Moravia

I eventually want to type this up via The Homebrewery with proper art and formatting, but in the meantime enjoy this wall of text!

The Chaotic Kingdoms

Moravia sits atop Correl's eastern continent, generally isolated from the rest of the continent by the Sour Mountains. Moravians enjoy a normally temperate climate with a thick covering of deciduous forests throughout the region.


Moravia is composed of countless baronies, duchies, and earldoms. Settled centuries ago by the Mor, the forests and plains of this region have seen their fair share of bloody struggles for power, often at the expense of the common people. For the time being several Kingdoms share peace. Which is not to say it’s permanent, plotting is half the fun after all. It’s only a matter of time before another “noble” claims ancestry from one of the Great Houses.


The Five Families

History tells of five families who established the first five kingdoms in Moravia. These Great Houses eventually dispersed, settling countless towns and kingdoms across the region. While members of these families may no longer be actual royalty, tracing your lineage back to any one of these prestigious ancestries can prove to be extremely powerful. As such any player making a character from Moravia can choose their historic ancestry and gain the benefits thereof.


House Albrecht

While other houses constructed extravagant castles, flaunting their wealth, or built siege machines that would rot, unused, each winter, one house focused on its most important resource: its people. A rarity in those times, House Albrecht prided itself on literacy and education, believing knowledge to be the most dangerous weapon of all. Thus a particularly well-informed house, they did not barter with money, but information. Often a neutral party in disputes they would feed both sides intelligence, true or false, for their own benefit. If your character is a descendant of House Albrecht you gain the following benefits.

Polyglot

Negotiations have no need for a translator when you can communicate with multiple parties on your own. You can speak, read, and write two extra languages of your choice.

Historian

Your education is far superior to most. You have an extensive knowledge of historical events and facts. You gain expertise in the History skill.


House Cartwright

If your idea of ruling includes velvet robes and servants hand feeding you a variety of fruit, you must have Cartwright in your blood. Flush with gold from years of commerce, House Cartwright, although small, constructed the most beautiful castles in all of Moravia, perhaps all the world. Not much for actually ruling as opposed to simply being seen as a ruler, members of House Cartwright would rather pay a problem away than lift a royal finger. If your character is a descendant of House Cartwright you gain the following benefits.

Royal Decree

Even outside your castle walls, people still obey your command. You know the Charm Person spell and can cast it once per long rest. Charisma is your spell casting ability for this spell.

Privileged Nature

You’d rather the dirty work be done for you than do it yourself. If an ally within 30 ft. of you succeeds on a saving throw that you failed you can choose to swap results.


House Eccleston

A house with a deep spiritual history, House Eccleston was largely responsible for spreading religion throughout the region. Although not always clergy, members of House Eccleston were often strongly integrated into the structure of the Church. Their ironclad beliefs made them powerful allies and stubborn enemies. If your character is a descendant of House Eccleston you gain the following benefits.

Safe Place

The safety of those around you concerns you more than your own. You know the Sanctuary spell and can cast it once per long rest. Wisdom is your spell casting ability for this spell.

Mental Fortitude

Your creed and conviction remain steadfast, unchanged, even in the face of duplicitousness. Nothing can shake you from what you believe in. You cannot be charmed.


House Rhodes

There wouldn’t be any Great Houses, or Moravia at all for that matter, if not for the brave men of House Rhodes. In a time before the Sour Mountains, a time before the Qeheri mastered life on the Flats, there was constant conflict. The diligent House Rhodes fought for their home territory and won. Beaten, but victorious, they waited, ready for the only thing they knew to return. If your character is a descendant of House Rhodes you gain the following benefits.

Battle Ready

Preparedness is paramount. You can never be caught off guard as you’re always ready for the worst. Any critical hit against you becomes a normal hit.

Trained Resistance

It’s always crucial to know your foe: exploiting their weaknesses and shoring up your own. When you make a roll against an enemy’s spell save DC add 2 to your result.


House Underhill

House Underhill was never meant to be a Great House. Viewed more as a glorified cult by the other Great Houses, their path from small farming village to kingdom is one shrouded in rumor. Fanatics or not, House Underhill grew to be the largest in Moravia at the time. Their promise to society’s lowest: devote yourself and be granted a radically new life. If your character is a descendant of House Underhill you gain the following benefits.

Deceiving Looks

People often underestimate you, but you’re stronger than you look. Your HP is always as if you were one level higher.

Newfound Might

You now possess the power to fight back. When you reduce a hostile creature to 0 hit points, you can attack again.