Ludewood PC Origins / Backgrounds

Here is another section from my year 2000 typed copy of “Ludewood & Surrounding Territory.” (See “Ludewood Area Map Key” and “Ludewood Random Encounter Charts” as as well as “An Earlier Ludewood Map.”)

I had expanded the chronology to be more spaced out, so the “exodus of 300 years ago” referenced is actually “The Great Leaving” of 1006 IR / 318 EM, which puts it 561 years ago in the revised chronology. This might be enough extra time to put in another generation of descendants of Dwarves and Elves.

[I believe the article from Dragon Magazine #109 was “Customized Character Classes” by Paul Montgomery Crabaugh. I had re-calculated all the XP charts for the “standard” B/X classes using this article, and added a few more based on AD&D multi-classes.]

Character Origins

All characters starting play in the territory have one of the following origins/backgrounds.

Humans can be members of the Ujola Nomads and related groups, immigrants from the coastal colonies, or children or grandchildren of immigrants (from the colonies- children or grandchildren; or Ludewood Town- children).

Dwarves can be members of the clans who arrived 300 years ago during the exodus, immigrants from the coastal colonies, or children of immigrants (from the colonies – only children due to the short time elapsed since the colonial period began).

Elves can be members of the clans who arrived during the exodus or immigrants from the colonies. (It has been less than 100 years since the colonial period began, so any descendants of immigrant elves would be to young to be player characters.)

Gnomes can be clan members, immigrants, or children of immigrants.

Halflings can be clan members, immigrants, or children or grandchildren of immigrants.

Origin Abilities

(NOTE: This section was to be used in conjunction with the system for creating new/expanded character classes presented in DRAGON Magazine issue #109. This section is not necessary for AD&D 2nd Edition; just substitute appropriate non-weapon proficiencies. AD&D 3rd Edition will probably use a similar system of skills or proficiencies.)

Due to their origins, certain characters have additional abilities not accounted for by their character class. This is especially true of humans of Ujali or related origin.

Inhabitants of Elar can speak both Ujali and Svndalish, and may have seaman/rower or seaman/sailor specialties. The added XP cost per level is +5% or +10% according to the expanded race/class system. (NOTE: Elarites get two native languages, without spending a proficiency slot. Proficiencies related to boats and water are recommended, but not required.)

Members of the Tivalean Nomads can speak both Ujali and Svndalish, and may have tracking ability. This allows the character to follow characters or creatures on grasslands on a d6 roll of 1-2, checked once per hour. It also subtracts 5% from the chance of evasion if the character pursues. The added XP cost is +10%. (NOTES: Tivalean characters must spend a proficiency slot for Svndalish. In AD&D terms, they may be Rangers with grassland/steppe as their favored terrain.)

Members of the Ujola or Wayglath Nomads speak Ujali, and Svndalish if Intelligence is 9 or greater. Ujali can have animal trainer specialty, and Wayglath can have spy specialty. The added XP cost is +30% or +40%. (NOTES: In AD&D, both Ujali and Wayglath characters must spend a proficiency slot if they want to speak Svndalish. Ujali are known for their skill with horses, and get a +2 bonus to Animal Trainer (Horse) if they get the proficiency. Wayglath are known for their skill at springing ambushes, so they get a +2 bonus to Tactics in either setting or avoiding ambushes, if they get the proficiency.)

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