Alright, we'll use the
Invisible Castle website for dice rolls:
- Create an account.
- Enter 'Drohem's Red Steel' in the Campaign Name field for all dice rolls.
- After any dice rolls, please always click the hyperlink that says 'Link to Character.'
I made some rolls under the campaign and you can search to view it.
Here's an alternate dice roller site:
Hmm... OK, let's try this place :) ... www.rolz.org
1. Click the Dice Room hyperlink in the top right hand corner.
2. Enter either character name or jibbajiabba in the Nickname field.
3. Enter Red Steel in the Room Name field.
4. Click the Join button to enter the dice room.
5. On the right side of the screen you will see some dice expression examples. Click the repeat 6 4L6 hyperlink and it will automatically poplulate the roll field at the top of the screen. Click the roll! button to the right of the field along the top of the screen.
6. The roll will appear in the log line. To the left of the item in the log there is a dice icon. Click on the dice icon to the left of the roll and a new pop-up window will appear with codes to link the roll in websites or forums.
Character Ability Score Generation: As the default, we will be using Method V from the PHB. However, if you feel like you would like to use one of the other methods then just let me know.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++"The lands of the Savage Coast give rise to larger-than-life characters and marelous adventures. Within this region, there can be found not only humans of assorted cultures, but also feline humanoids, canine humanoids, turtle people, various lizard races, scorpion men, winged elves, and even stranger creatures. But race isn't the only trait that makes characters in this setting exotic; there are also the unusual powers lent to them by the Red Curse, abilities often accompanied by hideous mutations. Exotic adventures arise out of the struggle to control those powers, and to acquire the magical metal red steel, as well as from the natural conflicts of the region's divergent races and cultures."The Savage Coast is a racially mixed area and members of most races are fairly common, or at least known, with their own civilizations and settlements. As a consequence, most people do not find it especially notable to see a Lupin walk down the street, though a cayma or gurrash might raise a few eyebrows. Members of other races are considered just other people, so they usually do not draw any special attention, positive or negative.
Although, this is not to say that the Savage Coast is entirely free from prejudice. Many of the area's wars are related to racial prejudice and conflict: Lupins and Rakasta have border conflicts, Rakasta generally dislike Shazaks, and Gurrash hate them. However, a Lupin would not find it unusual to meet a Rakasta on the road, and the two might cooperate on one thing or another. How a particular member of a race is treated depends largely on the individual.
Standard Character RacesMost of the standard character races are available on the Savage Coast with some minor adjustments. For example, Dwarves and Elves have an expanded choice of character classes in this setting. The most important adjustment is that demi-human races do not have their own cultures on the Savage Coast. The demi-humans who live in the area are integrated into other cultures. One consequence of racial integration is that the demi-human languages are extremely rare, and demi-human characters may not know their traditional tongue.
Note that because of the Red Curse, most humans and demi-humans native to the Savage Coast have a reddish cast to their skin. This varies by region, so red skin is common and somewhat dark in the Savage Baronies, while it is progressively less common and lighter in hue in countries further west.
Humans: Most humans of the Savage Coast live in the Savage Baronies, Robrenn, and Eusdria. Some live in Herath as well.
Dwarves: Dwarves are fairly common in Eusdria and in Cimarron. There are also a few found in Robrenn, Renardy, Bellayne, and Herath. The dwarves conform to the cultural norms of the areas they dwell in. Physically, Eusdrian dwarves are similar to Mountain dwarves, and all others resemble Hill dwarves.
Eusdrian dwarves can be Bards if they take the Skald kit, but are limited to 12th-level. Dwarven Skalds are limited to the details in the
Complete Bard's Handbook; they cannot cast spells and must conform to the rules of the Skald kit. In addition, dwarven Skalds must take the Spellcraft nonweapon proficiency, and they can learn to resist spells.
(More details can be provided if someone wants to pursue this class/kit combo.)Elves: Elves have no culture of their own on the Savage Coast as well. They are common in Robrenn, Eusdria, and Bellayne; they make up the majority of the population of Torrreon, and they are also found in Renardy and Herath. Physically, most elves of the Savage Coast look like High elves, but those in Eusdria are similar to Gray elves. Elves conform to the cultural norms of the states in which they live, even in regard to allowed character classes. For example, an elf born and raised in Robrenn can be a Druid, but can adance only to 13th-level.
Elves can be Bards on the Savage Coast, if they take an appropriate kit. An elf from Robreen can be a Peasant or Noble Bard (level limit 13), while one from Eusdria can a Skald (level limit 12). An elf from torreon or Renardy can be a Swashbuckler Bard (level limit 12), while one from Bellayne can be a Herald (level limit 6).
Half-Elves: Half-elves are common in Eusdria and Torreon; some are also found in Robrenn and Herath. Half-elves use kits appropriate to the lands in which they live. Along the Savage Coast half-elves breed true; the offspring of two half-elves is always a half-elf. The term 'demi-elf' is usually in reference to those who have at least one half-elven parent. A person who has one elven parent and one human parent is still known as a half-elf.
Halflings: Halflings conform to the cultures in which they live, having no unique culture of their own in the region. Though most common in Cimarron, halflings are also found in Robrenn and Eusdria, and rarely in Renardy, Bellayne, and Herath. Hairfeets are the most common halflings, though Stouts are found in Cimarron and Eusdria, and Tallfellows in Robrenn, Eusdria, and Bellayne. Halflings characters use those kits available in their homeland. Halflings from the Savage Coast cannot become Heralds.
Gnomes: There are no gnomes native to the Savage Coast. Player character gnomes must have arrived from other regions of Mystara.
