# A Westmarches Style Campaign in Aultaevin This campaign will take place in the town of Avashen on the southern frontier of the [[ ]] as settlers from east of the [[Ebonwall Range]] push into these untamed lands. The sections below will detail the world of Aultaevin, the region in which adventures will take place, notable groups and factions that characters may interact with, and other relevant details. ## The World of Aultaevin Four main main continents make up the majority of the Aultaevin landmasses: - [[Tevrand]] - Modeled after classical European fantasy tropes. Contains the humanoid populations - most of the Eastern half of the continent is inhabited. West of the Ebonwall Range that divides the Continent is the frontier of civilization on Tevrand. - [[Omon]] - Modeled after Middle Eastern and African tropes. The continent acts as a psuedo-nation itself with three regions that share political and economic control. The Western portion of Omon is a barren wasteland of sand dunes and uninhabitable salt flats ruled by a lich king. - [[Otoris]] - Modeled after Scandinavian/Slavic tropes in the North and South American Tropes in the south. Otoris is by far the least inhabited continent. - [[Xoshana]] - Modeled after an array of Asian tropes. Nearly equal to [[Tevrand]] in number of humanoid inhabitants. Remains rather isolated from other continents by choice and politics. ### The Argent Wildlands The [[Argent Wildlands]] is a frontier of sorts in that much of it is a wild, uninhabited place of dangers to face and riches to find. The civilized lands across the [[Ebonwall Range]] only started making fruitful trips across the mountains around two hundred years ago, though many larger cities have now sprung up along the coast – declaring independence from the powers east of the Ebonwall. As such, there is no unifying government that controls the Argent Wildlands, though multiple factions and agreements between cities have seen to the peacekeeping and have made some of the roads safe enough for small groups of wagons and guards. There is still lots of land to explore, riches to seize, and powers to contend with. ## Factions #### Silverheart Alliance The [[Silverheart Alliance|Silverhearts]], as the common folk call them, are a region-wide militia that defends the population of the ungoverned [[Argent Wildlands]] and the [[The Veil Coast]]. Without a government to unify the region, the independent military is funded by the established cities of the region with significant contributions from wealthy individuals and merchants whose businesses profit from safe roads, protected trade routes, and a growing population. The Alliance began, not as a response to external threat or invasion, but to the threats from within the hierarchy of the established cities themselves. A group of wealthy individuals, among which were various nobles and merchant lords, drafted and signed a pledge to each other to build a military force that would provide protection from greedy leaders and would-be tyrants who were ignoring the problems faced by these individuals and the gentry below them in an effort to grow their own power and wealth. The pledge and the force itself took the name “The Silverheart Alliance”, and since the ink dried on that pledge in 1703 [[AE]], has expanded to include 10,000 individuals from nearly all cities and townships in the[[ Argent Wildlands]]. Now, over a century after its forefathers have passed, it’s main functions are to serve as a peacekeeping body between the independent cities and to dispose of non-politically-oriented threats to the lands. Any capable individual is welcome to join the Silverhearts – there’s a place for all types, whether arcane casters or brutish fighters. The typical Silverheart spends months on end patrolling sections of road, establishing fortified outposts, and clearing monstrous threats from “civilized” areas. #### The Wardens The [[Wardens]] are a loose-knit conclave of mercenaries whose selfless purpose of protecting mankind from monstrosities is met with mistrust and mistreatment. They lack nearly any sort of a public face and any individual looking to join their ranks needs to overcome the first test: finding the Wardens. Humans created the Wardens shortly after [[The Breach]] to protect the vulnerable newcomers to the plane. Though the first mages and the like had the power to give protection, their magic itself was often just as dangerous – commonly creating tears in the weave through which powerful monstrosities arrived. Through inhumane experiments and trials, the most powerful mages of those early times created the Wardens, humanoids whose very being was mutated to hone their martial prowess and, more importantly, give them access to blood magic that was not susceptible to [[Burnout]] effect that mages suffered. While most of the classic schools of magical study are well known and widely respected, the less refined and macabre incantations of Hemocraft have long been forbidden and lost to most of the civilized world. Wardens have retained these techniques away from the judging eyes of society, finding blood magic’s esoteric nature effective against the evils that often defy the divine powers that historically hold the line. Through careful study and practice, Wardens have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. They can sear an arcane brand into the body of their quarry that hinders their foe’s abilities and punishes their aggression, or call blood curses upon their enemies, manipulating their bodies from the inside. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent. Whether driven by the wish to make a difference in a dangerous world, the need to take vengeance for a great wrong they have suffered, being inspired by witnessing the strange and powerful techniques of another Warden in person, or just seeking a place to belong in an uncaring world, the reasons one may take up the Warden’s Bane and choose this life are many and varied. In joining an order of Wardens, one is also joining a tight family bound by service to each other and the common cause. For many, this is the only family they have known or have left, so the kinship felt between members of an order is a bond neigh unbreakable. Beyond the boundaries of the order, however, the life of a Warden is often not an easy one. The rituals of the Warden’s Bane regularly leave one visibly changed and prone to unsettle common folk, and the witnessing of hemocraft can invoke a superstitious fear from even the most learned scholar. While some societies have come to accept the good deeds of the orders, many Wardens publicly hide their nature unless absolutely necessary, feeling more comfortable in the wilds and wastes of the world where the Orders commonly train. Even so, the best work a Warden can do usually involves the poor and defenseless on the outskirts of society, those prone to the corrupting touch of fiends and dark intension. Braving the threat of vilification, these dark protectors wade through civilization, earning coin as mercenaries or bounty hunters, ever watching for the signs of something more nefarious beneath the surface. In choosing this path, a Warden has irrevocably given a part of themselves to their cause, physically, emotionally, and sometimes morally. The orders of Wardens practice their own unique ideals and methods, often employing techniques with dark origins that test the strength and will of these guardians. Many wrestle with the fear of losing this struggle, so a life of discipline and vigilance drives their travels as they wander the countryside in search of like-minded adventurers and whispers of dark deeds afoot. #### The Ebonclad " We are the cogs which make the Great Wheel spin. We hold the strings that tie the marionette. Where pacts are drawn, we are the ink upon the parchment. Where ships set sail, we are the wind upon their masts. Where kings are made, ours are the hands holding the crown. We seek no glory. We hold no oaths. We take what is ours. We are the black at the edge of the darkness. We are the silence at the bottom of the abyss. We are the ghosts who tread the streets unseen. Those who call our names shall find only shadows in response. We are Ebonclad. We wear the night." The Ebonclad are the world's most prominent thieves' guild, hailing orignally from [[Marvelise]], the capital of [[Pharene]]. Ebonclad is more than just a collection of thieves and daggermen, for its members are a brotherhood old and awesome. They share a kinship, an honor among thieves, and when they work together much larger schemes than mere cut throats and purses fall into place. When Ebonclad turns the Great Wheel, kings lose their crowns. For all its grandeur, few people in the world are aware of the Ebonclad; this is, of course, a true testament to the skill and loyalty of its members. Even those with an inkling that the city's thieves and ruffians may be part of a larger, organized group couldn't fathom how far the guild reaches. The name "Ebonclad" means nothing to most people, and those using the guild's name too freely or too often invariably find themselves silenced before long. The guild is comprised of everything from common street thieves to high ranking diplomats. Indeed, the lowest ranking member of the Ebonclad aren't even aware of just who or what they're working with. It takes a person of great promise to be fully initiated, until then, these members are the unwitting pawns positioned carefully by the guild to do its labor, perform undesirable jobs, and take the fall when necessary. ## Current Events ### Morgaal >*“The Morgaal were forged in the embers of chaos and war, they feel the urge to dominance in their very bones. The weak and the slow are left behind, only the strongest and most cunning Morgaal survive.”