Basic Info
TAERIS BASICS
ABILITY ROLLS
When rolling a character, the rolls must be witnessed by another player (DM approved). Rolling using the Discord bot is a good way to roll and document your character. Rolls are 4d6 drop the lowest. If three or more abilities with have negative modifiers, you may request a single reroll with the DM.APPROVED MATERIAL
Starting races and classes should be from D&D official material, preferably the Player’s Handbook. Any deviation from material not in the Players Handbook must be approved by the DM. It is highly recommended that you use a standard race and class for your first character in Taeris. Generally speaking, 3rd party homebrew classes and races are not allowed. Non-Taeris “homebrew” content will most likely will NOT be allowed and in fact, Taeris uses limited homebrew classes and races.CHARACTER SHEET
If you have D&D Beyond, inform your DM. The DM will instruct you were to place the character. Optionally, you can give the DM a link to your characters. If you are using another character generator, send a PDF of your finished character sheet to the DM via Discord private message as soon as possible (or place it in your private channel).ROLLING 1 OR 20
A natural 1 or 20 is handled per RAW (Rules as Written), however Critical Hits are handled differently than RAW.To-Hit Rolls
- A To-Hit roll of 1 is always a miss, regardless of any modifiers and/or the target AC.
- On a To-Hit roll of a natural 20 (i.e. Natty 20), you automatically hit (regardless of the target AC) and you score a Critical Hit.
- Upon scoring a critical hit, you Roll all the attack's damage dice and add them together, then add any relevant modifiers as normal. THEN ADD the attacks damage at max. i.e. A dagger does 1d4 + bonuses, on a critical hit it is 1d4 + bonuses THEN ADD 4 (max for a dagger).
Skill Checks
- A roll of a natural 1 or 20 on skill checks does nothing out of the ordinary (except purely "flavor" effects, DM’s discretion).
- Skill checks are done against what is POSSIBLE, not what the player wants to happen. Impossible results are still impossible, regardless of the roll.
- The DM calls for a skill check. DO NOT ROLL A SKILL CHECK BEFORE THE DM ASKS FOR IT! Rolls done before they are called for may be disregarded by the DM.
- Declare if you are assisting BEFORE the check is rolled. The DM may not give advantage if assistance is called after the dice are rolled.
- Per RAW Skills checks are only required when there is a question if the character will succeed or fail. HOWEVER, due to Meta-gaming concerns, the DM may ask you to roll even if you cannot succeed if NOT rolling would reveal meta-gaming information.
NEW RELEASES
New official material may be incorporated as it is released. When new classes or races are released, the DM, at their discretion, MAY allow you to change your character.
FACTIONS
Different races, classes, and nationality are treated different ways depending on where a character is located. The more developed and metropolitan a place is, the less anyone will pay attention to a rare race or class, but the more nationality matters.
RACIAL LORE
Regarding racial lore, Taeris is more akin to what is now know as OG cannon. That means that races are more like the original D&D descriptions. In addition to the current D&D descriptions on the basic races, here are a few notes expanding the racial differences.- Humans are the center genetically and politically. They are typically more driven and insert themselves into the world stage more than other races. Humans tend to make friends with other races more easily than other races. Humans, comparatively, don’t live long, so the prejudices are more easily erased. Genetically, humans can breed with orcs and elves, and certain other races as specific to race description (Muls for instance). Being in the center of the genetic world humans can interbreed with more other races.
- Elves are happy-go-lucky, and, compared to humans, are more frivolous. Since elves live so long, they don’t have the sense of urgency humans have. Elven communities can be very secretive and hard to find. High elves are haughtier that other elves, but not very haughty when compared to humans. Even high elves are a jovial, carefree group in human or dwarven terms. Elves like nature and organic things. They also love well crafted items, gem, gold and silver, but do not covet material things like dwarves do. Elves think humans are too driven and need to relax a bit, they find dwarves are far too serious, halflings are curious creatures, but they don’t give them much thought. Elves typically do not like orcs and goblins. Genetically elves are not compatible to orcs, dwarves, or races other than humans (unless specific racial descriptions say otherwise).
- Dwarves are dour and serious for the most part. As a group, they tend to keep to themselves. However, they love good drink, and can be quite a wild bunch when partying. When working, dwarves are all business, when partying, they are all party. Dwarves can seem gruff, but it does not mean they don’t like you. Although they are hard to get to know, once a dwarf has befriended you, you have a friend for life. All dwarves wear beards. It is socially acceptable for females to go beardless, but it is very rare. Dwarves love gems, gold, and wealth, and they love to horde it. The DO NOT like sharing. Dwarves find elves to be far too silly and whimsical for their liking. The lack of seriousness in elves drive dwarves crazy. Dwarves look at humans as competitors for their resources. Dwarves are interested in gnomes for their mechanical devices but are frustrated at their constant chaotic tinkering. Dwarves tend to ignore most other races. Dwarves hate kobolds and goblins and are very hostile to duergar.
