At the Edge of Prophecy
The world is peaceful and quiet, if you’re a normal race. Humans, Elves, Halflings, Eladrin, Dwarves, and Dragonborn are the norm of the social classes. Their half-bred children are normally kept hidden away, so they are seen even less. The other races are a minority. They can normally walk freely, but they do draw attention to themselves by just existing. Can the stigma be broken or is society too set in its ways to see past the mortal coil?
Past the societal structure, the main capitol, Farun, strives. The normal day to day musings of the upper class ignore the struggling of those scraping at the bottom. As with any city of its size, the people stay within their social capabilities and rarely stray far from home. Farun capitalizes on food export as well as from some mineral deposits close to its city walls. Caves tend to litter the surrounding forest, but due to their structure only the brave tend to venture into the ones that aren’t ordained safe. Cutting through the forest is a large river that dissects the city into several districts. This is where the city gets its water supply. The diet of the citizens contains mostly fruits and vegetables since meat tends to be something only the rich can afford on a daily basis.
Playable characters must be an uncommon race. Most of these races are found outside of the Player’s Handbook I.
Characters will start out at Level 1 with one magical item of that level. It is the player’s choice on said item. This is a free item from your previous travels.
Each character starts out with 100gp to purchase their goods with.
Alignment is based on the status of older versions of DnD. They are Lawful, Neutral and Chaotic, as well as Good, Neutral and Evil.
Ties go to players. In the case of two players in the tie