"'Ello? Can you talk? Speak to me! Hoy, you ain't one o' them Undead are you?"
You open your eyes, and the afternoon sun is nearly blinding. As your vision adjusts, you find yourself on your back, lying down. A halfling man is shaking you violently, but stops as he looks into your now open eyes. He helps you up, and as you look around, there lies the remains of a large airship. You find yourself on a beach, and bodies and blood are strewn about all around you. Some have gotten up, others seem to be grasping at the air, but most seem to be motionless.
"Hoy! You awright? 'At big ol' ship came outta nowhere!
You think back to what happened. How this all came to be.
You were aboard The Wyndspire Falcon. One of the most advanced airships to date. Why you were on this ship is known only to you. The ship was on its way to Stormreach, a new land of prosperity. But things weren't quite so smooth.
You remember freezing cold, and shattering windows. Screaming from the passengers, and ear-splitting roaring. Out on the main deck, an enormous white dragon has attacked the ship, and he doesn't look done. There was more cold, falling, and then...
The halfling introduces himself as Jeets, and tells you you've landed on Korthos island, a remote island in the ocean on the way to Stormreach. He says the island has been having trouble as of late. A dragon has been terrorizing the island, and the Cultists of the Devourer have been running rampant.
How will you traverse the island? Will you do your best to escape and get to Stormreach? Will you Stand up against the Cultists and eventually, the dragon? Or perhaps... something else entirely? Welcome one and all to Trouble in Korthos. Here you'll be surviving on Korthos Island, a small town on a remote island. What your objectives are, are up to you. For characters, you can play just about anything. Just try not to play anything blatantly overpowered or the living embodiment of edge.
We will be playing with "stats". You won't be rolling dice or anything, but they will be used for interactions. Say, you want to kick down a door, but have low strength, it probably isn't going to happen. Or, if you want to try and balance across a narrow passage, but have low Dexterity, you probably aren't going to make it across. Here's a calculator for stats.
I'll leave a list of playable races below, but I'll be pretty lenient on classes. We also will be using a skill proficiency system. When doing something along the lines the proficient skill, you are far more likely to succeed. You will pick three skills that you are proficient in, and some races may give you extras.
Humans are the race that usually makes up most of the world. They are usually overly common and uninteresting. This does not however mean that they are useless. The strongest point of Humans is their versatility and adaptability. Humans start with a +1 to all stats, or +1 to two stats and two extra skills.
Elves are a graceful, magical, and beautiful people, who enjoy life to the fullest over their 800 year lives. Elves do not sleep, but rather, go into a trance, for about 4 hours, and gives them the rest of 8 hours of sleep to other races. During this trance, Elves are fully aware of their surroundings. Also, depending on their age, certain visions appear to them. Children and young adults see visions of their past lives, adults see visions of this life, and older Elves begin to see others past lives. To simplify, all elf souls exist inside a theoretical candy jar. When an Elf is born, a soul is taken out of said jar, and given to them, giving them a soul. When an elf dies, their soul is taken. And put back into the jar. And when the next Elf gets that soul, they get to see visions if that soul's life. Elves get +2 to dexterity and a +1 to intelligence or wisdom. Elves can see up to 60ft in the dark, have sharper senses than others, cannot be put to sleep, and have resistance to charm spells.
The Drow are a subspecies of Elf, having most of the same abilities. The Drow were, put simply Elves that worshipped the Spider God Lolth, and followed her to the Underdark. These Elves live underground and see surface races as inferior. There are Drow who live on the surface, however, and are more "peaceful" than Underdark Drow. These Surface Drow are nomads, usually living in swamp-like areas, and worship Eilistraee, the goddess of freedom to Drow. They try to be as unaffiliated as possible with other races, choosing to live lives of worship instead. Drow get +2 Dexterity, and +1 Charisma. Underdark Drow have 120ft of Darkvision, but are extremely sensitive to light, to the point where it's nearly blinding. Surface Drow have the same vision as normal Elves. Both Underdark and Surface Drow get the same abilities as normal Elves. Underdark Drow however also are able to cast Darkness and Faerie Fire once per day.
Halflings are the royalty free version of Hobbits. They're short in size, but have more than enough personality to make up for it. Halflings love to enjoy life, drinking dancing and being merry is what life is all about. To them, you've been granted the privilege of life, and not enjoying it is basically a crime. As such, Halflings are friends, or at least on good terms, with just about every race. Halflings are naturally brave, and have resistance to fear effects. They also are luckier than other races, giving them a little luck where they need it, whether it's the wind blowing an arrow just slightly out of your way, to landing a lucky hit right in the jugular. This luck is limited however, and can only really be "used" once a day. Halflings get +2 to dexterity and +1 to Charisma or Constitution.
