The Vast

Overview: The Vast is well named, a great open land that is a fertile place for adventure. It is also a widely diverse melting pot of peoples, being the former home of orcs, goblins, and dwarves, and the current home for many human immigrants. A breed of adventurer has risen from this conglomeration of cultures and peoples, ready to face any challenges the Realms has to offer.

There is, however, a spirit of heroic exploration and daring in the Vast that many might associate with the Dales. With luck, the lowliest beggar can undertake an adventure, discover some ancient treasure horde, and become a respected man about town. No man’s past is held against him in these lands unless he takes no steps to improve his condition.

Description: Adventurers of the Vast dress in a style that epitomizes the adventuring warrior, wearing sturdy and functional armor, well-used weaponry, a heavy cape or cloak, simple utilitarian clothing, and a smattering of jewelry or other adornments. There are few visual clues that distinguish Vast natives from other Realms warriors.

Role-Playing: In general terms, people of the Vast are an upbeat, optimistic lot, undaunted by cynical stories of the rough luck of adventurers. This enthusiasm and daring leads many young Vast natives to the adventuring life. They are generally brave to the point of foolishness and retain their good spirits even in the shadow of disaster. It has been said that if these adventurers did not invent graveyard humor, they certainly perfected it. When one’s worth and drive is placed in gold and great accomplishments, it is little wonder that the age of quests and adventure, the so-called Age of Glorious Fools, continues to this day in the Vast.

Go to:
Calaunt
Procampur
Tantras


Calaunt

Base Requirements

  • Races: Human, Half-elf, Tiefling, Kenku
  • Classes: Any
  • Ability Requirements: none
  • Alignments: Any
  • Starting Cash: By class
  • Bonus Languages: Easting
  • Recommended Languages: Chardic, Tharian, Telpi, Aglarondan, Cormanthan, Maiden’s Tongue

Proficiencies

  • Weapon Slots: +1 slot
  • Non-weapon Slots: By class
  • Available Categories: By class
  • Bonus Proficiencies: Hiding, Spellcraft
  • Required Proficiencies: none
  • Recommended Proficiencies: none

Overview: Calaunt is a city of squalor and lawlessness. Words like “oppressive” and “corrupt” don’t even begin to describe the festering wound that is Calaunt. The city of has been described as a place heavy with the oppressive burden of dark magic. From the massive stone golems that guard the city to the reputed magical treasure hordes of the Merchant Dukes, there is a sort of malaise that hangs over Calaunt and its stoic, almost grim, buildings.

To survive amid the winding alleys and decaying neighborhoods, Calauntites have adapted. They have taken to wearing the bland, gray capes that give the city’s thieves’ guild its name: The Shadowcloaks. When these voluminous mantles are drawn about the wearer, little trace of the flamboyant garb beneath can be seen.

Special Abilities:

  • Characters created with this kit are entitled to bonus hit points for exceptional Constitution scores as if they were warriors, regardless of class.
  • The political decay of this city has infected every rank of its society. It is said that no group of wizards anywhere has a better understanding of the deceitful and corrupting aspects of magic than those of Calaunt. As a result, all spells from the Illusion school cast by spellcasters of Calaunt impose a -1 penalty to the saving throws made by their targets (this stacks with any other penalties the caster imposes).

Special Disadvantages:

  • The stigma of the city follows its natives. Reactions with non-calaunt NPCs suffer a -2 penalty.
  • The corruption and fey magic of Calaunt hangs about its people. Animals, and in some cases humanoids, can sense this aura of decay. Domesticated animals, primarily horses and dogs, become skittish and uneasy when a Calauntite comes within 50 feet of them. If the character comes within 25 feet, horses begin to snort and whinny while dogs start to bark and howl. Other animals give out their own cries of alarm.
    There is a 5% chance per level of the character that humans and humanoids sense something is amiss when a Calauntite comes within 25 feet of them. This sensation is vague and might be dismissed as nothing more than the jitters, but it does make it difficult for characters of this type to sneak past sentries.

Procampur

Base Requirements

  • Races: Human, Half-elf, Tiefling, Kenku
  • Classes: Any
  • Ability Requirements: none
  • Alignments: Any
  • Starting Cash: 6d4 x10gp
  • Bonus Languages: Easting
  • Recommended Languages: Chardic, Tharian, Telpi, Aglarondan, Cormanthan, Maiden’s Tongue

Proficiencies

  • Weapon Slots: +1 slot
  • Non-weapon Slots: By class
  • Available Categories: By class, plus Craft
  • Bonus Proficiencies: Etiquette, Gem Cutting
  • Required Proficiencies: none
  • Recommended Proficiencies: none

Overview: Procampur is a proud city with a long heritage and a strong army. Long before the institution of Dale-reckoning, Procampur was a powerful city-state, built and sustained by trade but more than able to defend itself when challenged. The social structure in the city-state of Procampur is as rigid and unchanging as Calaunt is decaying and corrupt.

Noted for the precision and skill of its craftsmen, Procampur is especially famous for the quality of jewelry manufactured there. Nowhere on Toril can one find better goldsmiths or gem cutters than those who have set up shop in Procampur.

Proud, well-mannered, and orderly, Procampur is also famed for its most unusual feature, the districts that divided the city by function and occupation, each with their own distinct roof color.

Thank all the gods little and small, or heavy and tall, that Procampur is too polite to fight.

Special Abilities:

  • Characters created with this kit are entitled to bonus hit points for exceptional Constitution scores as if they were warriors, regardless of class.

Special Disadvantages:

  • Procampurans are expected to keep up class appearances. Thus, they must spend an additional 10% markup per level on all goods and services (i.e. a 9th level Procampuran must pay an additional 90%).
  • Procampurans never gain bonuses to attack or damage for attacking from behind, regardless of class.

Tantras

Base Requirements

  • Races: Human, Kenku
  • Classes: Any
  • Ability Requirements: none
  • Alignments: Any
  • Starting Cash: By class
  • Bonus Languages: Easting, Any 1 other Human language
  • Recommended Languages: Any Human

Proficiencies

  • Weapon Slots: +1 slot
  • Non-weapon Slots: By class
  • Available Categories: By class
  • Bonus Weapon Proficiencies: Greyclaws
  • Bonus Proficiencies: Chicanery, Detect Magic, Religion
  • Required Proficiencies: none
  • Recommended Proficiencies: none

Overview: Tantras is a city with many priests, a light rule, and an active thieves’ guild. It is a haven for adventurers. Since the Time of Troubles and the battle of Torm’s and Bane’s avatars in Tantras, a large portion of the city is enveloped by a large dead magic zone. As a result, natives have developed a natural sensitivity to magic.

Special Abilities:

  • Characters created with this kit are entitled to bonus hit points for exceptional Constitution scores as if they were warriors, regardless of class.
  • When attacking from behind with a set of greyclaws, a Tantran deals double damage (or increases his Backstab multiplier by 1 if he has that ability).
  • A Tantran armed with a pair of greyclaws gains a +3 bonus on all Climbing checks. Also, the rate at which the character can climb is doubled while wearing greyclaws.

Special Disadvantages:

  • All natives of Tantras suffer a -1 penalty on all saving throws vs. Spells.
  • Because of the difficulty of working magic in and around Tantras, the techniques employed by the spellcasters of that realm are very precise and demanding. To reflect this, the casting time for all spells cast by Tantrans increase by 1. Spells with casting times of greater than one round are not affected by this.
  • When using a weapon other than greyclaws, a Tantran rogue’s backstab damage multiplier is decreased by 1 (to a minimum of x1).

Return to Homelands.

The Vast

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