Hamon is a game world for Dungeon's & Dragons 5e (tm). It is a world of low magic and high adventure. It is primarily designed to provide a low magic world where a character's wits and skills are more important than the baubles they carry.
Inspired by the art of Frank Frazetta, Boris Vellejo, Gerald Brom and worlds like Conan, Dark Sun, Elric of Melnibone and other Heroic Fantasy or Sword and Sorcery Fantasy.
Players can expect to meet simpler monsters, and more villains that are monstrous in nature than in species. Many creatures will be altered to match the low magic of the world, but others will not, meaning they are significantly more powerful in this version of the game.
As said above it is your characters skills and abilites that will be tested more often, this is done with a variety of ways, including the introduction of an event called a Skill Challenge, where players must rely on their proficiencies to solve challenges.
The Role of Magic
The role of Magic in the world of Hamon is highly subdued for the player. Mages are almost always corrupted by their power, and as such people react with fear and superstition when confronted by overt magic. Players are clearly warned that to play a caster, even a priest, will present some roleplaying challenges as well as the loss of high level powers as no PC can become a high level caster. (NPCs may still be.)
Magic items are present in the game, but they are rare and valuable. They will be used sparingly and provided only through specific circumstances as rewards for adventuring. There are no magic shops, nobody can afford magic items and selling them is nigh impossible.
Alchemy is seen as something similar lying between magic and poison brewing. Alchemists and apocatharies are around, and with their limited abilities they are able to provide potions, including the most usable healing potions.
Healing and Recovery
D&D 5e has a strong recovery process for Hit Points. While characters may regain all their hit points after a good rest, sword and arrow wounds do not magically go away. This recovery is a respresentation of a player being well enought to keep going, but the wounds still linger. There will need to be down times to fully heal. This is a roleplaying event and will have no mechanical effect on the game.
Another part of this is scarring. Players will not have abundant access to healing magic. Any wound not healed by a spell will result in scarring. Magic potions of Healing or Greater Healing are considered alchemical not magical.
Resurrection magic is all but unheard of. Any mention of it is likely to bring up stories of undead lords and liches, and be considered grossly unnatural.
What is the Benefit?
With all of these restrictions and limitations on what can happen, many might ask what is to be gained?
The gain comes from the focus on roleplaying and using your cunning and guile to get through scenarios. For characters to be rewarded with more than magice bonuses and upgrades to their treasure hoards. Players are encouraged to build upon their reputations, build strongholds from which to operate. Develop roleplaying resources that will help in the future. Characters are more reliant on thier Abilities and Proficiencies, so equipment and items are going to be more focused on adding to and improving upon these. Feats and Backgrounds will also become more prominent in the game. DMs are encouraged to ensure that all elements of these features of the character are used to enhance gameplay.
Sandbox or Heroic Quest
Both types of gameplay are easily available to the DM and Players. The Raw and primitive nature, with layers of ancient and fallen kingdoms, forgotten races, lost gods and haunted ruins creates all the potential for adventure that appears in any D&D campaign. The nature and events created in this world are entirely up those playing in it.
History of Hamon
Long Ago, back before the histories of the world were obscured by The Great Sundering, before the age of magic and steel, before the time of writing and thought, there was chaos. A primeval tumult, beyond reckoning. Out of this chaos came a single thought. Be. This thought willed itself into the first of the Ancient Gods, thus began the Age of Creation. This god bled fire and sweated rivers. Its breath was the hurricane and its hands the earth. Through will unknowable the First, the Prime God, forged the world. It stood upon the lands, and breathed. But for all its creation it was alone. So full of the pain of solitude The Prime cried endless tears that filled the land and became the rivers and the seas. From the divine chest a heart burst out and flew into the sky, becoming the sun. From the reave in its chest, it fell to the lands, becoming the mountains. Its bones the peaks. Its blood lava, its hair the grass, its breath the clouds. The land was still for a long time.
From the mountains came Father Stone. From the Sea came Mother Water. They bathed in the light of the Prime Heart, and using its life, they created life, This was the Age of Birthing. They created the animals and all the shapes of life in the land. They made the peoples to worship them, then climbed into the sky to watch over the land at night. They became the moons. Father the red moon. Mother the White.
Then out of the people rose the Elves and the Men. They discovered magic, and with it sought to control the world. The Elves believed they were formed from the fire of the Prime, because they were immortal, and far better at magic than Men. They decided, that they wold rule the world and make it a place in honour of themselves and children of the prime. Thus began the Age of Power. This age was a time of terrible sorrow, the Elves enslaved the world and made themselves masters of all life.
