5e House Rules: Difference between revisions

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=About The Mainland=
=About The Mainland=
==General Campaign Background==
The majority of the interaction on this world takes place on a continental mass known rather vaguely as the Mainland. It is a diverse continent existing south of the planet's Equatorial zone, going (roughly North to South) from highly civilized mercantile states in long-settled lands to an enormous expanse of mostly unexplored barbarian territory, with setting and technology that most resembles the usual strange D&D hybrid of late Medieval and early Renaissance technologies and social norms. By and large, most political entities are nation-states have been more-or-less stable for the past 1,400 years since Alexandria's triumph over the Dark Fiend, though the last century has seen several major international upheavals. However, many states, nationalities, and polities are far older, dating back to the collapse of the Ubrekti Empire [http://wiki.memphisgamers.com/index.php?title=Ubrekt#History_and_Culture]. (see this [[timeline of major events]] for an overview of the history of the Mainland).  
The majority of the interaction on this world takes place on a continental mass known rather vaguely as the Mainland. It is a diverse continent existing south of the planet's Equatorial zone, going (roughly North to South) from highly civilized mercantile states in long-settled lands to an enormous expanse of mostly unexplored barbarian territory, with setting and technology that most resembles the usual strange D&D hybrid of late Medieval and early Renaissance technologies and social norms. By and large, most political entities are nation-states have been more-or-less stable for the past 1,400 years since Alexandria's triumph over the Dark Fiend, though the last century has seen several major international upheavals. However, many states, nationalities, and polities are far older, dating back to the collapse of the Ubrekti Empire [http://wiki.memphisgamers.com/index.php?title=Ubrekt#History_and_Culture]. (see this [[timeline of major events]] for an overview of the history of the Mainland).  


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The human nations, generally speaking, are broad pastiches of real world cultures and nations.  Odessa, for example, is the Late-Medieval Britain of an Englishman's imagination, while Fresia is a version of the Holy Roman Empire and Eastern Europe while Flannary obeys the tropes one would expect of the France of the high and late middle ages. Humans are the most populous race followed by Dwarves then Halflings then Gnomes with Half-Orcs, Half-Elfs, and Elves all being exceptionally rare.
The human nations, generally speaking, are broad pastiches of real world cultures and nations.  Odessa, for example, is the Late-Medieval Britain of an Englishman's imagination, while Fresia is a version of the Holy Roman Empire and Eastern Europe while Flannary obeys the tropes one would expect of the France of the high and late middle ages. Humans are the most populous race followed by Dwarves then Halflings then Gnomes with Half-Orcs, Half-Elfs, and Elves all being exceptionally rare.


=== Religion (important but most outdated section)===
== Religion (important but most outdated section)==
(This section covers only the '''current''' religion as of 1403 or so. The setting has seen no less than three changes in supreme divinity in the ancient past and some major events have happened in the last century.)
(This section covers only the '''current''' religion as of 1403 or so. The setting has seen no less than three changes in supreme divinity in the ancient past and some major events have happened in the last century.)
   
   
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After the [[Calamity]] there is no longer a unified church and much of the above section needs updates and likely has issues.
After the [[Calamity]] there is no longer a unified church and much of the above section needs updates and likely has issues.


=== Altered Mechanics & Character Generation ===
== Altered Mechanics & Character Generation ==
Generally speaking, the Mainland is a low magic, low technology world. Adventuring is how Alexandria herself got started, but "adventuring groups" are far less common and more novel in this setting than in many. In general, though they'll likely continue to be common among adventuring parties, spellcasters of all types are rare among the population. Anything smaller than a town is likely to only have lay clergy or maybe a visiting cleric every year or 2. Rural humans especially are unlikely to ever have encountered much magic or know something like the difference between a wizard and warlock. Even among the largest and most magically significant cities spellcasters are only a small minority. Outside of low-level magic potions and scrolls, which are likely to be available in larger settlements, magical items will be extremely rare and not simply available for purchase.
Generally speaking, the Mainland is a low magic, low technology world mostly made up of humans in fairly well-defined nation states. Adventuring is how Alexandria herself got started, but "adventuring groups" are far less common and more novel in this setting than in many. In general, though they'll likely continue to be common among adventuring parties, spellcasters of all types are rare among the population. Anything smaller than a town is likely to only have lay clergy or maybe a visiting cleric every year or 2. Rural humans especially are unlikely to ever have encountered much magic or know something like the difference between a wizard and warlock. Even among the largest and most magically significant cities spellcasters are only a small minority. Outside of low-level magic potions and scrolls, which are likely to be available in larger settlements, magical items will be extremely rare and not simply available for purchase.
 
Parties tend to be made up of extraordinary individuals and they will tend to face extraordinary tests. "Routine" encounters are not part of the average adventurer's lifestyle and every combat is potentially lethal and mis-speaking in social situations can be just as deadly. Adventurers might make choices in RP situations or combat that get them into fights that they can not win. Experience will likely be accrued faster than treasure and gold is always in short supply or spent quickly. Players generally must excel on the strengths of their character rather than their bank accounts.
 


Parties tend to be made up of extraordinary individuals and they will tend to face extraordinary tests. "Routine" encounters are not part of the average adventurer's lifestyle and every combat is potentially lethal and mis-speaking in certain social situations can be just as deadly. Adventurers might make choices in RP situations or combat that get them into fights that they can not win. Experience will likely be accrued faster than treasure and gold is always in short supply or spent quickly. Players generally must excel on the strengths of their character rather than their bank accounts.


=Classes (and Subclasses)=
=Classes (and Subclasses)=
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=='''[[Halfling]]'''==
=='''[[Halfling]]'''==
Halflings exist all over the Mainland. Their homeland has been gone for centuries but they frequently stick to their nomadic root and are frequently on the move along the roads and waterways. There is no halfling language. Instead, halflings may choose one bonus human, demihuman, or monster language. They also receive the standard language of their origin, but few halflings would ever consider themselves a real citizen of any country. Available sub-races are Boat Halflings who tend to be more sedentary and stick to the rivers, canals, and lakes or the Road Halflings who tend to be more nomadic and constantly traveling along the roads and trails between settlements or (maybe?) the peculiar Ghost Halflings.  
Halflings exist all over the Mainland. Their homeland has been gone for centuries but they frequently stick to their nomadic roots and are frequently on the move along the roads and waterways. There is no halfling language. Instead, halflings may choose one bonus human, demihuman, or monster language. They also receive the standard language of their origin, but few halflings would ever consider themselves a real citizen of any country. Available sub-races are Boat Halflings who tend to be more sedentary and stick to the rivers, canals, and lakes or the Road Halflings who tend to be more nomadic and constantly traveling along the roads and trails between settlements or (maybe?) the peculiar Ghost Halflings.  
*Boat Halfling Stats:
*Boat Halfling Stats:
** +1 Constitution
** +1 Constitution
1,476

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