Welcome to Curious Quill, an original content resource for d20 roleplaying.
Choosing a class typically is more about its capabilities: what will it allow the character to do? But when building your character, theorycrafting on why the character, versus the player, followed that path can play a large role in creating an interesting back story. Some classes are more straightforward, while some are more open-ended. In these Class Theory features we will explore and present ideas to help illustrate the reason a character follows a class path.
Expanded Rules: Heroic Inspiration
In the Expanded Rules feature, we will explore adaptations of existing rules: tweaks or additions to add flavor to your Taluma (or any other) campaign. In this feature we provide some suggestions on other ways that you could allow players to use their characters’ Heroic Inspiration point.
Expanded Rules: Complex Challenges
In the Expanded Rules feature, we will explore adaptations of existing rules: tweaks or additions to add flavor to your Taluma (or any other) campaign. In this feature we recommend a way to run and track long, multi-phase exploration, investigation, and research: deep delving.
Expanded Rules: Bonus Actions & Reactions
In the Expanded Rules feature, we will explore adaptations of existing rules: tweaks or additions to add flavor to your Taluma (or any other) campaign. In this feature we will explore and expand options for Bonus Actions and Reactions.
Expanded Rules: Bloodied
In the Expanded Rules feature, we will explore adaptations of existing rules: tweaks or additions to add flavor to your Taluma (or any other) campaign. In this feature we will explore and expand the term/rule: Bloodied.
Mortals: Anthropomorphs
The Quill already spent a season each on the ‘civilized’ people including: dwarves, elves, urchins (smalfolk) and orcs; along with humans. There are other mortal beings across the land. Mortals are considered to be sentient people who have a finite existence and are subject to death: they are not immortal.
The last group of mortals include the anthropomorphs, hybrid humanoid beings with the features of a beast.
Mortals:Hexen
The Quill already spent a season each on the ‘civilized’ people including: dwarves, elves, urchins (smalfolk) and orcs; along with humans. There are other mortal beings across the land. Mortals are considered to be sentient people who have a finite existence and are subject to death: they are not immortal.
Hexen are fey who share strange, hideous, or unpleasant features due to exposure to corrupt magic.
Mortals:Fey
The Quill already spent a season each on the ‘civilized’ people including: dwarves, elves, urchins (smalfolk) and orcs; along with humans. There are other mortal beings across the land. Mortals are considered to be sentient people who have a finite existence and are subject to death: they are not immortal.
The beings collectively known as the fey are uncanny, preternatural people considered to be spirits of the natural world.
Mortals:Eidolons
The Quill already spent a season each on the ‘civilized’ people including: dwarves, elves, urchins (smalfolk) and orcs; along with humans. There are other mortal beings across the land. Mortals are considered to be sentient people who have a finite existence and are subject to death: they are not immortal.
The most powerful mortals are the eidolons. Eidolons are divine beings that are not immortal. They can be corporeal or incorporeal and often represent or are the manifestation of preternatural essences like the elements or radiant power.
Mortals:Gargants
The Quill already spent a season each on the ‘civilized’ people including: dwarves, elves, urchins (smalfolk) and orcs; along with humans. There are other mortal beings across the land. Mortals are considered to be sentient people who have a finite existence and are subject to death: they are not immortal.
After the Rivening when the cloud, fire, frost and stone giants were created, the Caelestine were able to further enhance a few of them who were able to accept the fifth element of aether which is the thunder and evolve into storm giants. Over time, those giants that were not granted an element devolved into what we know today as hill giants.