This age rose and fell. Empires were built and crumbled. Some times science ruled, others magic, others the might of the sword. It is unknown what ages past, all were lost.
Then came The Great Sundering. The vast land that was became rent and torn. The mountains fell and the seas rose. Fire and storm blasted all of Creation. Following this mighty cataclysm was the "Thousand Days of Night", where the sun hid behind dark clouds of dust and smoke from the burnign world. Nobody knows how long it really was, but it was long enough that few that survived the Sundering, survived this as well. Until all was left was the Broken Lands. The Lands of now. A place between then and what will be. The Age of Dreams.
The peoples were scattered, one race to a place. It has been a thousand years or more since, the peoples, once nearly destroyed, are just starting to find their world. But this world remembers the sins of old, and holds its secrets tight. Only the brave may seek them out and find them. For there are untold riches buried in lost tombs and cities. Ancient places of power and terror. The shadows of ancient times lurk, waiting, watching, slavering over the present.
Are you brave enough?
Lands & Kingdoms of Hamon
Across the shattered continents of HAMON lie the remnants of the old kingdoms, some in ruin, others surviving or revived from the ashes of the dark times following the Great Sundering. With the old world spanning Elven Empire gone, the marks on the people remain. Most races are diasporic, race meaning less than where you grew up. There are havens, or countries where one race or culture is more significant, but never judge a book by its cover.
A vast and searing desert. Covered in blinding white sands that shift and move with the winds to reveal and hide the bones of ancient civilisations, and any soul foolish to try and cross them
|Primary Race:||Human, Kalabar & Pesch|
|Other Races:||All, Mul, Low Humanoids|
|Government:||Benegat is a Monarchy, desert tribes|
|Environment:||Bleak desert with a narrow verdant coastline.|
The dark skinned nomadic Pesch of the Bone Sands, and the glistening blue waters that lap at it's coast are master navigators. Using the stars to cross the barren shifting sands prepared them for crossing the seas.
Dark Forests and steaming jungles cover this mountainous lands. Lurking within these trees and the swamps that surround them are the vicious Gobliniod races. Few non Goblinoids venture here, lest they find themselves the main event in a slaughter sacrifice, or the main course in the banquet after.
|Government:||The chaotic nature of most Goblinoids means that permanent governance is nearly impossible. This is the home to tribes.|
|Environment:||Mountains grow out of swamps and are covered in jungles and forests.|
God's Fist Lake
There are many legends about what this lake is. It is known that the waters are home to unnatural things. Isolated, not only by the mountains that surround it, but also the vicious tribes of Picts and Goblinoids that surround them. Nobody has ever managed to get close enough to unravel the mystery of this strange body of water.
Tall and imposing. The Holg Mountains provided a high bastion for the squat holg clans against the evils of the elven empire. Since the Great Sundering they have remained tall dark and imposing. The massive cavernous homes of the Holg were devastated with the rest of the lands, buried under uncountable tonnes of rubble. The lands around the mountains hold villages of both humans and Holg.
|Other Races:||Very few, some Mul, also Giants|
|Government:||The Holg have kings and thanes in a feudal arrangement.|
|Environment:||The Holg Mountains are some of the tallest in all of Hamon. The hills around the mountains are steep and rocky. Volcanoes belch fire all across the peaks. beneath, the Holg live in caverns and holds.|
Holg is a torn and broken place. The mountains that were have been shoved and cracked by the Great Sundering. Volcanoes exploded out and belch dark plumes of dust into the clouds above the mountains, making the rain a gray muck.
The short stout holg race has always been a dour, dilligent and persistant race. They have long lives and sues them to take the time to perfect their crafts. The holg love making things. These talents served them will followign teh Great Sundering and helped them recover. The Holg blame the rest of teh world for the horrors of the Great Sundering, in particular elves, and as such wish to have nothing to do with outsiders. While Holg that do live outside their clan holds may be different, the ones inside the Holg Mountains are seen as dour and brooding.