New Character RacesThere are four new player character races in the Red Steel campaign setting: Lupins, Rakasta, Tortles, and Aranea. Also, player characters can also be from one of the goblinoid races of the Savage Coast: Goblins, Orcs, Hobgoblins, Gnolls, and Ogres. Kobolds are not native to the Savage Coast, and player character kobolds must have arrived from othe regions of Mystara.
Aranea: Aranea are arachnid mages thought by most to be extinct. Those who still do exist are usually found in Herath.
Goblinoids: Player character goblinoids are created using the rules in the
Complete Book of Humanoids. However, these characters will use the kits from the Red Steel setting, and be from the cultures of the Savage Coast like the demi-human races.
Lupins: Lupins are furred humanoids with doglike heads. They are descended from a nomadic culture, and they now make up the vast majority of the population of Renardy. There are also some lupins in Herath and the Savage Baronies, but elsewhere they are rare. Lupins have a culture similar to that of the Savage Baronies.
Rakasta: Rakasta are feline humanoids. Bellayne is populated mostly by rakasta, split between the settled town dwellers and the nomads who carry on the rakasta' ancient traditions. Rakasta culture is unique, somewhat mystical, and concerned primarily with battle and honor. Some members of the race dwell in Herath, but the creatures are rare in other states.
Tortles: Tortles are bipedal turtles, about the same height as humans. They have inhabited the lands of the Savage Coast for thousands of years. But tortles have no real government, living in small family dwellings, often within the borders of some other race's state. The creatures are generally peaceful, scholarly farmers, but will defend their homes.
Savage Coast Character Kits- Any Class: Inheritor, Local Hero, Noble, and Swashbuckler.
- Warrior: Beast Rider, Defender, Guacho, Honorbound, and Myrmidon.
- Wizard: Militant, Mystic, and Wokan.
- Priest: Fighting Monk, Shaman, War Priest, and Webmaster.
- Thief: Bandit and Scout.
- Bard: Herald, Skald, and Trader.
- Psionicist: No kits per se, but some kits have notes regarding psionic characters.
Character Kits by Nation- City-States: (inhabited mostly by humans, with some demi-humans) Local Hero, Noble, Swashbuckler (rare); Defender, Myrmidon; Militant; War Priest (common); Bandit, Scout.
- Savage Baronies (and free cities of the Savage Coast): (inhabited mostly by humans, with some demi-humans) Inheritor, Local Hero (rare in Gargona), Noble (except for Almarron; uncommon in Cimarron and Torreon, rare in Gargona), Swashbuckler (common in Almarron and Gargona, rare in Guadalante, and uncommon in Torreon, Narvaez, and Cimarron); Defender (laws of Narvaez declare this kit illegal), Gaucho (humans and demi-humans only- common in Cimarron and Guadalante, rare i Gargona, not native to Vilaverde and Texeiras), Honorbound (humans, elves, dwarves, and halflings only), Myrmidon (especially in Torreon and Narvaez); Militant (rare in Narvaez), Mystic (only in Gargona and Saragon, and rare there); War Priest (common); Bandit, Scout.
- Robrenn: (inhabited mostly by humans, with many elves and some other demi-humans) Inheritor (uncommon), Local Hero (uncommon), Noble, Defender (relatively common); Militant, War Priest (common); Bandit, Scout.
- Eusdria: (inhabited mostly by humans, with many elves, half-elves, and dwarves, and some halflings) Inheritor, Local Hero (uncommon), Noble, Defender, Honorbound, Myrmidon; Militant; War Priest (Common); Bandit, Scount; Skald (humans, dwarves, and elves only).
- Renardy: (inhabited mostly by lupins) Inheritor, Local Hero, Noble, Swashbuckler (common); Beast Rider (lupin only), Defender, Honorbound (mostly lupins, rare humans, elves, dwarves, and halflings), Myrmidon; Militant; Bandit, Scout (relatively common).
- Bellayne: (inhabited mostly by rakasta, with many elves and tortles as well) Inheritor, Local Hero, Noble, Swashbuckler; Beast Rider (rakasta and few elves only), Defender, Honorbound (rakasta, elf, and tortle relatively common; rare human, dwarf, and halfling), Myrmidon (uncommon); Militant (uncommon), Mystic (rare); Fighting Monk (mostly rakasta, elves, tortles); Bandit, Scout; Herald (rakasta and elves only).
- Herath: Inheritor (uncommon), Local Hero, Noble, Swashbuckler; Defender, Myrmidon; Militant, Mystic (rare); War Priest; Bandit, Scout.
Special Character Kit NotesTortlesAllowed: Inheritor, Local Hero (very common), Swashbuckler (rare); Defender, Honorbound, Myrmidon; Mystic (rare); Fighting Monk; Bandit, Scout; Trader.
Never: Noble; Beast Rider, Gaucho; Militant; Shaman, War Priest; Herald, Skald.
Yazak Steppe GoblinoidsNative: Beast Rider, Defender, Honorbound (rare); Shaman (goblinoids only), War Priest; Bandit, Scout; Trader.
Non-native: Inheritor, Local Hero, Swashbuckler; Myrmidon; Militant; Fighting Monk.
Never: Noble; Gaucho; Mystic; Herald, Skald.
Yazi GoblinoidsNative: Inheritor (rare); Beast Rider, Defender, Honorbound (only gnolls of El Grande Carrascal); Shaman (no non-natives), War Priest; Bandit, Filcher, Scout; Trader.
Non-native: Local Hero, Swashbuckler; Myrmidon; Militant (non-natives); Fighting Monk.
Never: Noble; Gaucho; Mystic; Herald, Skald.
HuleCharacters from Hule are always human, and have the following kits: Defender; Mystic; War Priest; Bandit, Scout.
EDIT: Here is a huge Savage Coast map: