# Brave Old World
##### A Hexcrawl Campaign for D&D Fifth Edition
\page ## Introduction This is a game focused on survival. That is your goal. There is one city in this world that will welcome you. There is one group in this world that you can count on. What you do, what you want, what your legacy will be is entirely up to you. This booklet will describe the world you will be playing in, the options available to you as a player making your character, and the new rules you will have to operate by. At the end of the book will be summaries of the five major gods of this world. Included are some tidbits of lore that most consider to be true. ### Your World Your home is Haven. It is the greatest city in the world. It is the only city in the world. For over two-thousand years, the walls of Haven have protected the last vestiges of civilization. The City proper is roughly 35 miles in diameter. The Western Gate and the Southern Gates lead to the vast wilderness of the rest of the world. There is no law in that world. There is no protection. But there is opportunity. Haven is a city where your clan and your caste dictate your life. Some ninety to ninety-five percent of the population live in the Outer City, a ten mile-radius ring closest to the Outer Wall. Farmland intersperses slums where nearly a million people cram together in an unhygienic, crime-ridden area. The people here are the farmers, the laborers, the soldiers, the lower-level priests. They work the job their parents worked. They walk the paths their grandparents walked. In time, their children will do the same. That’s just how the world works, in their eyes.
\page The Middle City is where the elite live. The generals, the archbishops, the merchant lords, and the wizards. All wizards, from apprentices to archmages, work in the Arcane University that is located within the Middle City. It is a ring of land kept relatively clean and beautiful, with wineries, exotic orchards, and magical shops. The Middle City exists in a five mile ring from the Middle Wall to the Inner Wall. The Middle Wall is guarded by mages who ensure that only the Upper Caste and their families return to this area. The Inner City is the inner five-mile-long circle where the ruler of Haven lives, the Lady in Blue. Her sanctum is magically guarded, and none may visit her. In the rare moments she visits the rest of the city, she is escorted by guards twelve-feet tall in gleaming Mithril armor. They are known as her Immortals for, like her, they have been around since Haven’s founding. Those who attempt to sneak into her domain either fail or are never seen from again. Most people (at least, most Outer City residents) understand that life in Haven is not ideal. But, the alternative is to adventure out past the walls. The land beyond the walls is dangerous. Many who make it out do not return. Those that do return often keep making trips further and further outside of Haven. They become addicted to their adventures, and the power and wealth such adventures provide. In the end, most adventurers end up dead outside of Haven or crippled within. But the wealth those lucky few provide their family with is often enough to pay for their healthcare and improve their family’s station. ``` ``` The Arcane University understands better than most that an individual’s power can only be increased through adventuring beyond the Outer Walls (or through arcane rituals best left in moldy library books). For this reason, the Arcane University encourages its recent graduates to find adventuring groups until the wizard becomes powerful enough to contribute to high level research (usually 8th to 10th level). Those that survive quickly become leaders of the college. Outside of Haven's walls is the Wilds. The Wilds are untamed and filled with all manner of creatures that may harm wayward adventurers. Interspersed throughout the Wilds are ruins from the age in which civilized creatures owned the entire world. Some adventurers hunt these ruins to take their treasure. Most die trying, adding their own treasure and equipment to the ruins' troves.
\page # Player Options All available options are provided in this booklet. If an option is not listed, it is not available. As the game continues and more races are allied with and knowledge uncovered, the options may expand. But upon expansion, they will be added to the booklet. Additionally, each race is provided with a maximum age. Once a character's maximum age is reached, they must make a Constitution Saving Throw of 11 each day or they will die from natural causes. Additionally, and for roleplaying purposes only, your clan's language is any language listed in addition to Common. ## Player Races ### Humanity #### Human (Variant) Humans are the plurality in Haven. They exist in the Outer City and Middle City and are found equally in all professions and castes. Humans may begin adventuring at 16 and have a maximum age of 60 plus their Constitution Score in years. Humans provide the following traits: * Ability Score Increase. Two different ability scores of your choice increase by 1. * Speed. Your base walking speed is 30 feet. * Skills. You gain proficiency in one skill of your choice. * Feat. You gain one feat of your choice. * Languages. You know Common and one other language of your choice. That is your clan's language. ``` ``` #### Kalashtar Kalashtar are a distinct clan within Humanity. Long ago, before the founding of Haven, the Kalashtar Tribe swore a soul-oath to the Lord of Dreams to survive a great plight. The spirits from the dreamworld melded to the Kalashtarians and a fused being was born. Kalashtar may begin adventuring at 16 and have a maximum age of 60 plus their Constitution Score in years. When a Kalashtar dies, their soul becomes the property of the Lord of Dreams. Kalashtar have the following traits: * Ability Score Increase. Your Wisdom Score increases by 2 and your Charisma increases by 1. * Speed. Your base walking speed is 30 feet. * Dual Mind. You have advantage on all Wisdom Saving Throws. * Mental Discipline. You have resistance to psychic damage. * Mind Link. You can speak telepathically to any creature you can see, provided that creature is within a number of feet equal to 10 times your level. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.
\page * As an action when you’re speaking telepathically to a creature, you can give that creature the ability to speak telepathically to you for 1 hourn. To use this ability, the creature must be within range of you and be able to see you. You can only give this ability to one creature at a time. * Severed from Dreams. Kalashtar sleep, but they are protected in plane of dreams in ways other creatures are not. As such, you are immune to magical spells and effects that require you to dream, like the dream spell, but not to spells and effects that put you to sleep, like the sleep spell. * Languages. You can speak, read, and write Common, Quori, and one other language of your choice. #### Tiefling Tiefling are a distinct clan within Humanity. Tief, the mother of Tieflings, was the most beautiful woman in the world. One day Jormund, the King of the Fire Giants, was passing by her village and was taken by her beauty. Jormund tried repeatedly to win her heart, but she refused his advances each time. Jormund took the rejection quite poorly and cursed Tief with red skin, horns, and cloven hoofs. The gods, seeing this travesty of a courtship and taking pity on Tief, responded by blessing Tief with many wonderful abilities that have been passed down to her ancestors. Tieflings may begin adventuring at 20 and have a maximum age of 80 plus double their Constitution Score in years. Tieflings have the following traits: * Ability Score Increase. Your Intelligence score increases by 1, and your Charisma score increases by 2. * Speed. Your base walking speed is 30 feet. * Darkvision. Thanks to your cursed heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. * Hellish Resistance. You have resistance to fire damage. * Cursed Legacy. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. * Languages. You can speak, read, and write Common and Infernal. ### Elves Elves are the second most common race in Haven, and immigrated to this world long ago from the Faerie Lands. They were originally tasked with the care of the flora and fauna within the city. However, as the population expanded within Haven the natural places shrank. Now, most Elves are in either the military service, the arcane university, or unemployed. Several years ago, an expedition of 5,000 Elves went into the Wilds to begin a new settlement where Elves could reclaim their place as nature's guardians. The settlement was destroyed within 1 year, and no trace of those 5,000 Elves remain. Elves may begin adventuring at 50, and have a maximum age of 50 times their Constitution Score. All Elves have the following abilities: * Ability Score Increase. Your Dexterity score increases by 2. * Speed. Your base walking speed is 30 feet. * Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. * Keen Senses. You have proficiency in the Perception skill. * Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. * Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. * Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
\page #### High Elf The High Elf Clan, or Haelve in their tongue, have found new meaning in Arcane Magic. While there is still dissent in the clan as a whole, more and more High Elves are embracing the Arcane University as a means of adapting to the prospect of permanent urbanization. As a result, there is tension between the High Elves and the other Elvish clans. High Elves have the following abilities: * Ability Score Increase. Your Intelligence score increases by 1. * Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. * Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. * Extra Language. You can speak, read, and write one extra language of your choice. ``` ``` #### Wood Elf The Wood Elf Clan, or Waelve, in their tongue, are having the hardest time adjusting to their ever diminishing role as nature's wardens. They are some of the loudest dissidents in Haven, and are the most eager to either escape the city or change it to its core. Wood Elves have the following abilities: * Ability Score Increase. Your Wisdom score increases by 1. * Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. * Fleet of Foot. Your base walking speed increases to 35 feet. * Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
\page #### Eladrin The Eladrin Clan, or Aelvadureen in their tongue, are - ironically - the most impervious to change. The Eladrin were the Elvish nobility when the Elves immigrated to our world, and carry the Faerie Lands with them more than any other clan. They are ever changing, and thus never change. They make their livings as bards, artists, bakers, or any other profession that suits their whimsy. Then, fifteen years into the career, they will suddenly change and engage in something else with equal fervor. Eladrin have the following abilities: * Ability Score Increase: Your Intelligence score increases by 1. * Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow. * Fey Step: You can cast the misty step spell once using this trait. You regain the ability to do so when you finish a short or long rest. ``` ``` #### Shadar-kai The Shadar-kai were once viewed as traitors to the Elven people. They sought refuge in Hel instead of this world when fleeing the Faerie Lands, and in doing so swore a soul-oath to the Dark Lady. They made their way to this world and fought a war against their brethren in her name. The fighting stopped during the cataclysm that caused the founding of Haven, but the distrust of the other Elven clans continues to this day. Unless otherwise stated, a Shadar-kai character worships Hel. Shadar-kai have the following abilities: * Ability Score Increase: Your Constitution score increases by 1. * Necrotic Resistance: You have resistance to necrotic damage. * Blessing of Hel: As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.
\page ### Gnomes Gnomes came from the earth itself. That is what they say, and none were here before them to say otherwise. Gnomes are found primarily in the Middle City, where their penchant for numbers and illusion magic make them natural merchants and arcanists. True, some gnomes have been kicked out into the Outer City for a prank taken too far, but the Gnomes are - per capita - the most successful kin in Haven. Gnomes may begin adventuring at 40 and have a maximum age of 200 and 4 times their Constitution Score. All Gnomes have the following abilities: * Ability Score Increase. Your Intelligence score increases by 2. * Speed. Your base walking speed is 25 feet. * Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. * Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. * Languages. You can speak, read, and write Common and Gnomish. The Gnomish language is renowned for its technical treatises and its catalogs of knowledge about the natural world. #### Forest Gnome The Forest Clan, or Furrikk in their tongue, have a natural inclination with the natural world. Adapting their abilities to Haven, the Forest Clan now run several successful casinos, squirrel race tracks, and not *technically* legal fungal distribution networks. Forest Gnomes have the following traits: * Ability Score Increase. Your Dexterity score increases by 1. * Natural Illusionist. You know the minor illusion cantrip. Intelligence is your spellcasting ability for it. * Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets. #### Rock Gnome The Rock Clan, or RukkRikk in their tongue, has produced some of the most impressive engineers in the history of Haven. While their Forest counterparts embrace the earth in their business, the Rock Clan builds on it. They run the bathhouses, clock shops, and several alchemical factories that somehow haven't exploded yet. Rock Gnomes have the following traits: * Ability Score Increase. Your Constitution score increases by 1. * Artificer’s Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. * Tinker. You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
\page When you create a device, choose one of the following options: * Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. * Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action. * Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed. ### Firbolg The Firbolg were originally a clan of Giants that joined Haven during the cataclysm. Typically friendly, most Firbolgs live in the Outer City and engage in manual labor. The concept of names is foreign to Firbolg, who often call each other and themselves by a collection of physical traits, such as red-hair-blue-eyes-chipped-tooth. Firbolgs may begin adventuring at 30 and have a maximum age of 500 years plus 30 times their Constitution Score. Firbolgs have the following abilities: * Ability Score Increase. Your Wisdom score increases by 2, and your Strength score increases by 1. * Speed. Your base walking speed is 30 feet. * Firbolg Magic. You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can’t cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves. * Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can’t use it again until you finish a short or long rest. * Powerful Build. You can carry an additional five items without becoming encumbered. * Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them. * Languages. You can speak, read, and write Common, Elvish, and Giant. ### Lizardfolk Lizardfolk work the jobs no one else wants to do, and they cannot understand why no one else wants them. Lizardfolk are the butchers, sanitation workers, and tanners of Haven. Their brains are wired differently than their mammalian neighbors, and as a result have a hard time understanding complex emotions. Lizardfolk names are unpronouncable to any other races in Haven, and as a result they often just take on a nickname to make communication easier with others. Lizardfolk nicknames focus on actions the Lizardfolk often performs.
\page Lizardfolk may begin adventuring at 10 and have a maximum age of 100 plus their Constitution Score. Lizardfolk have the following abilities: * Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1. * Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet. * Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. * Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan’s tools, such as leatherworker’s tools. * Hold Breath. You can hold your breath for up to 15 minutes at a time. * Hunter’s Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival. * Natural Armor. You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. * Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can’t use this trait again until you finish a short or long rest. * Languages. You can speak, read, and write Common and Draconic. ### Minotaur Minotaurs are the bull-headed warriors and peacekeepers of Haven, frequently leaving the city gates to ensure that there are no threats to the city in the immediate vicinity. They live exclusively in the Outer City, often by the gates. If a Minotaur survives their military service, they pass their knowledge on to the next batch of recruits or become master blacksmiths.
\page Minotaurs may begin adventuring at 15 and have a maximum age of 45 plus double their Constitution Score. Minotaur have the following abilities: * Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1. * Speed. Your base walking speed is 30 feet. * Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. * Goring Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action. * Hammering Horns. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you. * Imposing Presence. You have proficiency in one of the following skills of your choice: Intimidation or Persuasion. * Languages. You can speak, read, and write Common and Minotaur.
### Tabaxi Tabaxi are Catfolk who live in both the Outer City and Middle City. Their cunning and ability to get to places no one else can, and subsequently overhear things certain Middle City officials would rather not have repeated, has allowed several Tabaxi to live in the life of luxury. Tabaxi enjoy collecting trinkets and facts they find interesting, so much so that many Tabaxi struggle to maintain a steady income. Most make due as couriers, armed guards, and back-alley thieves. Tabaxi may begin adventuring at age 16 and have a maximum age of 60 plus their Constitution Score. Tabaxi have the following abilities: * Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1. * Speed. Your base walking speed is 30 feet. * Darkvision. You have a cat’s keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. * Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns. * Cat’s Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. * Cat’s Talent. You have proficiency in the Perception and Stealth skills. * Languages. You can speak, read, and write Common and one other language of your choice. That language is your clan's language.
\page ## Player Classes Players may select any class that appears in the Player's Handbook. New classes, from either Critical Roll or Unearthed Arcana (such as the Artificer) are not allowed at this time. Subclasses from any published book are allowed. Additionally, there was Unearthed Arcana unveiled which expanded on the spell lists for each casting class and added new abilities for classes to choose from. Not only are these class corrections allowed, I highly recommend you use them if you are playing a Fighter, Monk, Ranger, or Sorcerer. A link to the Unearthed Arcana page I am discussing is provided below: https://dnd.wizards.com/articles/unearthed-arcana/class-feature-variants ## Campaign Houserules ### Encumbrance Because this is a campaign that will use wilderness travel and survival, heavily, Encumbrance will be used in this campaign and has been re-worked to be much easier to understand. ##### What is Encumbrance? Encumbrance is a condition that occurs when you are carrying too much stuff. If you drop enough of the stuff you are carrying, you are no longer encumbered. ##### What does Encumbrance do? Encumbrance reduces your movement speed by half (rounded down to the nearest five foot increment) and gives you disadvantage on any check or save involving Dexterity, including initiative rolls. You can still travel overland (through hexes) while encumbered, just at half the speed you could before. You gain a level of exhaustion for each day in a row you traveled overland while encumbered. ##### How much stuff can I carry? Give yourself a lined sheet of paper. You have a number of lines equal to your Strength Score. Each item you carry goes on a different line. If an item has the Heavy property, it takes two lines to carry it. If an item has the Light property, you can put two of them on a single line. ``` ``` ##### What stuff do I not count as carrying? Individual pieces of jewlery, gemstones, and other small