Jadkora is the name for the new contintent that is the north coast of the Middle Sea. On which you will find the kingdoms of Theena, Verilia and Tramik. In the north are the Holg kingdoms
Beyond the wild plains of the Kikusa Horsemen lies the distant paired islands of Jalambar. This distant land, once a single island before the Great Sundering, is now a set of rocky slopes born out of an active volcano. The terrain is surrounded by small areas of rich farmland, leading to small baronies run by local lords that answer to no one. A rich and powerful Feudal warrior culture that favours philosophy in all things and art in all practices, even killing.
|Primary Race:||Kikusa Human|
|Other Races:||Hold, Valinthar, Elven|
|Government||Feudal Warrior Lords.|
|Environment:||Tall mountains with narrow agricultural areas. The hills around the mountains are steep and rocky.|
Many would say the artistic nature of the inhabitants of Jan Ko would make them soft. Many Valinthor raiders have come here thinking their riches were easy plunder. They were soon proven wrong.
The eppicanthic people of Jan Ko are of the same stock as the riders of Kikusa. However their culture is more disciplined and focused on a settled lifestyle.
This mountainous area has always been the domain of Giants. Their numbers suffered in the Great Sundering, and the people of the old lowlands found refuge on the beaches of this new peninsula. A land between lands it is filled with all races, who fight to survive against the land and the giants who live in it.
|Other Races:||Theen, Pesch and Kalabar Humans. Large Holg Population|
|Capitol:||None, largest city, Vaman|
|Government||Small Feudal Fyfes|
|Environment:||Tall mountains with narrow agricultural areas. In many places the mountains drop into the seas. Inland there are high altitude lands suitable for farming.|
Jebech is a land between lands. It has the Verdant Wilds and Theen Steppes to the west, Khopesch and Kalabar to the east. It is full of Holg and Giants, as well as dragons and many other beasts. Jebech has no independent history and as such is rich in trade and the influx of many things.
Sultans, Sailors and Pirate Kings all call the islands that make up Khopesch. Warm seas with strong sailing winds have bred a hardy sea faring society. The traders in Pesch can rob you blind, steal your skin, and still make you feel like you got a good deal. If a Pesch is smiling, you have already lost.
|Primary Race:||Humans, Pesch|
|Other Races:||Other Humans, Holg, Mul.|
|Government||The Pesch have Sultanates, The Island Tribes have chiefs.|
|Environment:||Khopesh is an area dominated by the seafaring Pesch. The Pesch sultanates spread far south, but the Island of Pesch is a steep set of volcanic mountains that flow out of warm jungles and verdant plains.|
The Pesch are a proud and bombastic people. They revel in the finer things in life, and the hedonistic pleasures. The Pesch have a strong cultural tradition around sharing of life and the giving of gifts. In formal occasions, the gifts you bring are a measure of both your wealth and power and the respect you give to your host.
In Pesh if a rich man gives you just a smile, be wary of his hands, but if a poor man offers you his hands be honoured as he gives you his world. - Proverbs of Escandon, Pesch Philosopher.
Straits of Pesh
The Straights of Pesch refer to the sea that separate the Islands from the larger contintent. Sometimes called the Pirate straits, this is unfairly harsh, as the Pesch do much to curb the piracy. Beneath the straits are lost kingdoms, whole cities drowned but intact. Here they are home to sea elves and less savoury water dwellers.
The continental jungles to the east of the straits are a wilderness full of vicious tribes of elves, humans, picts and goblinoids.
Rolling grasslands dotted by thin forests and surrounded by rainbow coloured mountains fill this expanse of savannah. All across this wide open land you will find the camps and yurt villages of the proud and nomadic Kikusa Horsemen. In this land stand ruins, caves and lairs of many foul creatures.
|Primary Race:||Humans, Kikusa.|
|Other Races:||Other humans, Elves and Halflings|
|Government:||The Kikusa Khans rule as tribal Chiefs.|
|Environment:||Savanna, steppe, forests and jungles.|
Across the vast expanse of the Kikusa steppes are dotted communities of nomadic horseman. The Horse Lords is a common term, but that is happenstance based on the first clan to interact with the world were called "The Horse Lords". In fact most of the tribes adopt different animal totems as well as worship the gods.
In Kikusa, your honour is paramount. What a person says and does is their legacy. The duty of a person is to their Khan, their clan, their family and themselves. In that order.
