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# [[A Player's Guide to Fortuna]]
[Link to the original document](https://docs.google.com/document/d/1AsrB8W5RSapt0D9pGcQZkKDEPSK7jUgHozpgHFdDmB4/edit?usp=sharing)
>[!recite|no-t]
>**Welcome to [[Fortuna]]**, one of the richest colonies in the continent of [[Ibir]]! [[Fortuna]] boasts vast gold mines dug deep into the majestic ore-rich mountains. Its verdant pastures sprawl across the floodplains and sustain the local peasants while attracting all sorts of villainous creatures. Lost dwarven dungeons dot the landscape, teeming with traps and treasures. In addition, the city life thrives with intrigue among nobles and scholars!
>
>Enjoy your stay, be sure to try the local cheeses and liquors, and may Sol illuminate your days!
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# What do I need to know?
These are key facts about the world that your characters would be aware of.
You don’t need to memorize this information, but it can help you flesh out your character and enhance your role-playing experience. Refer to this as needed!
## 5 things about Ibir
>[!caption|right lp]
>![[Sol Invictus.png|hsmall|invertb]]
>The cross of [[Sol]]
1. **Ibir and the Colonies:** [[Ibir]] is a continent divided into eight colonies, each of which pays tribute to the [[Empire of Light]]. Each colony is governed by a [[Donataries|Grand Duke]], with the [[Archduke Antonio Costa Valverde Mondragon Vieira de Valiant|Archduke of Valiant]] overseeing them all.
2. **Sol illuminates all:** The monotheistic [[Church of Sol]] serves as the state religion of both the [[Empire of Light]] and the Colonies. Worship of [[Sol]] as the sole deity is mandatory, but the Church also venerates numerous saints. Any practice of other religions is outlawed and persecuted by the [[Imperial Army]].
3. **The Reign of Terror just ended:** For over 70 years, the [[Empire of Light]] was ruled by the [[Vile King Lucius IV]], a despotic genocidal lich lord who enslaved those he deemed heretics of his interpretation of the [[Church of Sol]]. Although he was defeated 40 years ago and slavery was abolished, the scars of his tyrannical reign still linger.
4. **Cultures in conflict:** The people of [[Ibir]] descend from colonizers, the colonized, and the enslaved, and while many try to put the tumultuous past behind, the dominant [[settler]] culture expects conformity and the colonial system still oppresses minority groups. The [[native Ibiri]] and the descendants of the enslaved still exist and resist in big cities and in their own communities.
5. **The mining colony of Fortuna:** Renowned for its abundant mineral wealth, [[Fortuna]] stands as one of [[Ibir]]'s wealthiest colonies. Its northern mountains are so rich with metal ore that their rocks glisten with the daylight. [[Fortuna]] is also celebrated for its agricultural bounty, particularly its meat and dairy products, harvested from its fertile fields.
## 6 things about Fortuna
1. **[[Grand Duke Felipe Marino de Fortuna]]** struggles to gain the trust of his peers. He wants to continue the reparation efforts initiated by his father, [[Grand Duke Geraldo Marino de Fortuna|Geraldo Marino]], a [[Paladin of Saint Malcolm]] and the first ruler of [[Fortuna]] after the [[Reign of Terror]]. These efforts, aimed at returning sacred mines to the [[Aturi]] dwarves, complicate negotiations with the old elite of the [[Fortunan Mining Consortium]].
2. **[[Places/Settlements/Saint Jernod|Saint Jernod]]** is a sprawling metropolis and the capital of the colony. It hosts both the [[Royal Court of Fortuna]] and the [[Imperial Army]]. [[Places/Settlements/Saint Jernod|Saint Jernod]]’s oldest districts lie beneath the surface, mined by [[Auroran]] colonizers and [[Aturi]] dwarves centuries ago. The city rests at the foot of [[The Crown]], a mountain whose peak floats hundreds of meters above the mountain.
3. **[[Lake Hope]]**, situated on the lake's edge, boasts a bustling downtown area featuring workshops, breweries, and renowned institutions like the [[Saint Mithrin College of Arcane Arts]]. The city's agricultural output sustains much of the colony. The city houses [[The Luminaries]], an influential society of the colony’s elite that lobbies for higher economic freedom, though rumors suggest that what they really seek is [[Fortuna]]'s independence from the [[Empire of Light]].