treasures do not need to be tracked. Every 500 coins counts as an item that has to be tracked. Items used to carry other items, like backpacks, bags, etc., do not need to be counted. The clothing and/or armor and shield you are wearing does not need to be counted. Do not count the food, water, and ammunition you are carrying for encumbrance purposes. Speaking of which. . . ### Food, Water, and Ammunition Both food and water must be consumed each day or you will suffer a level of exhaustion. You must have ammunition to use a bow, crossbow, or sling. To make these things easier to track, use the following system: ##### Buying Food, Water, and Ammunition All three items can be bought at a 1d6, 1d8, 1d10, or 1d12 level. The higher the die value, the more we assume you are carrying. Every time you use that resource, roll the die listed. If you roll a 3 or higher, nothing happens. If you roll a 1 or a 2, decrease the level of the die you have . A d12 becomes a d10, a d10 becomes a d8, a d8 becomes a d6. If you roll a 1 or 2 on a d6, you used the last of your resources. ##### Sharing Food, Water, and Ammunition You can share any items you have with your friends. Sharing your resources drops your resource down by one die, and increases their resource by a die. If someone does not have a die, then they get a d6 die of the resource. ##### Finding resources You can find enough food and potable water for the group's daily needs with a Survival Skill Check of DC 15. Only one person in the group is allowed to make this check per day. If the individual rolls a 25 or higher, you find one die worth of food and water for each person in the group. You can make ammunition from natural resources with a Survival Check of DC 15 to find the resources, and an Intelligence Check of DC 15 to craft the item. You have advantage on the Intelligence check if you have appropriate tools with you. Lizardfolk's Cunning Artisan feature eliminates the need for a survival check. ### Experience Points We will start at level 1. Experience will be awarded individually at the end of each session. Experience is awarded thusly: * Experience for each enemy defeated or subdued, divided amongst the participating party members. * 100 Experience points if your Flaw was meaningfully featured in the session in a manner that did not harm the party, or did harm the party with their permission. * 100 Experience points if you began the session with Inspiration and did not use said Inspiration. * 100 Experience points if you convinced an NPC to become your follower or an ally.
\page Additionally, the party will get 1/2 the value of treasure (in silver) brought back to Haven after an excursion in experience points, divided equally amongst the party. ### Death and Followers Upon your character's death, you may make a new character with base equipment three levels lower than your previous character. However, if your character had a follower you may choose to play as that follower at the level and with the items that follower had at the time of your death. A follower begins at level 1, and accumulates Experience Points as you do. Followers are controlled by the player in combat and by the Dungeon Master outside of combat. Followers are often not suicidal and may leave service if a Player mistreats them or throws them in harms way without a sufficient reward before or after. ### Crafting and Making Spells As alluded to earlier, crafting items is an Intelligence Check. Crafting any item requires an Intelligence Check, as does making spells. #### Crafting Ordinary Items Any item found in the Player's Handbook can be crafted with the appropriate base materials (determined by the Dungeon Master and common sense) and a DC 15 Intelligence Check. Having the appropriate tools provides advantage to the intelligence check. Weapons and Armor require a forge to craft, and a forge does not confer advantage on the intelligence check. These non-magic items are referred to as Ordinary Items. An Ordinary Item takes one day to craft per gold piece, rounded up. #### Crafting Magical Items A Magic Item can be crafted with the appropriate materials (often rare and magical materials that require a quest to find). In order to create a Magic Item, the crafter needs to have a spell that can reasonably create the effect that the Magic Item will possess. A Magic Item requires the appropriate tools **and** a DC 20 Intelligence Check. A failed Intelligence Check will waste the materials necessary to craft the item. * A Common Magic Item takes two weeks to make. * An Unusual Magic Item takes one month to make. * A Rare Magic Item takes six months to make. * A Very Rare Magic Item takes one year to make. * A Legendary Magic Item takes two years to make. If a Magic Item is being made that does not exist in published source materials, the Dungeon Master and Player will confer with each other and determine what category the Magic