Kingdoms of Kalabar
The rich and verdant lands of Kalabar flow from wide yellow and white deserts. Oases dot the landscape and among the hills and jungles to the north fantastic stone citadels unlike anything else in all of Hamon. It is worth noting, that the Kalabar were never conquered by the Elves. They have Sha-ir magic, the magic of the Djinn.
|Primary Race:||Humans, Kalabar|
|Other Races:||Very few free, many slaves.|
|Government:||The Noble God Sultanate|
|Environment:||In the north jungles, south savannah.|
The Kalabari Sultanates draw their power from their Sha'ir Sorcerers. The Sha'ir are mysterious casters who have made bargains with Djinn to draw upon thier power and use it to serve their sultans.
The Eldar never conquered Kalabar, the power of the Djinn was too strong. While this power has diminished since the Great Sundering, Kalabar is still the oldest continuous kingdom in all of Hamon. This continuity has allowed for strenght and resilience in the Dark Times and prosperity since.
Many see the Kingdoms of Kalabar as a desert wastland with cities built around large oases. This is because the Bone Sands is ruled by many Kalabar Tribes. However, beyond the Dragonspine Mountains and the gate city of Jemesh is a verdant tropical land rich in ancient cities, arable land and mystery.
Kalabar has a history of being a single empire, currently it is broken into several provinces. Culturally the Kalabari are more scientifically advanced than most places, their study of astronomy and mathmatics is renown in all scholarly circles. The calendar was first diviined by Kalabari scholars. The concept of coinage also comes from Kalabar, though most records will show that it was the Eldar that invented it.
The two hundred mile jungle island of Kom, home to active volcanoes and jungles rich in loam and lowlands with soil black and fertile for crops.
|Primary Race:||Humans, Pesch|
|Other Races:||Other Humans, Holg, Mul.|
|Government||The King of Junderun Lord Abcolato is a fair but merciless master.|
|Environment:||Small lowlands surrounding sharp rising volcanic mountains. The centre is a bleak place of dark creatures.|
Kom is an independent kingdom of the Pesch culture. Ruled over by a single king, who keeps his fair peace with an iron fist. The people of Kom are taught that law and order is the only way for a society to thrive and to break that order is to wrong all of society. The punitive nature of all criminal punishments is always severe.
The landscape around Junderun is excellent for farming, and the rich seas provide bounty of fishing. This added to the mines filled with rich ore deposits makes Kom a targed for many conquerers. To defend itself, Kom has a powerful navy of skilled sailors with iron prowed boats rowed by criminal slaves.
The Middle Sea
The Middle Sea runs between the continents of Jadkora and Vikador. This narrow sea is dotted with small islands and covered in merchant ships moving along the coasts and between the continents.
The Middle Sea is the lifeblood of ocean trade. It is controlled by the kingdoms of Verilia and Yaad, with the Pesch patrolling the East. The southern realms of Vickador are home to brutal races who have not mastered ship construction, thus they cannot mount a successful or coordinated navy. They instead expand their raiding nature to the ship lanes and the southern coast of Jadkora. This mixed with Pirates and ocean predators can make the Middle Sea very dangerous. But the profit of trade is too valuable.
The Northern Reach
The northern plains are filled with an odd mix of races and lands. These forests and steppes are peopled by a race not unlike the Valinthor in appearance, but more like the Kikusa Tribesmen in culture. The terrian is a diverse mix of all lush landscapes and has a cold northern climate.
|Primary Race:||Humans, Valinthor and Kikusa|
|Other Races:||Other Humans, Holg, Mul.|
|Environment:||Rich forests, Temperate Rainforests, Steppes all surrounded by high snow capped mountains.|
The Horsemen of the North, barbarian warriors with the ferocity of their Valithor blood and the discipline of their Kikusa heritage. They are the Wolf Clan, the Elk, the Tiger and many other beasts, some natural some not so, such as the Wyvern and Griffon Clans. The Northern Horsemen breed their own stock of riding horses. While the open plains of Kikusa lend themselves to the long legged and speedy bloodlines bred there, the steep mountains, winding forest and cooler climate call for a smaller, stockier breed. The Northern Steppe Pony is slightly smaller than most horses, averaging about 14 hands high and come in tan, copper and gray shades of roan colours. This breed is intelligent, strong, sure footed and very loyal.
Few races inspire more fear than the bloodthirsty and cannabalistic Picts. Smarter than most goblinoids and stronger than most men, their brutality is a prayer to their Gods, so is done with religious fervour. From a brutal land come a brutal people.
|Other Races:||Very few, Giants, Goblinoids|
|Environment:||Tropical Forests, swamps and snow capped mountains.|
The Picts are spread across all of Hamon, they are agressive invader colonists. Their only limitation is a poor understanding of technology. Picts prefer to take what they need rather than make it. Under the Eldar Picts were used as fodder for gladiatorial games or royal hunts, thus were allowed to survive in small numbers. After the Great Sundering, this survival became their most potent resource. The Pictlands were an area that once held some of the great Eldar cities, now they are overrun by Picts defaced and ruined.
