Character Rules

Here in Midtelos we build our characters around the idea that the classic DnD experience is a collection of heroes (would-be, unlikely, destined, or otherwise) work together to overcome challenges and create a story in the process. While having some characters be significantly more skilled or badass is a good tool in storytelling, it can be unenjoyable when power levels spread too wide within a party. In recognition of this we've chosen to use a set spread of attributes for characters. You can assign them however you like for your character. After setting up your spread, you add your racial bonuses. In addition you have an option to select a -2 penalty for any attribute you like, and can add a +2 to another stat or +1 to two other stats if you so desire. The standard spread is: 16 14 13 12 11 8.

Next you will want to select a homeland. There are articles that into greater depth about the nations of our world, but the bullet points below should give you a place to start for now.


 * Aluminar - One of the most ancient nations, the elven kingdom of Aluminar serves as homeland to all of the elven sub-races. A land of rivers and forests, it lies between the Brogian Empire and the dwarf dominated Nylavorian League.
 * Assarion - Aztech like land ruled by Bugbears.
 * Brogian Empire - The Brogian Empire is the older of the two, between it and the Zesharan. It has stood since the end of the Second Age. Steeped in deep tradition, they are also a also a more progressive feudalistic society. Made up of a large number of different family houses, the Brogian Empire has many different sigils flying about its lands.
 * Farahduun - A cursed land where not many live beyond those born within it. The lands within it are generally forested. Though there is a great deal of marshland and swamps as well. Among its citizens are a variety of people from humans, elves, dwarves, halfling, half orcs, half elves and considering the population size a much higher concentration of aasimar and Genasi than anywhere else though no tieflings. It is far from a rich country in terms of wealth, nor technologically advanced but it is rich with phenomena both good and bad. Among these phenomena are something called scars. Cursed objects that seem indestructible that have caused tears in the fabric of reality dragging those nearby into what seems like memories of the past, though other times seem like cryptic warnings.
 * Federation of Gesh - The city-states of Gesh have survived their peerless position outside the orc Rith and the ever volatile Sea of Tatusgo by building high, building strong, and building in quantity. These industrious people have a culture that centers around production and they trade their goods openly with those who make it to each of their walled cities. Outside the cities spread endless farms in the highly developed land offering little in the way of untapped resources.
 * Kinu - Some gnomes make up the population of Kinu with many of the neighbors of the 'beastfolk'. Groups of the beastraces are sometimes looked down upon in different cultures and societies. Rumors swirl about the creation of the beast races, but only a few know how they truely came to be but they have been around for generations. Kinu as a land is almost as confused as it is with the matter of its races. It has lush jungles, dense forests, and bitter cold atop the mountains. Many of these beast races still hold up in Kinu believing it to be a place of good luck and the birthplace of their ancestors and birthplace.
 * Isremar Reich - Modeled loosely on high medieval Europe, the Reich is a land of heavy cavalry and stout castles. Embracing only three gods of the Pantheon (Father, Mother, Pale Lady) this kingdom has sort of gone its own way ever since it wrested its freedom out from under the Dragonkin in antiquity. The land is bawdy, rowdy, and toes the values of honor and excellence above all else. As a whole, this is a land that values actions over words, and quality over quantity; except when it comes to food and drink where they demand both without compromise. Reichmen out and about may be purposeful Crusaders, wandering adventurers, mercenaries, merchants, or ruffians who found no place back home.
 * Jugen Isles - The minotaur raiders that plague the coast carrying off loot and slaves call these islands home. The one way to be from Jungen is as an escaped slave.
 * Mechanaham - A small island filled with technological advancements, they are not open to visitors often, you must prove yourself to gain entry,
 * Merax - Located on the far eastern shore of Mideltos, Merax represents the remnants of an ancient dragonborn society. It keeps somewhat to itself amongst the developed nations, separated both by geography and by the sea, but nonetheless represents an advanced and enlightened civilization that values art, culture, theological and arcane studies.
 * Methus - A diverse country with a rich history and a focal point of many nations political scheming and machinations. Known most for its Walled Cities that high enough to deter the most determined of forces. While allowing many of its counties to develop their own specialties. A melting pot of cultures, races, political views, and religions.
 * Nylavorian League - Large Dwarven territory built inside of the mountain. With access to the under dark. Alliance with halflings who are outside and working with the dwarves to provide food in exchange for protection. (Mountain and hill dwarves) Mountain inside and hill live with the halflings. All dwarves are welcome but some of the 'smaller' races work together in order to accomplish goals. The dwarves often serve as the military forces so that the halflings and gnomes do not need to deal with that.
 * Rith - Orcs be here. Enter at your own risk.
 * Slethar - Lizardmen, kobolds, giant snakes. A land said to be poison to non natives, it is filled with marshes, bogs, and polluted lands. The Orcs of Rith attempt to press into this land from time to time, but the mashlands defend themselves from the unprepared. It is north of the Dragonborn society of Merax.
 * Sea of Tatsugo - A group of barbarian-like tribes who heavily barter with horse and war. It holds other cultures as well. Also some Fury land tribes. As the Barbarians defeat enemies they take them and assimilate them into the culture, curving loyalties and treating them as one of their own.  
 * Zesharan Empire- This human-led nation is known for its expansionistic agenda. Over the past 50 years, under the current monarch the boundaries of the nation have almost doubled in size, taking in the untamed swaths of the Nebtawi Desert and encroaching on other nation's borders. Unlike the other civilized nations of Midtelos, the Zesharan people have their own religion, Kleshar, also known as The Path. They consider themselves a divinely appointed people led by the will of Esse and the words of his seer Zohayr.

