Point of Divergence
This campaign with use the Dungeons and Dragons 5th edition rules, with some setting-specific tweaks. If you need access to the rules, you can either buy a Player’s Guide, borrow said book from another player, or use the basic rules online. Please be flexible with this system; while I tend to be a completionist with Campaign Documents, this is a new system for me.
- Humans: Humans can be found in all three of the Three Winds Kingdoms. You may use the Variant Human Traits.
- Dwarves: Most dwarves are Mountain Dwarves that live within the Worldveins of Korkas. They are known for their master craftsmanship and their reclusiveness. Because of their access to the Worldveins, dwarves are able to come to the surface nearly anywhere by accessing their secret grottos. There are some dwarves that live in the hills of Bein; these are Hill Dwarves.
- Elves: Elves are found in Haldur and Nendova. Nendova is ruled by an elven queen. In Nendova, the Wood Elves tend to be more open, free-spirited, and regal. The High Elves in the forests of Haldur are more reclusive and fey-like, and they don’t always get along with their fellow Haldrics.
- Orcs: Orcs (and, by correlation, half-orcs) act almost like an infestation through most of Haldur and Bein. The tribes in Haldur are savages and tend to be a few hundred, maximum. The orcish hordes in Bein are considerably more vast and are often used by the government in times of war.
- Halflings: Lightfoot Halflings are flittery traders that make their way between towns. Several halflings villages have settled down in Nendova. Many Stout Halflings are friends with Korkas and have access to the Worldveins.
See Language below for language variations.
Redefinition of Alignments
- Good-vs-Evil Spectrum: “Neutral” will no longer be a balance between good and evil. By default, 80% of the world is neutral, and neutral means “generally a good person.” Most people will do good deeds, if given the chance. They will help out, provide for charities, and look out for their families. These people are neutral. Those people who are truly saintly will be good, and those who are truly despicable will be evil. If you choose to be good, please be aware that this is now an extr* eme alignment. Evil characters won’t be welcomed.
- Safely-vs-Freely Spectrum: The class “lawful” and “chaotic” alignments are being overwritten. Like above, 80% of people will be neutral in this category. 10% will be security-oriented. They rely on laws, caution, civilization, and long-term planning. 10% will be freedom-oriented. These people are self-starters, believe they have the best route, and make their own flow. In your alignment, you might be “Safely Good,” “Freely Neutral,” et cetera.
All spells that utilize “law” or “chaos” will not be allowed, unless otherwise stated. Class requirements referring to “law” or “chaos” will be ignored: I will expect you to play within the spirit of the game, but will not hold you to those alignment types.
You will determine your ability scores using the “Variant: Customizing Ability Scores” found on page 13 of the Player’s Handbook. This utilizes a 27-point point-buy system.
- You will have access to the feat system, at your discretion.
- You can either begin the game with equipment based on your class and background combination, or you can buy your equipment using gold pieces. You begin with the average starting gold (gp) for your class. For example, a fighter has 5d4 x 10 gp. A fighter would thus have 5 × 2.5 × 10 = 125 gold. (2.5 is the average number for a d4.) Please keep track of your money; this will be a low-wealth campaign.
- We will be observing, to a certain extent, the Variant: Equipment Sizes (as found on page 144). This only refers to mundane equipment.
- You are allowed to roll once for a trinket. You must accept the first roll you make.
- If fighting a huge or gargantuan creature, small and medium characters (respectively) can climb onto a bigger creature, per the optional rule on page 271 of the Dungeon Master’s Guide.
- If fighting multiple weaker creatures, adventurers could potentially cleave through creatures, as described in the optional rule on page 272 of the Dungeon Master’s Guide. Daniel will adjudicate in these instances.
- Lingering Injuries will occur, as described on page 272 of the Dungeon Master’s Guide. These will occur at specific times, per Daniel’s discretion. They will normally occur when an enemy makes a critical hit, an attack of obscene damage, or a hit that nearly killed the adventurer.
You will, by default, speak one Giltar-based common language (Beinish, Haldric, or Nendoviya). It is recommended that you choose Haldric, where the campaign will largely based. Elves will speak Elvish, dwarves will speak Korkann, half-orcs will speak Feral, and halflings (who do not have a common racial language) may choose any other language to substitute, including an additional exotic language.
There will be a table here.
* Giltar-based Languages: Beinish, Haldric, and Nendoviya are all based on the same dead language, Giltar. Giltar forms the root of most words in these languages, and is used in many specific and scientific professions. Two people speaking a two different Giltar languages can understand each other, but they take a disadvantage on any social-based rolls to influence the other.
Exotic Languages (You can pick a maximum of 1 exotic language)
There will be a table here.