*! Monstrous, bestial humanois, Morgaal live in the nightmares of every child. They stand 8ft tall with curved horns, razor-like claws on hand and foot, and a mouth of sharp teeth. Their bodies are covered in thick fur with a wide range of colors and patterns. Often described as having a face resembling something between man and bear, their humanoid appearance falls away as they lope into battle on all fours. Faster, stronger, tougher, and more violent than any man, facing one alone is a death sentence. The Morgaal are one of the biggest threats to the civilized lands of the continent. Since the beginning of the current recorded history, Morgaal have been at war with the other races. Currently, the main hordes of Morgaal make their homes in the southern [[Ebonwall Range]], the rocky cliffs of [[Locations/Tevrand/Argent Wildlands/Kashvik Bay]], and the ruins of [[The Wastehills]]. The invasion of Morgaal into civilized lands is rather complex territory – to understand the hostility between Morgaal and other races, it’s necessary to look at the first arrival of mankind to the continent. When [[The Breach]] brought humans to the continent, it threw them into a land already inhabited by intelligent races – the Morgaal being one of them. As the infestation of humanity spread, they pushed the Morgaal into smaller and smaller territories until few to none were left east of the [[Ebonwall Range]]. That’s not to say peace was had after human expansion, clashes between Morgaal and the now allied humans, elves, dwarves, and other humanoid races still occurred regularly as the Morgaal attempted to take back their territories, but the major threat of being overrun by the bestial race was quelled. Hundreds of years passed of small skirmishes without any real threat to civilized lands, until the nations east of the [[Ebonwall Range]] started expanding west into the [[Argent Wildlands]] around 1500 [[AE]]. This incursion into Morgaal territory reignited the flame of aggression – slowing westward expansion to a crawl. Until the completion of the Great Southern Bulwark around 1650 [[AE]]. The wall essentially corralled the Morgaal to the rocky cliffs of [[Locations/Tevrand/Argent Wildlands/Kashvik Bay]] in the south of the [[Argent Wildlands]], where their numbers swelled unnoticed until they broke through the [[Ebonwall Range]] in 1808 [[AE]] devastating southwestern [[Tyrille]]. The only way their advance through the countryside was cut off, was through the rise of the [[Order of the Goldscales]], who deposed the current monarch and established a martial government to fight back the hordes. It is thought that the catalyst for this war, labeled the [[War of Grey Skies]], was the unification of the disparate Morgaal tribes under a new shaman caste. Though the war is considered over, many Morgaal remain in territories once held by [[Tyrille]], mostly in [[The Wastehills]], and larger numbers threaten the non-unified peoples of the [[Argent Wildlands]] and [[The Veil Coast]]. The [[Great Southern Bulwark]] has protected the [[Argent Wildlands]] for almost 100 years, but rumor is spreading of the massive Morgaal hordes that remain in the south. # Notable Lore ## Gods of Aultaevin †Greater Deity \* Deity ˅ Lesser Deity ___ **ADORA**† – NG - goddess of Love, Beauty, Passion, Emotion, and Fertility. **KERN**† – LG - god of Smiths, Craftsmen, and Hunters. **STRYFE**† – CG - god of War, Victory, Strength, and Fire. **ENIBRIA** * – CG - goddess of Brewing, Celebration, Dance, and Music. **THE RAVEN QUEEN**† – N - goddess of Death, Life, Darkness, Afterlife, and Neutrality. **CHRONOS**† – N - god of Time, Philosophy, Knowledge, and Fate. **MALADIE** * – CE - goddess of Disease, Death, and Decay. **FORTUNA** * – LG - goddess of Merchants, Trade, Luck, and Wealth. **AETHER** * – NG - god of the Air, Storms, and Travel.  Brother of Lir. **MYSTRAL**† – CG - goddess of Magic. **GELID** * – N - god of Winter, Ice, and Forests. **SYLVANA** * – CN - goddess of Forests, Animals, and Nature. **LUTHIEN SHEE**† – CN - goddess of the Fae, Faewild, and Elves. **LEY’ZUL**† – CE - god of goblinoids, orcs, and evil faerie-kin. **SIONNACH** * – CN - god of Thieves, Chaos, and Cunning. **LIR** * – NG - god of water, the Sea, Sailors, and Fishermen. **MECHANUS** * – LN - god of Technology, Crafting, Intellect, and Innovation. **BAHAMUT**† – LG - god of Metallic Dragons. **ASMODEUS**† – LE - god of damnation and betrayal. **CYRIC**˅ – CE - god of lies and Trickery. **LOLTH** * – NE - goddess of spiders and the Drow. **SELUNE** * – N – goddess of the moon, lycanthropes. **ESTRELIA** – LG – goddess of prophecy, the stars, and fate. **CORELLON**† – CG - god of elves, grace, and philosophy. **MORADIN**† – LG - god of the dwarves, crafting, and strength. **BHAAL**˅ – CE - god of murder and suffering. **TIAMAT**† – NE - goddess of Chromatic Dragons. **DUSK**˅ – NE - god of night and darkness. **DAWN**˅ – NG - god of the sun and light. ## Calendar **Current Year:** 1864 [[AE]] **Months:** 1. Newsun: 1st – Day of the New Sun 2. Fellnight: 13th – Warming Day 3. Winterwane: 4. Rainmoot: 5. Palesun: 1st – Beltane 6. Highsun: 7. Firemoot: 8. Firewane: ~20th – Harvest Festival 9. Lowsun: 15th – Sheering Day 10. Redfall: 31st – Hallow’s Eve 11. Frostmoot: 12. Deepsnow: 20th – Yule ### Feladuhn Feladuhn was an ancient nation on the southern coast of current day [[Argent Wildlands]]. It’s history predates even the oldest of the world’s high elves, and even they remember very little of the ancient peoples who inhabited the lands. It’s said that the nation was one of mixed peoples whose common religious beliefs are what held the peoples of disparate races together. As Humanoids spread west across the [[Ebonwall Range]] into [[Morgaal]]-held territory, ancient Feladuhn ruins were often discovered, though many remain untouched as they present many dangers to those who would explore them. ### Bloodstone The most valuable substance known to man, hoarded and consumed by the wealthiest and most powerful individuals, is the mineral Bloodstone. It’s uses range from imbuing weapons with magical properties to a highly effective, though addictive stimulant drug. Wars have been fought, nations have risen and fallen, and heroes have been made because of this scarlet crystal substance. After eons of use and study of Bloodstone, the greatest wizards, miners, and minds of the material plane concluded that the mineral is actually the, now crystalline, blood of the gods that was spilled in their various wars on the material plane. Their blood, wherever if fell, seeped into the earth where it took a crystalline form imbued with the innate magic of the gods. Bloodstone is mined from the depths of the earth, a dangerous operation, but highly rewarding. Bloodstone mines are usually owned by the wealthiest individuals or organization on the planet who employ fearless miners to face the many dangers of the operation. Once extracted from the ground, the mineral must be processed to make its use safe for mortals. Bloodstone, in its raw form, is highly toxic to mortals, though in much different ways than other poisons and elixirs. The effects of Raw Bloodstone exposure are first recognized by significant physical changes. The eyes take a deep crimson hue and a creature’s physical abilities, such as strength and speed, become immensely powerful. Creatures exposed to Raw Bloodstone also usually gain strange magical abilities, which are highly variable and impossible predict as they come from the raw chaos magic of the crystal. The most dangerous effect of exposure is the effect it has on the mind. Bloodstone is feared by all intelligent creatures, not even illithids can control its mind-changing effects. Exposed creatures slowly go mad, filled with the chaos of pure magic. The destruction wrought by these now Bloodstone fueled monstrosities is devastating. Bloodstone mines usually require an entire army to operate safely, as many a miner will succumb to the bloodstone’s power. Once extracted, Raw Bloodstone must be processed to make it safe for use by mortals. This refining process is a heavily guarded secret, known only to those with the highest security clearances in a mining operation, as that process is the lifeblood of the organization’s wealth. Once processed, Bloodstone is sold as a fine powder or dust to many different markets. The most common market for Bloodstone is the crafting industry, in which it is the source of magic for enchanted weapons, armor, trinkets, elixirs, and oddities. The price of these items tends to follow the rise and fall with the price of Bloodstone. In a way, Bloodstone is the universal currency, accepted everywhere, worth more than a hundred thousand times its weight in gold. Another, more dangerous, market exists for Bloodstone, that of its use as an ability enhancing drug. Those who can afford the highly purified forms of Bloodstone use it to lengthen their lifespans, increase their magical abilities, augment their martial prowess, and a host of other effects. The drug, in this highly purified form, bends its effects to the desires of the user, making it incredibly powerful, though also highly addictive. Even one taste of the drug is usually enough to instill a lifelong addiction to any mortal. Though highly purified, the drug form of Bloodstone is not without its dangers. Many heavy users eventually fall into madness, driven by their addiction to the drug. Outside of the wealthiest quarters it is still possible to find Bloodstone as a drug, though it is much more dangerous, as its purity is usually well below the noble standard. **Uses** The effects of the use of Bloodstone as a drug are highly variable and tend to be expressed as the user desires. Below are some sample effects and how much Bloodstone must be used in order to achieve that effect. Bloodstone is measured by cost for simplicity. - Gain XP based on the amount of Bloodstone consumed. 100XP = 50gp of Bloodstone - Regain 1 spell slot. 20gp/level. - Regain hit points. 1gp/HP - Increase an ability score by 2. 1000g/day - Gain the effects of the Alert feat. 100g/hr. - Increase speed by 15ft. 50g/hr. - Gain Darkvision. 50g/hr. **Bloodstone Madness** Every time Bloodstone is consumed, there is a chance that some of its effects will induce madness. Below are rules that describe when Bloodstone Madness effects a creature. Whenever a creature consumes Bloodstone, roll percentile dice to determine if it succumbs to madness. Use the list below to determine the results. If madness occurs, roll on the indicated Madness Table in the PHB. - 10gp or less — 1-90 No Effect, 91-95 Short-Term Madness, 96-99 Long-term Madness, 100 Indefinite Madness - 11gp – 100gp — 1-80 No Effect, 81-91 Short-Term Madness, 92-97 Long-term Madness, 98-100 Indefinite Madness - 101gp – 500gp — 1-70 No Effect, 71-85 Short-Term Madness, 86-96 Long-term Madness, 97-100 Indefinite Madness - 501gp – 1000gp — 1-60 No Effect, 61-75 Short-Term Madness, 76-94 Long-term Madness, 95-100 Indefinite Madness - 1001gp – 5000gp — 1-50 No Effect, 51-68 Short-Term Madness, 69-90 Long-term Madness, 91-100 Indefinite Madness - 5001gp – 10000gp — 1-30 No Effect, 31-50 Short-Term Madness, 51-80 Long-term Madness, 81-100 Indefinite Madness - 10001gp + — 1-15 No Effect, 16-40 Short-Term Madness, 41-65 Long-term Madness, 66-100 Indefinite Madness It can be more difficult to remove madness caused by Bloodstone than other forms of madness, as the innate magic of the effect can sometimes resist restoration magic. ## House Rules ### Burnout Sometimes, the flow of magic goes against you. It’s hard to shape, it’s too chaotic, it’s too powerful—whatever the reason, some magic energy lashes out during your spellcasting attempt and causes you some harm. This is called burnout and it can happen to any caster, whether arcane or divine. Magic is dangerous work. #### Triggering Burnout If you are a spellcaster, set aside a d12—this is your Burnout die. Whenever you attempt to cast a spell of of equal to or higher than your level/4 (no rounding), roll the Burnout die; on a 1 or 2, the power is overwhelming and you trigger a burnout event—two things happen to you: **Your Burnout Die gets Smaller:** Your burnout die starts as a d12, but each time you suffer burnout the die becomes one size smaller, representing the disruption of the weave around you. The die is decremented as follows: 1d12 → 1d10 → 1d8 → 1d6 → 1d4 _As your die shrinks it becomes increasingly more likely that you will trigger further burnout—so be careful._ **You suffer a Consequence:** Roll a d100 and check the [[Burnout Consequences.pdf|Burnout Consequences]] table to see what effect your burnout has. Consequences become increasingly more severe the higher your spell level, so beware. If a consequence doesn’t fully apply to you, or doesn’t make sense for the situation, roll again. Alternatively, the DM may—at their discretion—pick a consequence specifically for you. Suffering burnout doesn’t mean your spell failed—it simply means you were hurt somehow during the attempt. #### Recovering from Burnout Once a burnout die is decremented, it remains that size until you take a recovery action. There are three primary means of recovering from burnout: - You can spend a hit die during a short rest to increment your burnout die by one step. You don’t gain any healing from hit die spent in this way. - Take a long rest: Once you complete a long rest, your burnout die is fully restored to a d12. - Spells such as _Lesser Restoration_ can increment your Burnout die a number of times equal to the spell level -1. #### Safe Magic Burnout only applies to raw and impromptu spellcasting where your character is actively channeling and shaping magical energies. Not all magical abilities put such great strain on your body and the weave—this safe magic does not trigger burnout roll when used. **Class Features:** Effects gained through certain class features—such as Channel Divinity and Lay on Hands —do not count as spells, so you don’t roll for burnout. **Racial Features:** If you are casting a spell gained through a racial ability—such as the tiefling’s Infernal Legacy— you don’t roll for burnout. These innate powers are unaffected by the wild fluctuations of raw magic. **Magic Items:** A magic item channels its own energies, putting little strain on the user—so you don’t roll for burnout for spells cast with magic item. **Rituals:** A ritual helps control the flow of magical energy with complicated sigils and glyphs—so you don’t roll for burnout when casting a spell as a ritual. **Cantrips:** Cantrips use a small enough amount of magic that they do not trigger a burnout roll. #### Warden Characters All Wardens are practitioners of the Blood Hunter Class, and all characters and NPC’s using the Blood Hunter Class must be members of the Wardens. Each Warden Order has