumble. The following are being allowed with a change: Shove aside (incorporated into Shove, you can shove a creature in any direction; the difficulty of this is at DM discretion depending on situation, environment etc.), Disarm (difficulty is determined by the DM).

4) Flanking: There is no flanking.

5) Movement: Normal 5e rules apply (see PHB p. 191).

6) Characters that get abilities and powers from Powerful Entities, such as Clerics, should be conscious of how their characters use those abilities and powers. As such, a DM has the power to deny the effects of a spell, such as Guidance, if they feel that Powerful Entity would not approve of its use, within reason. More egregious misuses of an Entity's power, or the rupture of a Paladin Oath, may have longer lasting consequences.

7) Non-lethal damage: For melee attacks, follow RAW (p. 198 PHB). Optionally, a DM can choose to allow non-melee non-lethal attacks as well. In that case, the following is applied: For non-melee, non-lethal attacks are only possible if it is an attack roll and a single target attack, and only if announced ahead of time. In this case, the target has +5 to AC.

Blood Hunter
Additional Fighting Styles. Blood hunters can choose from the following additional options whenever they would select a Fighting Style option:


 * Thrown Weapon Fighting
 * Unarmed Fighting
 * Blind Fighting

Martial Versatility. Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to blood hunters. This replacement represents a shift of focus in your martial practice.