Ruins of Adventure
- Races: Human
- Classes: Any
- Ability Requirements: none
- Alignments: Chaotic
- Starting Cash: By class
- Bonus Languages: Chessic, Untheric
- Recommended Languages: Thayan, Mulhorandi, Draconic (Chromatic), Durpari Creole, Sespechian, Shaartan, Aglarondan, Chondathian, Turmic
- Weapon Slots: +1 slot
- Non-weapon Slots: By class
- Available Categories: By class
- Bonus Proficiencies: Ancient History
- Required Proficiencies: none
- Recommended Proficiencies: none
Overview: The youngest of the “old” empires, Chessenta is a fertile land in which Chaos is the most influential ruler. There are those who argue this splintered collection of rival city-states and bickering rulers shouldn’t even be considered a single nation. The people of Chessenta are a wild, drunken, crazy lot who love to mix politics and warfare. Stability, both political and emotional, is rare.
Description: Chessentan garb is as ever changing as the clouds in the sky. Some Chessentan adventurers favor metal armor, while others wear animal hides. Still more favor no armor at all, choosing instead to wear a short toga (called a tagahn) that is cool and allows for a wider freedom of movement. One consistent feature among all Chessentan garb is their enjoyment of jewelry, most of it in the form of gold bracelets, choker collars, and arm bracers.
Role-Playing: The Chessentan mirrors his society in the way he lives for the moment. Passion is a very strong trait among Chessentans. A Chessantan eats, drinks, parties, loves, and fights as if it were his last day of life. Whatever he does, a Chessentan does it to the extreme.
Adventurers from Chessenta are often described as self-absorbed and egocentric. While this might be a somewhat harsh assessment of their personalities, it is not inaccurate. The politically chaotic nature of life in Chessenta has taught their people that the friends they make today may turn against them tomorrow.
- The people of Chessenta fully understand that theirs is a twilight empire, but they are less tied to the glories of the past than the other Old Empires. They are often able to turn to their knowledge of the past for solutions to the problems of the present. This insight takes the form of a +1 bonus to the character’s starting Intuition score.
- Chessentans launch themselves into tasks with such inspiring zeal and drive that it is almost frightening. To reflect this single-minded intensity, a Chessentan gains a +1/-1 bonus (whichever is appropriate) to all die rolls (attack, damage, initiative, surprise, proficiency checks, saving throws, etc).
- Any spell cast by a Chessentan spellcaster has its casting time halved, with uneven results being rounded up. For example, a magic missile spell still has a casting time of 1, but a lightning bolt has a casting time of 2 (instead of its normal 3).
- Chessentans, despite the intensity that they invest into their tasks, are also a chaotic, almost crazy group of people. It takes them slightly longer to assimilate their experience, so they use the Warrior experience point table for level advancement, regardless of class.
- It is said that only a fool trusts a Chessentan. The stigma associated with Chessentans is reflected in a Chessentan’s inability to acquire a henchman. No matter how high the character’s Charisma score, no henchmen will ever agree to follow or serve him. In addition, the character’s loyalty base and reaction adjustment scores (as determined by his Leadership and Appearance scores) are always negative.
Return to Homelands.