responsibilities, communities, and locations associated with it. Being a member of an order means you have a “family” you belong to, a safe haven that members have access to, and responsibilities/obligations to your order. ### Spells A number of spells have been changed or removed from the game to provide balance or ensure stability of the game style. #### Excluded Spells * Teleport – game breaking and immersion breaking spell. Long distance teleportation can only be accomplished through teleportation circles, teleportation technology, or magical artifacts. * All spells from Acquisitions Incorporated - they're just dumb. * Druid Grove * Find Traps * Mighty Fortress * Temple of the Gods * Create Homunculus #### Altered Spells ##### Generic * Smite (any variant) – Smite spells can now be triggered by ranged attacks, but the dice for a ranged smite are decremented by 1. * Counterspell – You attempt to interrupt a creature in the process of casting a spell. You and the caster of the spell make contested Arcana checks, if you win, the spell fails, if the caster wins or there is a tie, the spell is cast as normal. * Faerie Fire – affected creatures can roll to end the effect on themselves at the end if each of their turns. * Plane Shift – Casting time is changed to 24hr. * Teleportation Circle - Added cost: a piece of chalk imbued with gem dust worth 250gp. * Transport Via Plants - Added cost: a clear piece of amber worth 300gp. ##### Healing Spells * Aura of Vitality – Add component: a diamond worth 50g that is consumed by the spell. * Cure Wounds – Add component: a diamond worth 10g that is consumed by the spell. * Healing Word – Add component: a diamond worth 10g that is consumed by the spell. * Heal – Add component: a diamond worth 150g that is consumed by the spell. * Healing Spirit – Add component: a diamond worth 25g that is consumed by the spell. * Mass Cure Wounds – Add component: a diamond worth 100g that is consumed by the spell. * Mass Healing Word – Add component: a diamond worth 50g that is consumed by the spell. * Mass Heal – Add component: a diamond worth 1000g that is consumed by the spell. * Power Word Heal – Add component: a diamond worth 1000g that is consumed by the spell. * Prayer of Healing – Add component: a diamond worth 25g that is consumed by the spell. * Regenerate – Add component: a diamond worth 750g that is consumed by the spell. ##### Resurrection Spells * Necromancy is frowned upon in general, but resurrection spells are particularly taboo in all cultures. A successful resurrection is wondrous miracle, but a failed one usually costs far more than the equivalent success provides. When a resurrection is attempted, it involves opening a gate for the soul to return to the body, but this gate isn't only accessible by the creature being resurrected... These necromancy spells are one of the main ways in which powerful devils make their way to the material plane. * Whenever a resurrection spell is cast, it involves a ritual requiring multiple skill checks for a success. A number of creatures equal to the level of the spell being cast may aid in these checks, but each individual may only help with a single step. Aid can be given after the roll is made, but before the result is known. * The first step of the ritual is to open a gate so that the soul may be located and have a way back. THe caster must succeed on an Arcana or Religion check with a DC equal to 10 + the level of the character being resurrected or 10 + the CR rating of the creature. The caster gets a bonus to their Arcana check equal to the spell level of the resurrection spell being cast. This is the safest step for a ritual to fail at, as it would simply result in the failure to open a gate. * The second step is for the caster to locate the soul of the creatuer being resurrected. The caster must make an Arcana or Religion check with DC 10 modified by the following: * Familiarity to the creature: * Family/Close Friend/Loved One: DC increases by 2. * Friend: DC increases by 4. * Acquaintance: DC increases by 6. * Know the name of: DC increases by 8. * Unknown: DC increases by 12. * Bonuses from aid: * Know the creature well: DC decreases by 3. * Vaguely knows the creature: DC decreases by 2. * Does not know the creature: DC decreases by 1. * The third step is to convince the soul to return with you to the prime material plane. The caster must make a Persuasion or Deception check with DC 12 + the soul's proficiency bonus modified by the following: * Trust: * The creature trusts you: DC decreases by 1. * The creature does not trust you: DC increases by 3. * The creature is hostile toward you: DC increases by 5. * Evil creatures have a far lower desire to remain in their suffering in the Nine Hells, and are thus easier to resurrect. The DC decreases by 2. * Chaotic creatures relish the opportunity to break the laws of life and death. The DC decreases by 2. * Lawful creatures are more