4. [[Fortunan Mining Consortium]] arose after the fall of slave-driven mining enterprises during the [[Reign of Terror]]. Based in [[Diamantine]], a city erected atop a sacred [[Aturi]] dwarven mine, the Consortium prioritizes profit. Opposed to returning historic [[Aturi]] mines to the natives, they seek to broaden their reach across the colony, especially with [[Diamantine]]'s diamond veins dwindling.
5. [[Vaikemekhem]] is a sacred [[Aturi]] mine and underground city that houses most surviving native [[Aturi]] dwarves. Built atop a [[Titan Seal]], it is believed to imprison monstrous creatures beneath it. The [[Council of Vaikemekhem]] represents [[Aturi]] interests in negotiations with colonial powers.
6. The [[Imperial Army]] safeguards the interests of the [[Empire of Light]] from their headquarters in [[Saint Jernod]] and their bases spread through the colony. They are meant to follow the commands of the [[Grand Duke Felipe Marino de Fortuna|Grand Duke]], but whispers tell that the generals receive bribes from the [[Fortunan Mining Consortium]] to secure their own interests.
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# Character Creation
The new character creation options available in [The Ancestries of Fortuna](https://drive.google.com/file/d/1441B95udFkHnHARMf763QYhA8Q5kkxkG/view) booklet are summarized here.
## New D&D Species
>[!caption|right lp]
>![[yurumiba.png|hsmall]]
>A [[Yurumibá]]
There are two new species:
* [[Yurumibá]] are humanoid anteaters. Goofy-looking gentle giants with long claws that give extra reach to attacks and allow burrowing. (pg 25)
- The [[Enchanted]] are mysterious outcasts descendents of fey creatures and people touched by the deities. Their lineage changes their appearance and gives them access to magical abilities. (pg 21)
One new lineage:
* The [[Aturi]] are mountain-dwelling dwarves that are distant cousins of the duergar. (pg 8)
And a few races have new abilities:
* Humans have the new Cultural Affinity feat (pg 4).
* Eladrin Elves can adapt to the Arid and the Rainy seasons (pg 11).
* Goblins, Hobgoblins and Bugbears are the same biological race. They are all born as goblin children, and take the different forms during adolescence.
* Orcs, Half-Orcs, and Dragonborn have the new Fearsome Presence feat (pg 17).
* Tieflings are illegal according to Imperial Law. They gain the Fearsome Presence and the Illegal Existence feats. (pgs 17 & 19)
## Choose a Culture
Different races have different culture options. Each character is a member of a culture. Selecting a culture gives you access to a contact and possibly more.
If you have an idea for a character that doesn’t fit any culture, you can play a foreigner. You don’t get any contacts, but you get the culture shock feat (pg 3).
## Long-Lived Characters and Historical Events
If you play a 200-year old elf or even a 60-year old human, chances are that your character experienced some historical events. Long-lived characters get bonuses and resources depending on the historical events they participated in. (work in progress)
## Religions of Ibir
If you are playing a cleric, paladin, or any religious character, check out the [Religions of Ibir document](https://docs.google.com/document/d/19XRmDSS-Ga7mROyQj8kHYbWYCrNS3aeR7DK46htHajc/edit?tab=t.0#heading=h.tt9hz5cqbph). Some deities can also be warlock patrons.
**In summary:**
- The monotheistic [[Church of Sol]] is the official state religion. Followers worship the Sun god and its various saints.
- The [[Ibiri Legends]] are well-known supernatural entities that receive prayers by the least traditional religious folks.
- The [[Native Ibiri Religion]] tend to be somewhere between animism and worship of the spirit of the ancestors, sometimes including the [[Ibiri Legends]] as deities.
- Most of the people enslaved and transported to [[Ibir]] came from the continent of [[Jangalore]]. Many of their descendants still worship Jangalori deities.
- Other religions exist, but are less common.
## Additional House Rules
All other house-rules are compiled in the [Explorer’s Guide to Fortuna](https://drive.google.com/file/d/10nkykQiOgbb7cOl6bCUxAwfer1J4SkJ0/view) booklet. They are not needed for character creation.
**The booklet includes:**
- Slot-Based Inventory rules
- Firearms
- Changes to Spells and Items
- Rules for Journeys and Downtime
- Setbacks and Injuries