Item should fall under. #### Crafting Potions Potions are a specific type of Magic Item that operates on slightly different rules. Potions can only be created through appropriate resources, and do not require any spellcasting ability to create. Potion ingredients may be found with a DC 20 Survival Check, and potions may be crafted with a DC 20 Medicine Check. A failed check will destroy any ingredients used in the failed potion. Using an alchemy kit grants advantage on the Medicine Check. #### Making Spells A player may make a new spell after conferring with the Dungeon Master. They will determine the appropriate level of the spell, as well as any necessary material components the spell will require. Making a spell requires an Intelligence Check of DC 15 + the level of the spell being made. A cantrip is a level 0 spell. A player cannot make a spell of a higher level than they can cast. If the check is failed, the character must still spend the appropriate amount of time working on the failed spell. Attempting to make a spell after a previously failed attempt grants advantage on the Intelligence Check. * A cantrip requires one month to make. * A first level spell requires two months to make. * A second level spell requires four months to make. * A third level spell requires eight months to make. * A fourth level spell requires one year to make. * A fifth level spell requires two years to make. * A sixth level spell requires four years to make. * A seventh through ninth level spell requires ten years to make. A spellcaster will understandably regard personally-created spells as precious resources. A bard, eldritch knight, sorcerer, or wizard can learn a custom spell from its creator for fifty gold pieces per month spent making the spell. To help with the math, use the following chart: * Cantrip = 50 gp. * First level spell = 100 gp. * Second level spell = 200 gp. * Third level spell = 400 gp. * Fourth level spell = 600 gp. * Fifth level spell = 1,200 gp. * Sixth level spell = 2,400 gp. * Seventh through ninth level spells = 6,000 gp.
\page ## Gods There are five major gods that people worship in this world. They are based on the Norse Pantheon. If you know of any myths and legends regarding those gods in the real world, then you can assume your character knows them as well. The gods do not often directly intervene in the world. When they do act, it is often through signs or omens. There are other gods or godlike creatures in this world, but all living creatures know these five names. #### The All-Father; The Gallows God; The Traveler; Grimnir; The God of All Wars ``` ``` #### Odin Odin created the world by breaking a giant's bones into earth and using the giant's blood as the water. Odin sacrificed his life and that most precious to him to drink from the Well of Wisdom by hanging for nine days and nine nights from the branches of the World Tree. He frequently travels the world, and some say he caused the cataclysm to punish the mortal races for some past misdeed. Odin's name is invoked at every public execution and before every battle. ##### Alignment: True Neutral ##### Domains: Arcana, Knowledge, War.
#### The Lie-Smith; The Flame of the World; Master of Webs; The Poisoned God #### Loki Loki is the child of giants, ascending to godhood based on cleverness alone. Loki has fathered and mothered many wonderous beasts and terrifying monsters, and many in Haven invoke Loki's name to keep Loki's children at bay. ##### Alignment: Chaotic Evil ##### Domains: Knowledge, Nature, Trickery
\page #### The Thunder God; The Smiter of Evil; Serpent-Killer; Holder of the World #### Thor Thor is the son of Odin, and wears a horned helmet to honor his father. Thor is a god of fertility, vitality, and protecting one's home. Serpents are sacrificed to him to fuel his energy as he keeps terrors from beyond the world at bay. ##### Alignment: Lawful Good ##### Domains: Forge, Light, Tempest ``` ``` #### The Dark Lady; Mother of Maladies; The Matron of Misery; The Chainer-of Souls #### Hel Hel is the daughter of Loki and his Giantess consort. Upon seeing her face, Odin opened the bowels of the earth and placed her where all souls pass for judgment. She is the guardian of death, decay, and devestation. None but the Shadar-kai openly worship her, but all leave bowls of food and milk outside their door to keep her appeased. ##### Alignment: Lawful Evil ##### Domains: Death, Grave, Order
\page #### The God of Birth; The Chariot-Rider; The Mother of Saints; The Tear-Shedder #### Freya Freya is the caretaker of the heavenly fields, provides insight to doctors, and is said to speak as a person's conscience. She resides in her hall permanently weeping blood as she sees through the eyes of every living soul. Her greatest power is turning her sorrow into wisdom, and for that reason none are wiser than Freya. ##### Alignment: Chaotic Good ##### Domains: Life, Light, Nature