likely to obey the laws of life and death. The DC increases by 2. * Lasting promises/oaths/etc. can modify the DC according to the DM's discretion. * A soul that does not want to return increases the DC by 15. * Bonuses from Aid: * Each individual that the soul trusts decreases the DC by 1. * The fourth step is to pull the soul of the creature back through the gate. The caster must make an Arcana or Religion check with DC 10 modified by the following: * Time since death: * Less than 10 min: DC increases by 2. * 10 min to 1 day: DC increases by 4. * 1 day to 1 month: DC increases by 6. * 1 month to 1 year: DC increases by 8. * Longer than 1 year: DC increases by 10. * State of the body (note, some of these options may disqualify the use of a particular spell already.): * Perfectly Preserved: DC increases by 1. * 25% of body is missing: DC increases by 2. * 50 of the body is missing: DC increases by 4. * 75% of the body is missing: DC Increases by 6 * 95% of the body is missing: DC increases by 8 * Whole body is missing: DC increases by 10. * Outside influence: Some deities or beings who have a hold of the soul may be unwilling to let it go, or are actively trying to help the soul return. These being could include the gods of clerics, patrons of warlocks, devils who hold a contract to the soul, etc. The DC modification from these sources is up to the DM's discretion. * Bonuses from Aid: * Each individual without proficiency in Arcana or Religion decreases the DC by 1. * Each individual with proficiency in Arcana or Religion decreases the DC by 2. * The final step consists of warding off other entities that may try to steal the use of the gate. The caster must make an Arcana, Religion, Intimidation, or Deception check with DC 10 modified by the following: * Size of the gate: * More powerful souls require a more powerful gate to return them to the material plane. The DC increases by the soul's proficiency bonus. * The DC increases by half the level of the spell used in the ritual (rounded down). * Enmity of a fiend may increase the DC by the DM's discretion. * Awareness of the ritual by fiends may increase the DC by the DM's discretion. * Bonuses from aid: * Each individual may expend one spell slot to decrease the DC by half the level of the spell slot (rounded down). * If, at any point after the gate is created, the caster fails a check, skip to step 5. The check at this step is made at disadvantage because of the failure. A failed check on step 5 results in a devil being summoned through the gate with a CR equal to the character level of the soul + the level of the spell used in the ritual. #### Spell Lists Spell lists are thematically malleable. For example, a storm sorcerer, by RAW, does not usually have access to Call Lightning, however, it thematically makes sense that they would have access to that spell. So if there is a spell that your you would like for **thematic reasons only**, ask and the answer will likely be ‘yes’. #### Spell Customization Highly thematic and cohesive characters are by far my favorite to play and interact with, and the current spell system can severely limit creativity when it comes to playing a certain themes. Playing a evocation wizard with a focus on fire magic is easy, for example, because there are a huge number of fire spells to choose from. On the other hand, playing an ice themed sorcerer would be almost impossible because of the rather few ice themed spells. To fix this, I encourage reflavoring spells and possibly changing damage types. Want a projectile-based ice cantrip? Firebolt becomes Frostbolt – the cantrip now does cold damage and freezes liquids and creates frost on items instead of setting them on fire. Want the functionality of Dimension Door but hate how the visual effect of the spell is described? Maybe the visual effect for your character casting it is now something like ‘they slice a tear in the fabric of the plane with their dagger and jump through, emerging from a similar tear on the clifftop above.' ### Chunked Initiative #### What is Chunked Initiative? The underlying mechanic is fairly simple: initiative is rolled as normal. If allies are moving back-to-back in the initiative order, that chunk of players takes their movements, actions, and bonus actions in any order they’d like at the same time. ##### An Example Here’s an initiative order In this combat, the first Chunk has Xalitul, Madlad, and Marux; they will all go first. They can go in any order they want; maybe Xalitul moves, then Marux attacks, then Madlad uses a spell, Marux attacks again, Xalitul attacks, etc. Next up, all Pteradons take their turn. The next Chunk has Inalla, Twoflower, Pythagor, and Desmond. Like before, they all go at once. Next up, all Pterafolks move. The first turn is over and now the next chunk belongs to Desmond, Xalitul, Madlad, and Marux. Combat continues from there. ### Intimidation Checks To balance the many types of