Dwarves, like Halflings, are short folk, around the 4 and half foot mark on average. Dwarves usually live underground, or on mountain tops in large communities. To Dwarves, all Dwarves are part of what is essentially a large family. Every Dwarf has a role, and is trained from a very young age. The two most prominent roles are Forgemasters, and Stoneworkers. Forgemasters make everything from tools to weapons to cutlery. Dwarven forging is said to be the best, and that they create only the highest quality. Stoneworkers are the architects and designers of the Dwarves. To them, stone is paint, and the whole world is their canvas. Entire cities, intricately detailed and luxurious beyond belief, all planned and performed by a handful of Dwarves. Dwarves are Hardy, giving them resistance to poison, and they also have darkvision up to 60ft. Dwarves get +2 to Constitution and +1 to either Strength or Wisdom. They are also very knowledgeable on history when it comes to stonework, architecture, or crafted things.
There is a bit of debate over where the Dragonborn come from. Some scholars say they were an ancient group of humans who were cursed or blessed by dragons with their form. Others say they were the result of the dragon gods needing avatars to interact with the mortals. Either way, Dragonborn are humanoid dragons that come in a variety of colors, the most common being a dull copper color. The scale color of a Dragonborn relates to their specific element, like full dragons. White for cold, red for fire, black for acid and so on. Most Dragonborn have a breath attack like full dragons, but they must train to do this, and some dragonborn go their entire lives without it. They are generally peaceful folk, living lives as simple people, but are fierce warriors when the time comes. The colors to elements are as follows: Black/Copper is Acid, Blue/Bronze is Lightning, Red/Gold is Fire, Silver/White is Frost, and Green is Poison. The metallic colored Dragonborn are far more rare, and are believed to be destined for greatness. Dragonborn gain a +2 to Strength, and a +1 to Charisma. They also have resistance to the element of their ancestry, as well as a breath weapon of the same type. So a blue Dragonborn is resistant to lightning, and can exhale a lightning breath. The breath attack can only be used every so often, not constantly. Like once every 10 minutes or so.
Aasimar are (usually) Humans with ancestry to the Celestials. Perhaps your father was an angel? Or his father before him, and it only now manifests? Aasimar are usually forced into a life of religion, however this is not always the case. A pair of farmers wouldn't know much about Aasimars, and they would be raised as a normal child. Aasimar have an innate ability known by many as "Healing Hands". It functions much like the a minor healing spell that gets stronger as they do. Aasimar can also cause themselves to glow, providing light for themselves and their group. They also can cast the Light spell once per day, causing an item to glow, rather than them. Lastly, Aasimar are resistant to Radiant and Necrotic damage. They confer a +2 bonus to Charisma, and a +1 to either Constitution or Wisdom.
The opposite of Aasimar, Tieflings are (usually) humans with Fiendish heritage. This could be hidden for several generations, and manifest randomly. Tieflings are usually seen as untrustworthy and evil, and are often shunned because of their devilish appearance. Tieflings possess the ability to darken an area around them via the spell Darkness. They also can see in the dark, up to 60ft. They have resistance to fire, as well as necrotic damage. Tieflings gain a +2 to Charisma and a +1 to Dexterity, Constitution, or Intelligence.
Genasi, much like Aasimar and Tieflings, are (usually) humans with magical ancestry. In the case of Genasi, it is to the Elemental Planes. Genasi generally have different personalities based on their heritage. Air Genasi are flamboyant and bombastic, Earth Genasi tend to be more secluded, Water Genasi are explorers, and Fire Genasi are hotheaded and bombastic. All Genasi gain a +2 to Constitution, and a +1 to Dexterity for Air, +1 to Strength for Earth, +1 to Intelligence for Fire, and +1 to Wisdom for Water. They also gain resistance to the element of their ancestry, as well as a special ability based on their ancestry. Air Genasi can Levitate, Earth Genasi can pass through difficult terrain such as swamps or dense forest unimpeded, Fire Genasi can see in the dark up to 60ft, and Water Genasi can breathe underwater.
Warforged were made for one thing: to fight and die. Originally created as expendable soldiers in the great war, they are now every day citizens, looking for a peaceful life now that the war is over. Warforged are constructs, made of wood and iron, rather than flesh and blood. As constructs, they don't need to eat, sleep or drink, and are immune to poison and disease. They also have natural armor, not needing to wear it. Unfortunately, because they are constructs, normal healing magic isn't very effective, and more often than not need to be taken to an expert to be repaired, which can be expensive. Warforged gain a +1 to Constitution and a +2 to either Strength or Dexterity, or +1 to two stats.
The last of the small folk, these Gnomes aren't quite what you find in a suburban yard. These Gnomes are instead are inventors, and lovers of life, curious, and impulsive, trying desperately to squeeze in as much as they can into their 300 year lives, living in forest communities or slightly underground. Gnomes, being somewhat of a magical race, have been granted Darkvision, and because of their superior intelligence, are resistant to most mind altering abilities. Gnomes gain a +2 to intelligence, and +1 to Charisma, Dexterity, or Constitution.
