Regional Benefits

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#1

paideia

Oct 19, 2008 3:07:50
I got my hands on the Forgotten Realms books and got very inspired by the regional benefits. I decided to write some for my Eberron Campaign. The result is below. Someone else might also find this useful.
If anyone has any insight/comments, they are very much appreciated.

Quick note on format: Since I wrote this document for my players I included the population composition (I intend to make them make a very convincing argument for a halfling from Aerenal for instance). I have also decided that halflings, gnomes and orcs still have separate languages in my game. Since I have banned Kalashtar from my game Sarlona is not included.

Aerenal
Population: 2,650,000 (77% elves, 19% undying, 3% half-elves, 1% other races)
You gain a +2 bonus to saving throws again fear effects and dying

Argonessen

Population: Unknown (Humans and dragonborn only (other races inland but not for PCs))
You add Athletics and Endurance to your list of class skills and you gain a +1 bonus to Athletics checks and Endurance checks. You also add draconic to your list of languages known.

Aundair
Population: 2,000,000 (51% humans, 16% half-elves, 11% elves, 11% gnomes, 5% halflings, 3% shifters, 2% changelings, 1% other races)
Add the higher of your Intelligence score or your Constitution score to your starting hit points (instead of automatically adding your constitution score). Your number of healing surges is still based on your Constitution score.

Breland
Population: 3,700,000 (44% humans, 14% gnomes, 10% half-elves, 8% elves, 7% dwarves, 4% halflings, 4% changelings, 4% goblinoids, 3% orcs, 2% other races)
You add Nature and Diplomacy to your list of class skills and you gain a +1 bonus to Nature checks and Diplomacy checks.
If you hail from Sharn you instead add Streetwise to your list of class skills and gain a +2 bonus to Streetwise checks. You also gain one additional language of your choice.

Cyre, destroyed
Population: Not applicable
You add Endurance and Arcana to your list of class skills and you gain a +1 bonus to Endurance checks and Arcana checks.

Darguun
Population: 800,000 (39% goblins, 29% hobgoblins, 12 bugbears, 6% kobolds, 6% humans, 4% gnomes, 3% other races)
You add Athletics to your list of class skills and gain a +2 bonus to Athletics checks.

The Demon Wastes
Population: 600,000 (45% humans, 28% orcs, 2% half-orcs, 25% demons (rakshasa, zakya, others))
You gain resist +4 fire (increase to +7 at 11th level and +10 at 21st) and a +5 bonus to monster knowledge checks made to identify Demon or Devil creatures.

Droaam
Population: 500,000 (20% gnoll, 19% orcs, 18% goblins, 5% shifters, 38% other races, including half-orcs, harpies, hill giants, medusas, minotaurs, ogres, and trolls)
You add Thievery to your list of class skills and gain a +2 bonus to Thievery checks. You also add Deep Speech to your list of languages known.

The Eldeen Reaches
Population: 500,000 (45% humans, 16% half-elves, 16% shifters, 7% gnomes, 3% orcs, 3% elves, 3% other races)
You can reroll any nature check but you must keep the second result even if it is worse. You also gain a +1 bonus on initiative checks.

Karrnath
Population: 2,500,000 (52% humans, 18% dwarves, 10% halflings, 8% half-elves, 8% elves, 4% other races)
When you spend an action point to take an extra action, you gain a +1 bonus to all rolls made during the extra action granted.

The Lhazaar Principalities
Population: 500,000 (42% humans, 16% gnomes, 14% half-elves, 12% changelings, 5% dwarves, 4% elves, 4% halflings, 3% other races)
You add Nature and Bluff to your list of class skills and gain a +1 bonus on Nature checks and Bluff checks.

The Mournland
Population: estimated 1,000 (98% warforged, 2% other races)
You add Endurance to your list of class skills and gain a +3 bonus to Endurance checks.

The Mror Holds
Population: 700,000 (65% dwarves, 12 % humans, 10% orcs, 8% gnomes, 5% other races)
You add Dungeoneering to your list of class skills, you gain a +2 bonus to Dungeoneering checks, and you gain resist 1 cold (increase to 3 at 11th level and 5 at 21st).

Q’barra
Population: 300,000 (40% lizardfolk, 20% humans, 15% kobolds, 7% halflings, 3% dwarves, 2% half-elves, 3% other races)
You can reroll any Insight skill checks but you must use the second result even if it is worse. You also gain a +1 bonus to any Diplomacy checks.

The Shadow Marches
Population: 500,000 (55% orcs, 25% humans, 10% goblins, 7% half-orcs, 3% other races)
You can add Nature to your list of class skills and gain a +2 bonus to Nature checks. You also add Orcish to your list of languages known.

The Talenta Plains
Population: 400,000 (80% halflings, 10% humans, 4% changelings, 4% dwarves, 2% other races)
You add Perception to your list of class skills and you gain a +2 bonus to all Perception checks. You also add Halfling to your list of languages known.

Thrane
Population: 2,300,000 (70% humans, 10% half-elves, 9% dwarves, 4% elves, 4% halflings, 3% other races)
You add Intimidate and Religion to your list of class skills. You also gain a +1 bonus to Intimidate and Religion checks.

Valenar
Population: 70,000 (43% elves, 28% humans, 15% half-elves, 5% halflings, 5% hobgoblins, 4% other races)
You gain proficiency with the Double Scimitar (Like Double sword, but High Crit instead of Defender and only +2 proficiency). You also gain a +1 bonus to all Perception checks.

Zilargo
Population: 250,000 (60% gnomes, 15% humans, 11% dwarves, 7% kobolds, 6% other races)
You can reroll any history check, but you must keep the second result, even if it is worse. You also gain one additional language of your choice.