The adaptable Picts have long retreated to the deserts to escape the tyranny of the Eldar, the Namagar Desert is one such place. The Picts build crude settlements around oases and warupon war upon one another.
Far to the north east of the desert is the city of Ebu. Ebu is home to picts and humans, as well as many other humanoids. It is a trade city, dark and brutal and not for the unwary. Here many a brigand hunted elswhere has found refuge. Outwardly the city is ruled by Vurglad the Black, a pict of particular cunning and strength, however the city is much under the control of various criminal gangs who's leaders advise Vurglad.
Roaring volcanoes and hot misty swamps cover this lowland. Dark jungles, filled with foul beasts and ravnous mouths. Do not enter this area without good cause.
|Other Races:||Very few, Giants, Goblinoids|
|Environment:||Tropical Forests, swamps.|
the puzzle coast
Piracy is a constant threat upon the oceans. The puzzle coast has even greater numbers. A group of populated islands, where small boats flit from village to village is prime raiding territory. Without the great navies to deter them, the puzzle coast is also a haven for such villains, they find anchorage there in various black ports to trade plunder and spend coin.
The puzzle coast holds a variety of villages, mostly human, with some islands devoted to elven populations. The elves make beautiful boats that are traded around for other materials.
The jungles of the south west are filled with the great lizards, among them, the smallest of folk. To survive in the beast infested lands these pigmy halflings have turned their foes into allies. The Tatuun Dino riders are a force to be reckoned with. But even more so, you should be careful of them because they believe to consume a beast's heart, is to consume part of its soul, thus they do this with as many fallen adversaries as possible. No matter their species.
|Capitol:||None (Officially), Tatika Kun (Unoficially)|
|Environment:||Forests and Jungles. To the south, open plains|
Many have tried to set up colonies with the Tatuun. Few have succeeded. Only the high walled city of Tatika Kun has survived. Originally a Holg built war fortress for the Eldar, it is now a cosmopolitan place run by a thuggish pirate and his army of mercenaries. Trade is prosperous and there is plenty of work for those willing to risk the giant lizards and bring them back for export. The beasts are highly prized as war mounts, arena fights and as massive beasts of burden.
Beneath the Tatuun Jungles are a series of savannahs and sandy desert areas that roll all the way to the Southpeak Mountains. The Sandspire Plain gets its name from tall ancient structures that rise out of the deserts. Ancient tall mesa and rock columns reach up out of the land. Some were once home to ancient and forgotten species that hollowed out these structures to make homes. Some are now home to the strange scorpionfolk.
Vikador is the continent on the south of the Middle Sea. It is home to the goblinoid races, the picts and the dangerous kingdoms of Yuan Ti.
Known for the brutality of its inhabitants, it is considered foolish to visit this savage land. However, the riches of the ancient kingdoms makes it a tempting place for the adventurous.
The Theen Steppes are a wilderness tamed only in isolated pockets. There are groups of Kikusa Horsemen as well as Theen human tribes. Goblinoids and Picts are also known to gather in the hills and valleys.
|Primary Race:||Human, Theen|
|Other Races:||All, Low Humanoids|
|Government:||Theena is a Monarchy, Barbarian tribes|
|Environment:||Open Steppes, Forests and Jungles.|
The Kingdom of Theena is a large and prosperous place. Boasting a population of over half a million souls that are drawn from all the races of Hamon. Once a seat of elven power, the city still has much of the beautiful marble architecture. The College of Theena is one of the greatest centres of learning in all of Hamon. Even scholars from Kalabar come to study here.
There is also the Platinum Tower. A tall silver marble tower, capped in a massive scalloped dome of platinum. This place is treated with equal parts awe and fear for it is one of the few schools where the secrets of sorcery are shared. The Archmage of the Platimum Tower is considered one of the most powerful sorcerers in all of Hamon, and sits as advisor to the King. Seemingly contradictory to the presence of the tower, but actually because of it, any illegal practice of sorcery in Theena is harshly punished, lest the fear of the tower spread. You can expect that any crime committed with sorcery, even if it is a simple picked pocket, will result in a punishment twice as harsh, with possibility of losing one or more hands, or even a tongue.