Half-Orcs are the product of a Human and an Orc, as Humans are compatible with several races. Half-Orcs live short lives, about 60 years or so, but mature early, around 14 years old. Half-Orcs feel emotion far more passionately than most, from rage, to sadness, to joy. Speaking of rage, their orcish blood still boils within them, calling them to battle and action, rather than sit and talk. Half-Orcs have relentless endurance, granting them the ability to endure a hit that would normally knock them out. They are also naturally menacing, being better at intimidation than most. Half-Orcs gain +2 to Strength and +1 to Constitution.
The Product of an Elf and Human, Half-Elves are an incredibly social race. Making friends with everyone they meet, swapping tales, and just mingling in general. They generally find themselves as ambassadors or wanderers, due to their wanderlust from their Human side, or refinement from their Elf side. Half-Elves gain benefits from both sides of their ancestry. From the Elf side, they have Darkvision up to 60ft, immunity to sleep effects, and resistance to charm spells. From their Human side, they gain versatility in the form of an extra skill proficiency, and +1 to two of any stat (except Charisma). Being such a social race, Half-Elves gain +2 Charisma.
If (American) Footbal players were a race, they would be Goliaths. Distant cousins to Giants, Goliaths live high up in the mountains, choosing to live secluded lives. Among the Goliaths, the strong survive, and the weak will die. Survival of the fittest is important, but so is the concept of fair play. Everyone is treated fairly. Goliaths are a tough, rugged race, and as such, are naturally proficient in Athletics, and can occasionally shrug off damage from an attack. Goliaths gain a +2 to Strength, and a +1 to Constitution.
Climbing, Swimming, lifting, etc.
Balancing, Flexible movement, tumbling, etc.
Manual Dexterity, fast hand movements.
Hiding from sight and moving silently.
Knowledge of Arcana, such as arcane symbols or knowledge of magical creatures.
Knowledge of History.
Looking for clues and hidden details.
Knowledge of the natural world, such as identifying plants.
Knowledge of Religion, such as local gods, and what they represent.
How well you can interact with Animals.
Your ability to see through bullshit.
Your knowledge of medicine and biology, and how well you can use medicine.
Your ability to notice things, such as far off sounds or an unusual smell.
Your ability to find food in the wild, identify tracks, tell directions based on the stars, etc.
Lying or otherwise not being entirely truthful.
Scaring people.
Singing, dancing, and otherwise entertaining.
Convincing others to do stuff or to listen to you.
Korthos was Originally uninhabited by Humans. The first settlers were Sahuagin, a race of fish people. These Sahuagin worshipped an evil god called the Devourer. They populated some parts of the island, but mainly stayed near the water, as most Sahuagin do. After some time, a small boat made its way to the island. a small group of people looking to settle. 5 men and 5 women, all humans, were sent to populate the island, and would respond to their homeland once a settlement had been made. The Sahuagin, discovering this, demanded sacrifices from the humans, for living on their home, and raided their city in a show of power, stealing the runestone that allowed them to commune with the mainland. The humans, weak, and unwilling to fight, gave small amounts of gold, meats, and even weapons to the Sahuagin. Being so few, however, the Humans could not keep up with the sacrifices, were forced to flee the island, or fight. Two women, and one man decided to flee, while the rest submitted to the Sauhagin. Those who submitted to the Sahuagin, were enslaved by the Sahuagin, and their children were converted to worshiping the Devourer, and some of the adults, eventually began to worship too, out of desperation.
The escapees made off with their magical runestone in a scuffle with one of the converted, who had planned to try and return with them. Now four, they could finally commune with their homeland, Ecclesia. Unfortunately, during the years, a civil war had broken out over taxes, and laws on property. After explaining the situation, the King sent over what sparring soldiers and supplies he could, as well as any volunteers from Eccessia that wanted to go. Arriving on a much larger scale, the people of Ecclessia set up a village along with the original four, and began to fight back against the Sahuagin. Over the next 10 years, Korthos would be put on the map, both the Villagers and Sahuagin forces (Both the Sahuagin themselves, and those that believed that the Devourer and Sauhagin were the winning side.) would rapidly grow in numbers, while Ecclessia cut off all contact and supply ships after the civil war was over and new leadership was put in place, and few would go to the Island.
The opposing forces have reached a sort of stalemate, neither really wanting to launch a full scale attack for fear of the consequences. However, with no real military to speak of, only a select few of them possessing any real professional training, the villagers are weak, and the Sahuagin and cultists are getting more bold by the day, and to top it all off, a dragon has appeared, freezing the normally tropical island. Why is the dragon here? Whose side is it on? Will you be able to do anything about it? Find out soon.