Note: this page is primarily intended for players in my Dungeons & Dragons campaigns. It contains no world lore and probably won't apply to your group. Of course, feel free to use any or all of this material in your own campaigns.
Welcome to the Player's Guide to Elsemorn! On this page, we'll look at how campaigns on Elsemorn may differ from other Dungeons & Dragons campaign settings or fantasy role-playing games that you've played. I'll talk about how the people of Elsemorn might feel about your species and class choices—which you should certainly consider when creating your character. I'll also talk about character religions, ability scores, and your bonus feat.
Magic is inherently political on Elsemorn. Casseval and Feore are two fundamentalist Corusene theocracies where magic is considered heretical and is therefore illegal. This includes casting spells, possessing magical items, knowing arcane lore, or even aiding someone who does these things. This zealotry often extends to the study of history and other scholarship as well. The punishment for breaking these laws can include fines, confiscation of property, imprisonment, or even death. Show trials and summary executions are common, as notions of "fair and just" trials or "innocent until proven guilty" do not exist.
These lands are only two out of more than twenty, yet Casseval and Feore are the most powerful lands in terms of their militaries, resources, and wealth. They regularly invade other lands to kidnap or murder spellcasters and scholars, and are fond of burning libraries and academies. This can cause people in bordering regions to view spellcasters as dangerous, even if magic use is ostensibly legal there. Witches and wizards may have to practice in secret, and travelers may find themselves denied service, hospitality, or even barred from some towns.
Magic has a gendered component in most lands with a significant human population. Elemental and illusion magic is called dimmesdry and tends to be associated with men. Healing and restorative magic is called hawmondry and tends to be associated with women. Divination magic is called wending and is only associated with women. Other peoples have their own taboos as well. Of course, players are not required to abide by these restrictions—and personally, I hope you don't—but you should be aware of them.
Furthermore, not everyone sees a distinction between magic and what we would consider scientific pursuits—engineering, gunpowder, and so on. Steam is an invisible force that runs machines, therefore most people would call it "magic". Gunpowder is a product of alchemy and is also "magic".
Here are some notes about how the species tend to be perceived by others. Remember that these are generalities based on stereotypes and the exact reaction will depend on a variety of factors.
Also see Cultures and Peoples for general physical traits (including height, hair color, and skin color) and common names for each species. If you'd like to see common names for species not listed there or want more information about how these names are made up, please let me know.
Dragonborn are seen as emissaries or proxies for powerful dragons and are rarely trusted. They often need to prove their allegiance through quests or truth-telling spells, tests that are rarely required of others. One common path for respect is through military decoration for honorable conduct in war.
Dwarves, gnomes, and halflings are all considered dwarven cultures on Elsemorn. Gnomes and halflings are seen as carefree and childlike, if they're seen at all. The remaining dwarves are perceived as grim and greedy, but also tireless in their labors. People tend to believe all dwarves are gifted and exacting craftspeople.
Elves are seen as indifferent to the lives of other people—often including other elves—and alien in their thinking. The "rational elf" is a stock character, one who treats jokes as grave insults but also laughs at inopportune moments. Elves are often criticized for not risking their own safety to help shorter-lived groups.
Goblins, hobgoblins, orcs, and Stonelings were once seen as savages, little more than dangerous animals. This still holds true in some places, but these species are increasingly seen as civilized people thanks to the prevalence of Stoneling sailors and the popularity of Tsennek, a fictional detective character. That being said, there are towns where Stonelings are unwelcome and may face strict punishments for minor offenses—or for none at all.
Half-elves, half-humans, and half-orcs are difficult to generalize about. Multicultural characters can be perceived like either of their parents, as the best of both, or as the worst of both. They may find themselves accepted by or excluded from either group.
Humans are seen as uncultured conquerers, if they have a reputation at all. Humans are the most populous and widespread species, so most people have interacted with hundreds or thousands of them, and experienced both good and bad. The result is that humans tend to be treated as individuals rather than a monolith.
Outsiders like aasimar and tieflings are rare. Most people have not encountered them, or perhaps they have but did not know it. They are likely to be seen like dragons, as powerful beings that should be feared, avoided, or killed if the circumstances allow it.
Here are some notes on how the classes tend to be perceived by others. For magic-using classes, also keep in mind the political and gendered aspects mentioned in the Magic and Knowledge on Elsemorn section above. As with the species section, remember that these are only tendencies and the exact reaction will depend on a variety of factors.
Artificers do not exist on Elsemorn—or if they do, they are exceptionally rare. Simple machines like pulleys and crude gears are common enough, but more complex technology is considered lost knowledge. Many would say it never existed in the first place, and is merely a fantasy of crackpots and dreamers. I would urge you not to play an artificer at this time. While it's true that we might encounter some automatons and other advanced technology, I'm not sure it will be enough to enjoy playing the class.
Barbarians are seen as simple and uncultured, even by the peasantry. Their social structures and their gods, goddesses, or animist beliefs are often mocked—though rarely to the barbarian's face.
Bards are viewed more favorably than other classes because entertainers are always welcome. The adventuring side of bards is likely to be seen as suspicious, but nearly always overlooked if their singing and playing are competent.