- Halflings are homebodies and typically don’t adventure much. They are fond of small close-knit communities far away from the hustle and bustle of the world. They are loyal friends and generous to their friends. They love a good comfy place to stay. Their idea of wealth is a good plot of land with a cozy underground house and good company. They love food to a fault and are typically slightly overweight. Halfling get along well with most other races. When first encountering something they are not familiar with, they tend to stay out of sight. Most races overlook halflings, and halflings are ok with this. Halflings don’t like complicated thinks and are generally low-tech people. On the flip side, however, halflings are known to be very curious sometimes, and this can get them into trouble, even causing them to go on adventures sometimes. Halflings aren’t genetically compatible with most other races. Halflings aren’t traditionally hostile to any group of creatures but have a strong dislike to anything or anyone that harms them or their community.
- Half-orcs are the product of a human and orc interbreeding. Typically, this is not a consenting union. This tends to make everyone view half-orcs in a bit less than favorable light. However, there is also some compassion towards a half-orc, as it didn’t get to choose it’s parents. Villages that suffer from orc raids will tend to be slightly hostile to half-orcs. Orcs will accept half-orcs, but do not consider them equal. Half-orcs are typically loners, only coming together when necessary. Half-orcs typically value fame (or infamy) in battle. They love carnal pleasures and seek to secure enough wealth to live comfortably, but not too easy. They love crude and base entertainment. They enjoy physical competition. Elves and dwarves do not look on half-orcs kindly. Humans typically dislike half-orcs if they have been exposed to orcish raids. Humans in bigger metropolises tend to ignore half-orcs, and some are valued as guards or enforcers. Half-orcs will try to breed anything, although their genetic make-up makes them compatible with humans (unless otherwise stated in the racial description) Half-orcs are typically distrustful to all other races.
- Dragonborn are seemingly proud and arrogant and wear their hearts on their sleeve. They typically are strict and honorable. Most other races respect them for their heritage and abilities but are unsure of how to approach them. Although not common, they can pop up anywhere in society. They are valued confidants and guardians.
- Tieflings are much like humans in demeanor, however they cannot escape their heritage and are viewed by most other races with suspicion. Their typically high charisma can often overcome this, but some members embrace their evil ancestry and cause problems for the whole race. A tiefling parent will produce a tiefling offspring, but continually diluting the tiefling bloodline over generations will eventually produce a a non-tiefling (or more correctly a tiefling with no tiefling traits). However, with the genetic structure, the Tiefling traits may pop up in later generations, so Tieflings can pop up (sometimes quite surprisingly) in subsequent generations in any walk of life.
ALIGNMENT
Your alignment is your outlook on life. It is an internal structure of beliefs that you personally have. It is inside out, NOT outside in. You are not Lawful because you follow a code/oath/law, however, you may follow a code/oath/law because you are Lawful. You are not Good aligned if you do something nice for someone, however, you may do something nice because you are Good.Lawful/Neutral/Chaotic
- Lawful – You believe the world works better when things run in a structed, organized manner. You are inclined to obey laws and feel guilty if you do not. You generally believe that people should work together for the best outcome.
- Neutral – You do not really think the world works better under and structured environment, or an every-person for themselves pattern. Things happen and it is the way the world is. This situation dictates what is needed.
- Chaotic – You believe everyone should fend for themselves. Structure and law are not a good way to go about life, as this usually makes someone weaker than an independent person. You believe in every person for themselves.
Good/Neutral/Evil
- Good – You generally treat people in a good manner (even if there is no benefit in it for you), you will not normally harm, use, or cheat people.
- Neutral – You are neither good nor bad. You will not go out of your way to help or hurt someone.
- Evil – You have no problem hurting someone if you can get away with it. You will use any advantage you can get over others no matter what the cost to the other person.
Note that the descriptions of alignments in the Players Handbook are how the person feels (or might act) IN A VACUUM.
- A lawful person would never steal food normally, however, if they are dying of starvation, they might do it (and they would feel horrible about it).
- A chaotic tribe might follow the code of never stealing from another tribe member. Following this oath would NOT make the tribesman lawful.
- A good person might hurt an innocent bystander with, say, a careless fireball. This alone would not necessarily make the person evil.
- An evil person would not have a problem, say, killing someone, however they probably would not do it if they might get caught and suffer repercussions for it.
- In these cases, their alignment would not be affected if they were isolated events with mitigating circumstances. However, they would feel uncomfortable, remorseful, frustrated, angry, etc (their conscious would eat at them).
- An alignment change might be called for if a person acts against their alignment on a regular basis and with no mitigating circumstances.