Welcome all. I'm looking forward to this game. For reference, here's the setting info:<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Setting info</div><div class="spoiler_body"><strong>  Yelmed </strong>- A large trading village located on a bend in the Shajpi River, Yelmed is also famous for its militia and the half-elf who leads it (as it is very well organized and supplied given the settlement's size), the expansive offerings of Ianwor’s Assortment of Arcane Curiosities, its location as the place where an alliance between the elven warlord Feyira and the human prince Markus was formalized, one that would soon lead to the defeat of a hobgoblin raiding party, and snake fish pie.<br/><br/><strong>Population:</strong> 593<br/><strong>Racial makeup:</strong> Elf (36%), Human (19%), Half-Elf (16%), Tiefling (12%), Dwarf (6%), Hafling (5%), Other (6%)<br/><br/>Militia strength: 18 (MM Guard stats, but leather armour instead of chain shirt), with an additional 45 in reserve (not proficient in shields or armour)<br/>Other Defenses: The Shajpi river protects Yelmed's southern side, whilst a ditch has been dug on the northern side. It won't stop a determined enemy, but if the town's militia can marshal in time, the attackers would be forced to fight uphill. Trade however trumps the need for defenses in many cases and the road, heading east to west cuts through Yelmed undisturbed, nor is the dock fortified in any way.<br/><br/><div align="center"><strong>Notable features:</strong></div><br/><strong>  The Forsaken Estate:</strong> Despite the dramatic name, these neglected remains of a noble manor are simply the result of an impoverished family that could no longer afford to keep table and had to move. Now 50 years, the estate is looking particular dishevelled, and is a favoured spot for youngsters rebellions and adventurous in equal measure to venture to by night. The rest of the populace is happy to ignore Tumblebrook Manor, accepting that it is a thing of the past, and secretly priding themselves in being a village without a local lord.<br/><br/><strong>  Ianwor’s Assortment of Arcane Curiosities:</strong> Run by a gnome of precise manners and excellent knowledge of his profession, the shop has an uncanny ability to display rare items despite the small size of the settlement. Potions and books are the speciality and constitute a lion’s share of the merchandise on other, but there are also reagents, scrolls and even a few magical staffs, and even an enchanted ring, though at 700 silver pieces, most are afraid to even touch it.<br/><br/><strong>  The Shallows:</strong> Two miles from Yelmed, is a stretch of mud on the edge of the Shajpi that in late summer writhes with countless snake fish. Vicious predators in the water, fast and quick to bite, they are a little more vulnerable on the mud, enough so that they can be hunted. It is unknown who first discovered that these aquatic hunters tasted so good when boiled with dill and wrapped in dough, but the village of Yelmed owes that individual an eternal debt.<br/><br/><strong>  Devereux General Store:</strong> A well stocked parlor for anyone heading out who expects trouble, or even just rough terrain. Whilst most adventurers will peer at Ianwor's wares and perhaps find a treasure, all will have a look inside the Devereux family's General Store, and invariably find something they forgot or have run out of. Torches, caltrops, antivenom, arrows, trail rations, horse shoes, the list goes on, and allows the family to be kept abreast of the pursuits and tales of fortune seekers in the region.<br/><br/><strong>  The Silverbough Vineyards:</strong> Said to be located on a hillside blessed by an earth elemental, this elven run vineyard produces what many agree to be the regions finest wine, and at autumn time, when the grapes are only being pressed, people already clamor to buy bottles for when the wine is ready, though most of it goes to the Devereux's family. In an average year this vineyard can produce 2,000 bottles of wine, most of it white. Part of the hillside is instead grazing pastures for goats, though unfortunately they are thoroughly average in comparison to the Silverbough's vine.<br/><br/><div align="center"><strong>Notable individuals:</strong></div><br/>  <strong>Delnir Bel-Hubal</strong> - The headman of Yelmed, this high elf takes his position rather seriously, believing the headman of a primarily trading town should not himself be involved directly in the trade. He does own the largest goat herd of the settlement, and his land bristles with a colourful variety of bush and vegetable. The son of a Snow Ranger who patrol the mountain trade route, Delnir is not too interest in his family’s martial history, though he does display his father’s bow and armour on his kitchen wall. His wife, a human by name of Grenetta Bel-Hubal, tends to the goat flock, and has developed a reputation as an excellent vet, and is always receiving request, to deliver a calf, or check a lame horse.<br/><br/><strong>  Jilfin</strong> - A rather thuggish half-elf woman who controls the largest jetty in Yelmed, Jilfin makes a tasty profit off the labour of others. It is her high prices that see a few boats sail straight past the settlement, willing to forgo resupplying to save some coins, but enough stop that the half-elf is satisfied with her gains, and ignores requests to cut her prices. An expert dart player in Yelmed’s rather spartan Good Mug Inn, people have learned that playing her is a waste of money. Jilfin is less good at cards, and offers fair payment to anyone who could teach her, but most balk at the offer, worried what will happen if she is dissatisfied with the results.