
Greetings, I'm a DM looking for three players to play D&D 5E bi-weekly on Fridays 6pm-10pm EST starting on 9/1/17. Here is some information on the setting and game. Thank you! The World of Theylla features elements of sword & sorcery, mythic legends of old, and extra-planar adventures. The Immortals, humans elevated to god-like status, left the world generations ago to find the power needed to defeat the many enemies of Humankind - the Fey, Fiends, Celestials, and Abominations. When they returned a decade ago, they brought with them humans from Earth, but soon after all nine Immortals vanished. Now, their military leaders rule the Nine City-States of Theylla and the powerless clerical and paladin orders have gone underground. Without divine aid, the armies of Humankind are losing their struggle against the endless hordes! Playable Races: Earthbourne: Earthbourne are humans from Earth's past brought to Theylla by the Immortals. On Earth, these humans knew the Immortals as the gods and goddesses of their pantheons (e.g. Odin, Zeus, Osiris, Amaterasu, etc). After the Immortals vanished, they formed their own ethnocentric sub-sections within the Nine City States. Most have adopted Theylla as their new home world, but some seek a way back to Earth. Earthborne Traits: In addition to the standard human traits (PHB pg. 31), earthborne humans gain resistance to damage from spell effects due to their Earthly origin. Theyllan: Theyllans are the native humans of Theylla. They are generally more militaristic in attitude and their personality is usually closely aligned with the city-state of their birth. Worship of the Immortals as opposed to the Old Faith (i.e. nature worship) also adds to an individual Theyllan's distinctiveness. Theyllan Traits: In addition to the standard human traits (PHB pg. 31), theyllan humans gain one feat of their choice at 1st level. Half-Fey: The half-fey are the result of the union of humans and their enemies - the fey (i.e. eladarin, elves, nymphs, etc). These unions are typically a tragic result of the ravages of war, but occasionally they come about through rare encounters based on curiosity and affection. Half-Fey Traits: Use half-elf traits (PHB pg. 39). Half-Blooded: The half-blooded are the result of the union of humans and their enemies - the abominations (i.e. goblins, orcs, hobgoblins, bugbears, ogres, etc). These unions are typically a tragic result of the ravages of war, but occasionally they come about through rare encounters based on curiosity and affection. The term half-blooded is used to highlight their human blood. Half-Blooded Traits: Use half-orc traits (PHB pg. 41). Cambions: Cambions are the result of the union of humans and their enemies - the fiends (i.e. demons, devils, etc). These unions are typically a tragic result of the ravages of war, but occasionally they come about through rare encounters based on curiosity and affection. Some rare cambions (i.e. 1%) look like normal humans, they are called umbrae. Cambion Traits: Use tiefling traits (PHB pg. 42). Nephilim: Nephilim are the result of the union of humans and their enemies - the celestials (i.e. angels, devas, etc). These unions are typically a tragic result of the ravages of war, but occasionally they come about through rare encounters based on curiosity and affection. Some rare nephilim (i.e. 1%) look like normal humans, they are called the numenae. Nephilim Traits: Use aasimar traits (DMG pg. 286). Playable Classes: Barbarian (PHB pg. 46). Many nomadic tribes of barbarians live in the wilds between the Nine City-States and on the fringes of the human lands.They typically form alliances with the brave settlers from the cities trying to expand human influence in Theylla. Druid (PHB pg. 64). Druids worship nature through the divine focus of their minds.Commonly referred to as the Old Faith, it has had a massive resurgence since the Immortals vanished. They channel the force of nature through their minds to cast their spells and other abilities. There are limited number of druids at higher levels. Level 1 to 4 druids are Aspirants, level 5 to 8 druids are Ovates, level 9 to 17 druids are called Initiates of the 1st (9th level) to 9th (17th level) Circle and there are 18 in each Circle, level 18 druids are called 'Druids' and there are only 9 of them, level 19 druids are Archdruids and there are only three, and finally there is only one 20th level Druid - the Great Druid - at any given time. Fighter (PHB pg. 70). One of the most common classes in Theylla - most outside the military-caste are freelance mercenaries. Players can choose the Champion and Battle Master archetypes. Monk (PHB pg. 76). Monks worship nature through the divine focus of their bodies. Commonly referred to as the Narrow Path, it has had a massive resurgence since the Immortals vanished. They channel the force of nature through their bodies for their incredible abilities. Players can choose the Way of the Open Hand and the Way of the Shadow monastic traditions. Ranger (PHB pg. 89). Rangers worship nature through their actions. There are two-types of Rangers in Theylla. Some belong to a warrior-caste within the hierarchy of the Old Faith. They are champions of the forces of nature and work closely with the leaders of their faith, the Druids. Other rangers operate outside that hierarchy as traveling holy men and women devoted directly to the force of nature. Both types are equally respected by their counterparts. Rangers channel the force of nature through the interaction of their minds and bodies. Rogue (PHB pg. 94). One of the most common classes in Theylla - most outside the espionage-caste are freelance spies. Players can choose the Thief and Assassin archetypes. Sorcerer (PHB pg. 99). Misunderstood by most and feared by the rest, sorcerers tend to keep a low profile and often travel in the guise of another class. Magic is unstable in Theylla so its practitioners are often held in contempt as troublemakers. Most suspect that they have fey blood that allows them to channel the force of magic, but that has never been proven - the origin of their magical abilities is a mystery. Players can only choose the Wild Magic origin. Their wild surge magic class feature activates on rolls of 1 or 2 instead of 1 and must always be checked after every spell casting. Warlock (PHB pg. 105). Feared by most and misunderstood by the rest, warlocks tend to keep a low profile and often travel in the guise of another class. Magic is unstable in Theylla so its practitioners are often held in contempt as troublemakers. Most suspect that they have fiend blood that allows them to channel the force of magic, but the truth is their power is the result of their free choice to seal a pact with an Archfey, Archfiend, or Old One. The specific details of the pact will be determined prior to play and it will be a significant part of the game.