Clerics are judged primarily by their role/domain, god, or goddess. Life clerics are looked up to, war clerics are respected, and so on. Clerics tend to avoid the negative stigma about magic as their powers come from a divine source, although this is not always the case.
Druids are seen as eccentric hermits who pretend to speak with animals, but their healing spells may bring them temporary acclaim, similar to clerics. However, druids' other spells, particularly those causing elemental damage, are less likely to be ignored.
Fighters face few prejudices, other than a general distrust of wandering warriors. That is, someone who goes off to fight and stir up trouble. That being said, people chiefly view fighters based on their background—positively towards a Folk Hero or Sailor, negatively towards a Criminal or Pirate, and so on.
Monks and martial monasteries in general are rare. Most exist in the mountains of Feore and Casseval. Most people will be curious about monks, but ultimately will treat them like fighters with an air of mystery.
Paladins are on a spectrum between clerics and fighters. They can be seen as obnoxious proselytizers, wandering warriors, or both. Of course, opinions may change based on the paladin's god or goddess, background, and their capacity to heal or cure disease.
Rangers are seen as one of two extremes. On the one hand, they can be hunters who brave the wilderness to provide necessary food for the market and table. But on the other hand, they can be seen as untamed louts who shun the safety of towns and instead talk with animals and work hazardous magic.
Rogues are almost universally seen as dangerous criminals, except those with sympathetic backgrounds. Folk Heroes easily fit into a freedom fighter role, and Urchins are often seen as down-on-their-luck townspeople.
Sorcerers tend to be distrusted, not only for their use of magic but because such magic is seen as untrained and impulsive. It doesn't help that sorcerers are known for their primordial elemental magic—like fire—and draconic heritage.
Warlocks are feared for their magic but more so for their pacts with supernatural beings—which are invariably thought to be demons and devils. They are believed to curse the innocent, control minds, and take part in wicked rituals.
Witches and wizards are seen as oddballs with familiars who can read funny symbols in books—and who might bring down the wrath of Casseval and Feore. But this can vary by region, the current state of affairs, and also the reputation of others of their kind. They may be respected because a local academy fixed the rutted roads—or feared after a recent plague.
Here are a few notes about religion:
First, it's important to know that most people believe in the supernatural on some level. It's clear that magic and healing exist, as do creatures from other planes, and sometimes people come back from the dead. That's all really weird if the supernatural doesn't exist.
Second, it's fine if you don't define a religious belief for your character. Maybe they believe in unnamed spirits, or they have a religion but not a strong connection with their god or goddess, or they assume that religious effects are really just magic.
If you do want to choose a specific religion for your character, these are my suggestions:
If you're playing a human character, pick one god or goddess from the Hallasar.
If you're playing a dwarven, elven, or Stoneling (goblin, hobgoblin, or orcish) character, choose one god or goddess from Sedeyr.
If you're playing a fey character, choose one or more gods or goddesses from the Kindring. These deities are alternative options for druids and rangers.
If you're playing a dwarven character, Aldheor is an alternative to Sedeyr. It's particularly appropriate for dwarven characters who like using oaths or invoking the names of their ancestor, and for dwarven clerics (Forge, Grave, Knowledge, Order, and War domains) and paladins (oaths of Devotion, Glory, and the Crown). We'll work together to define your character's ancestor or ancestral god or goddess.
If you're playing a warlock, choose a patron from the Codex. These patrons are alternative options for clerics (Arcana, Death, Grave, and Knowledge domains), druids (circles of Dreams and Stars), and paladins (Oathbreakers). We'll discuss what your patron is like and the terms of your pact.
If you're looking for even more alternatives, there's Everwell and Yearsal. Everwell is a religion with hundreds or thousands of gods and goddesses, and it's not unusual for people to worship groups of them—or all of them. Yearsal is a great option if you'd like to create your own patron. Keep in mind that both are new, minor religions, so many people will not have heard of them. That can be a good or a bad thing!
And finally, Corus is an option for evil clerics (which probably isn't your character) and for characters who will need to defend and justify their belief system every time it comes up.
Treasure Mimic
We'll use a modified standard array or point-buy method for determining ability scores. That way, every character can feel heroic while still being more-or-less balanced in terms of power. Choose one of these:
Method #1: Choose from this array: 15, 14, 13, 12, 10, and 8—and add an additional +2 to one ability.
Method #2: Choose scores so that the sum of your ability modifiers equals +6, with 4 even scores and 2 odd scores. No score can be lower than 8.
You can use standard ability modifiers from the Player's Handbook or the variant rules from Tasha's Cauldron of Everything.
Level
We'll start at level 3.
Choose a free feat that your character meets the prerequisites for. I suggest selecting a feat that enhances your character's role within the party, such as:
Healer: Alchemist, Healer, Inspiring Leader, Medic
Melee Damage: Charger, Menacing, Mobile
Ranged Damage: Crossbow Expert, Sharpshooter, Spell Sniper
Scout: Dungeon Delver, Perceptive, Stealthy
Tank: Defensive Duelist, Durable, Sentinel, Tough
Starting Equipment
In addition to your class and background equipment, you have a bonus 300 gold to buy mundane equipment (and can keep the rest) and one common magical item.
I suggest choosing one or more special items, like a signet ring or heirloom weapon. These will likely "level up" as we progress.