Now, you need to pick your race. Look back up at the homeland you chose. Now look at that sweet ass set of stats you want. Now look back. Do you need to change your choice of homeland, or do you need to change the race you have in mind to better fit? Some nations are metropolitan and could be home to any race, like the Sea of Tatsugo or Methus. Other lands such as Merax and Alumeriar are rather monocultural while some like the Isremar Reich offer a smaller selection of races that operate under a singular culture. Please reference below and remember that each race may experience different treatment in different regions.

• Aasimar

• Changeling

• Dragonborn

• Dwarf

• Elf

• Genasi

• Gnome

• Goliath

• Half-Elf

• Half-Orc

• Halfling

• Human (Not variant)

• Leonin

• Loxodon

• Shifter

• Tabaxi

• Tortle

• Tiefling

• Warforged

Now you're ready to select your class, level up to level 3, buy a few bits of equipment if you don't want to save your coin and get in game. Midtelos uses all of the classes and subclasses officially recognized by Wizards of the Coast. In addition we also use the Critical Role Rulebook. This means that anything you find in Unearthed Arcana is a non-starter, but if it comes from the Core Rulebook, Tashas, or Critical Role you are solid. Some homebrew things may be added later. Speaking of homebrew, here are some things to consider while you make your character.


 * You are allowed to prepare a single potion each short rest to use as a quick (bonus) action.
 * When multiclassing, you can use strength or dexterity to meet any strength or dexterity requirement. IE: 13 strength is fine for a multi class into rogue, and 13 dex can get you into paladin if you have sufficient charisma.
 * Positive intelligence modifiers provide a bonus language for each positive modifier, however negative modifiers will limit your character to common and their racial language.
 * If you cannot find a background that suits your character, you can opt to use a custom background that features 2 skill proficiencies and a bag of 25 gold pieces. You also will get your choice of a combination of 2 proficiencies in languages and/or tools. If you select the tools, you also get the tools and the bag of gold reduces to 15 gold.
 * All characters gain maximum xp at level 1 and take the average HP there-after.

Once you've completed these selections its time to fill out your backstory. We love your creativity, but we want to limit everyone to bullet points for the sake of ease of reference. Feel free to flesh out beyond this requirement but for now we wish for you to provide us with 5 facts about your character, and three supporting details for each of those facts. Or you can opt to provide three facts with five supporting details if that is easier for you. This should be saved on your character sheet for the story tellers to see it but not other players Example:


 * 1) Grog is a half-orc born in the Sea of Tatsugo
 * 2) Grog's mother was the orc, and his family is still happily living in the Sea somewhere.
 * 3) Grog's father was a smith, and taught Grog the joy of smashing metal.
 * 4) Grog's mother made killer roasted chicken, making him fussy about this one dish.

Finally, make sure to pick a character portrait and create a character description on your sheet in roll 20. Other players and the staff need to be able to visualize who they're interacting with. If you're stuck, it's always fun to roll to generate your appearance there are plenty of 2e and 3e resources that provide tables for each race or similar ones that help with this.