<br/><br/><strong>  Roseni Waltreen </strong>- The Halfling high priestess of the temple of Tymora and the owner of a small trade shop that sells good quality fishing nets, Roseni approaches her primary role with enthusiasm, organizing monthly events in the village square, rituals to conjure up her goddess’s favour. The inside of her temple shines with donated copper coins, polished vigorously until the minting is barely visible. Recently rumours have been rumours making their rounds at the tables of the Good Mug Inn that Roseni is romantically involved with a rather cute half-elf, and there is much speculation as to who that could be.<br/><br/><strong>  Soveliss Galanodel</strong> - A retired adventurer, this elf could gracefully meld the flashy spells and subtle blade play his people were famous for, as he had learned under great teachers in the Royal Court of Arashalu, where Feyira served as warlord, though that was before Soveliss's time. He arrived in Yelmed 20 years ago and for a while he lived happily with his wife and children, the excitement of the elven courts behind him. He has refused to join the town militia, though he did agree to accompany the press-ganged soldiers marshaled against the goblins, though purely as a strategy adviser. A few years ago though his fame once again proved counterproductive to his desired life of uneventfulness when a young elf maiden showed up, and after much speculation on the matter, he did indeed take her on as an apprentice.<br/><br/><strong>  Climate and Surrounding Terrain:</strong><br/>  The air tends to be humid and there is quite a bit of rain. The weather is overall coolish, temperatures peak at around 25 (77) degrees in summer, and hovers around freezing for most of the winter, dipping to as low as -5 (23) degrees at its coldest. There's about half a month of heavy snowing, but any more than that is rare, it's just chilly. The mountains are not high enough to be ice caped all year round, and the river rarely freezes over, though it will be lined with ice for most of the winter as shallows on the edge are common.<br/><br/>  Located on a flat stretch of earth, the immediate surroundings of Yelmed is a gently rolling grass plain and the Shajpi River. A 2 hours trip on foot to the east will take you to the Pantir Forest where the goblins once marshaled and where defeated, whilst nearly a day to the north the hills gradually become the Calamb Mountains, beyond which the Royal Court rules. To the west the plains continue, gradually becoming more wind swept, no longer covered in lush grass. To the south across the river, the Valley of Blossoms and the Takonj Mountains are ruled by the Lempak elven tribes, beyond which the hobgoblins rule. In past their had been war between the two people, though currently they enjoy tense diplomatic relations. <br/><br/><div align="center"><span class="bbc_size" style="font-size: 12pt;"><strong>House Rules </strong></span></div><br/>  Mostly just aethetics, no big impact (I don't think), I tend to include these in most of my games. People who have played with me before will likely find them familiar:<br/><br/><strong>  Coins:</strong> The common currencies of the land are silver, bronze and copper. This is because I feel gold should be special, and not a metal used in every day transactions. Prices are adjusted accordingly, so things that normally cost gold in the PHB instead cost a like amount of silver, ect.<br/><br/><strong>  Languages:</strong> The language of <strong>Common </strong>does not exist, in its place there is <strong>Trade</strong>. As the name implies it is used by traders, and can cover general conversation. What it does not do well is elaborate word play or convey precise, non-trade related information. Persuasion and elaborate bluff attempts (such as “We represent the royal guard of the crown," as oppose to “It wasn't us, we're innocent,”) are made at disadvantage when done in <strong>Trade</strong>. Furthermore, attempting to convey non-trade related information (“It has spell resistance,” “Ignore the archers, I'll deal with them,” “Aim between the 4th and 5th rib, its a weak spot”) quickly can be tricky. During combat and other rushed scenarios, an intelligence check may be necessary to get the information across properly.<br/>  Replacing <strong>Common </strong>as the human language is <strong>Tullok</strong>, a soft language with repetetive "hu" and "kour" sounds. Everyone can swap <strong>Common </strong>for <strong>Trade</strong>, <strong>Tullok</strong>, or any other standard language.</div></div><br/><br/>Beyond that, why don't you introduce yourselves. Pictures, descriptions, what the others would know about you characters from around Yelmed, that sort of thing.<br/><br/>Also a question. I rather dislike the fully healing after a long rest 5th ed has by default. To me at least, it takes away from the excitement of a life and death battle if after 8 hours sleep the characters are good as new. Would you be okay with the Slow Natural Healing from the DMG being used? (You don't regain hitpoints at the end of a long rest, you must spend hitdie to do so. You regain hitdie at the regular rate). I don't mind terribly if we don't use it, its just a preference of mine.