A city that used to run on slaves, the tradition of slavery is mostly gone, however punitive indentured service is a common punishment for lesser crimes.
The City has an army, but is also a city guard. The army does not service inside the city walls, except in times of crisis, and the City Guard does not venture outside without good reason. The city guard wear black studded leather armour, possibly with a chain vest and a grey tabard bearing the silhouette of a castle tower. Generally they are armed with maces of steel, the sergeants with short swords and gate guards will have pikes or glaives. The wealth of the city is ostentatious in its use of metal armour and weapons. The army all wear the same, however their tabard is also black. Thus the tow forces are known as the Grey Guard and the Black Legion.
Theena has a strong guild presence and they control much of the cities’ finances, but are all answerable to the King. Several Guild Masters are on the Royal Council. Of course, where there is wealth and power, there are more guilds than just merchant and crafts. Theena also has a Mercenary Guild and several organised crime guilds.
Tramik is a large trade port that works as part of the Golden Road. A trio of roads that link Theen, Tramik, Holg and Verilia.
Tramik is a dirty and nasty town. The King that runs Tramik is a greedy brute who keeps the city just above resentment for him but below the need for rebellion. Crime and corruption are rife here. There is one town guard, but they seem to be there just to regulate the crime. Slavery is legal in Tramik, and is used by the King to operate nearby mines and maintain civic needs such as roads and services.
Krom gave his people Valinthor to test them. The cold wastes full of foul beasts was there to build the struggle. Only through struggle does a man learn who he is, only when tested does he grow.
|Primary Race:||Human, Valinthor|
|Other Races:||Picts, other humans|
|Environment:||Plains, Arctic Tundra, Mountains.|
Valinthor is a difficult place to live. The land resists inhabitation. The barbarian tribes that roam this place are among the toughest and most brutal of the races.
The Barrier Peaks are a tall range of mountains that arc around the continent of Valinthor. Inpenetrable and hostile, they are where the Valinthor will send exiles to die. The Barrier Peaks are home to giants, dragons and other powerful beasts. Large tribes of Ice Trolls and Yeti roam the icy slopes.
The Giants are said to have great kingdoms, with the high peaks among the clouds belonging to the Cloud giants, with the firey depths of the volcanoes home to Fire Giants and their Azer minions.
There are also several Holg strongholds dotted around the lower mountains.
A vast and dense set of jungles, strewn with ruins of the old world and filled with tribal peoples battling the giant monsters and vicious humanoids that lurk in every shadow.
|Primary Race:||Human, Theen, Verilian|
|Other Races:||All, Humanoids|
|Government:||Barbarian tribal Chiefs|
|Environment:||Forests and Jungles.|
The Verdant Wilds are a great open wilderness. Haunted by the memories of the old world and tred only by the most foolhardy or capable wanderers. Deep within its shadowy canopy lurk tribes of lizard folk, broken ruins to forgotten gods and human tribes that have reverted to their most primitive and cannabalistic state.
Once, long ago, before the Great Sundering, the hills and forests of Verilia were beautiful and bountiful. Under the Elven Lords, the land had prospered and a great many works were done to move magic and science forward. With great magic and science around to bring ease to the tasks of life, so too was there a rise in music and art. Verilian's love art, it's creation and its appreciation. Along with this sense of art, and culture, has come a gift of silver tongue and wily mind. Beware the charms of a Verilian, selling something may cost you.
|Primary Race:||Human, Verilian|
|Government:||Verilia has an Emperor|
|Environment:||Rolling hills, forests and Northern Mountains.|
His Imperial Magesty, Caligan Aouros Velthanis the Second rules over his divinely mandated land with what appears to be a benevolent hand. Long ago, in the wake of the fires of destruction that ruined the land, Bladuus Velthanis the First carved out a new Verilia by blood and sword and brought peace and prosperity back to the land. Though his Empire was built on blood, it was founded for peace, though to make this easier, slaves were still used. Today Verilia is a beacon of education, culture and creative arts. Using the sea trade and the rich dark soils to grow abundant valuabel crops the Empire has prospered. The New Capitol of Verilia, now simply referred to as Verilia, is a marvel of modern architecture and engineering.
Corinthian columns rise in front of bastions of marble and fine carved relief. Aqueducts flow water in from the hills to fill public fountains, water pumps and large bath houses. The wealthy, of which there are many, hold vast parties, plied with rich food and fine wine by subservient slaves. Festivals and gladitorial games are held to celebrate any occasion.