intimidation and give the bloodied barbarian the same odds of success as the frail sorcerer, Intimidation checks are decoupled from the Charisma ability. When you make an intimidation check, you add only your proficiency bonus to the roll, or twice your proficiency bonus if you are proficient in the intimidation skill. ### Wounds A person does not immediately recover from a concussion, heal grievous wounds, or shake off a traumatic event overnight. To represent this as a natural progression, characters can acquire wounds that take much longer to heal than hit points. A creature gains a wound under the following circumstances: * They are struck by a critical hit. * They take more damage in one strike than half their hit point total. * They are dropped to 0 hit points. * Appropriate situations in which the DM determines a wound would be applicable. * Example: A character that takes the brunt of a red dragon’s breath while standing right in front of it’s mouth might sustain a Constitution Wound from severe burns. #### Types of Wounds A character gains a type of wound depending on the attack or situation that they acquire it from. There are six types of wounds – Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma – one for each ability score. A character who receives a slice to the hamstring may receive a Dexterity wound while a character that hits their head hard enough to cause a concussion would receive an Intelligence wound. #### Wound Dice When a character receives a wound, the wound is represented by a die that starts as a d4. Whenever an ability check, attack roll, or saving throw is made that uses the ability score that is wounded, the Wound Die is rolled as well and the number rolled is subtracted from the d20 roll. If a character receives an additional wound of the same type as it already has, the die’s size grows is the following manner: 1d4→1d6→1d8→1d10→1d12→Permanent *If a character’s injury progresses to the Permanent stage, the ability score with the wound permanently decreases by 2.* #### Recovering from an Injury A character can recover from injuries by resting and spending time focusing on their recovery. * During an adventure rest, a character can reduce the size of one Injury Die once. A character with multiple injuries can only heal a single one during an adventure rest. When healing an injury this way, Hit Dice are not restored during the adventure rest. * A ‘Lesser Restoration’ or similar spell can decrement an Injury die a number of times equal to half the spell level. * A healing potion can decrement an injury a number of times equal to half the number of dice rolled for the healing. A potion used in this way does not restore hit points. * During a long rest, a character can reduce the size of one Injury Die once per day. ### Resting While I like the sense of immersion, the realistic pace-setting, and the downtime opportunities of the ‘Gritty Realism’ rest system, it drastically slows down play and is just too much work. To balance the realism and roleplay style of ‘gritty realism’ with the ease and efficiency of the standard rest system, we are going to use an Adventure Rest system. #### The Adventure Rest While out adventuring you can benefit from a number of adventure rests equal to your proficiency bonus. An adventure rest takes 8 hours, 6 of which must include sleeping while 2 can include light activity such as keeping watch. Abilities, hit points, hit dice, etc., that recharge “on a long rest” according to published materials now recharge on an Adventure Rest. After using up your adventure rests, each rest period during an adventure does not restore hit points, hit dice, spell slots, or other abilities, even if you sleep for a full 8 hours. You can benefit from 3 short rests per Adventure rest. Adventure rests are only replenished after a long rest, which is a week of rest without adventuring. Long rests can occur in a town or city, or in an established camp. An established camp needs to include a fortified structure, wall tent, or similar edifice that protects you from the elements, provide ample space for downtime activities, provide ample food and water, and be safe from intrusion by enemies. This means hauling a wagon of gear to a base camp is a very good idea for extended trips. Some situations that require you to be outdoors or under light exertion, such as caravan travel, do not use up adventure rests as long as there is no strenuous activity or combat. For example, the party is travelling with a caravan for a week, and on the third day, they fight off some bandits attempting to raid the wagons. The rest of the travel is uneventful, meaning the characters only needed to use a single Adventure Rest during their travels. ### Allowed Races * Aaracockra (Glide Speed Variant) * Aasimar * Centaur * Dragonborn * Dwarves * Elves * Firbolg * Gnome * Goliath (Non-RAW) * Half-Elf * Half-Orc * Halfling * Human (Non-Variant) * Tiefling