Credit: Felipe Marchioni
The mystery of the heavens is knowledge held by very few. Once heavily guarded by the sorcerers of the Elves and high priests, much of this knowledge was lost during the Dark Times. Hamon was born out of Chaos. Spawned on a whim from the churning tumult of other worldly powers. From there it was cast out into the Material Plane. Chaos constantly seeks to claim back this bastion of (relative) Order. Chaos and Order are at constant conflict on Hamon, Chaos is at the heart of all things, but the need for their to be Order opposes this and makes the world.
Born of a single thought, as one thought became two, thus begat Good and Evil. Now the world has Law, Chaos, Good and Evil, thus is the great struggle.
Sitting in the in the every shifting msts of the Ethereal plane The World is ringed by the Elemental Orbit, whence dwells the primal creative forces. Above Light and the source of Good, below Darkness and the source of all Evil. Beyond the Ethereal-Astral boundary lie the Heavens and Hells. Each infinite in themselves, but bordered by each other, aligned to all the aspects of the great struggle.
Gods & Faiths of Hamon
Born out of the chaos of the Unknown. The Prime God gave creation to the world. From his fallen form came the Red Father and the White Mother. They did birth all of the creatures of the world. There in the sea of the Unknown the world did dwell. Father Moon and Mother Moon watch over the world, and it is said in some of the ancient texts, that those that worshipped them had power. The Elves, who saw the Prime as the one true God, forbade such worship. Thus the ways of such prayers was lost.
Then came the Great Sundering. The world was destroyed and the Gods fell silent. In the Age of Darkness and Fire the people sought new powers to believe in. Belief is a powerful thing, and as Hamon was born of a single thought, thought and belief led to divinity. Gods answered the prayers and the new faiths were born.
The actual number of faiths is unknown, with variations on faiths, myths changing and spiritual worship they are too many to count. Many refer to the Gods as the Pantheon of the 99. Meaning there are many, but always room for one more.
Commonly Worshipped Gods
|Algar||NG||Growing of things||Life, Nature||A Circle (ring) in the four colours of the seasons.|
|Ancestral Worship||All||All||Life, death, Grave, Nature, Protection||Various Totemic symbols.|
|Animal Worship||All||All||All||Totemic Animals.|
|Brethar||LG||Warrior of the Sun||War, Light, Protection||A flaming Sword or Sun|
|Chakkos||CE||Torture & Suffering||Death, War,||A Jagged Knife|
|Chim||NE||Theft and Murder||Trickery, Death||A circle in a diamond. An eye turned sideways|
|Dragonlord||N||Dragons||Unknown||A Dragon rampant, its wings curled around in a circle|
|Erebos||LN||Maker of things||Forge, Protection||A Hammer or Urn on a disc.|
|Hina||NG||Beauty, Love & Fertilitiy||Life, Light Nature||A small oval mirror|
|Iryos||N||Dragons||Arcana, Knowledge||Dragon head|
|Jamush||N||Father of Fate||Life, Death, Trickery||The 12 spoked wheel of fate.|
|Kalameed||N||Master of Djin||All 4 Elements||A cloud with a lightning bolt or Janbiya Dagger|
|Krom||NG||The Earth, Steel||Nature, Forge, War||A large solid triangle, often with a sword.|
|Lord Tempest||CN||Storms, Lightning||Tempest, Light||Arrow made of lightning.|
|Melthat||LN||Books & Knowledge||Knowledge, Arcana||A book and quill|
|Nimiana||NG||Mistress of Pain||Protection, Light||Two hands cupped in a circle.|
|Otherys||LN||Wild Trees||Nature, Protection, Life||An acorn in a circle|
|Shar Ya||CN||Fire||Light, Forge, War||One red triangle pointing down topped with three pointing up.|
|Seth||LE||Serpents||Death, Grave||A circling snake then rising from bottom.|
|Valdro||NE||Lord of Secrets & Lies||Trickery, Death||A half skull, no jaw.|
|Vorgos||CE||Slaughter in battle||Death, War||A bloodied fist covered in spikes.|
|Yamoora||NG||Mistriss of the Rain||Life, Nature, Tempest||A large blue raindrop or circle|
|Yonkaze||CN||The Four Winds||Tempest, Nature||Four arrows pointing out, sometimes ringed|
Algar, The Lord of the Forest
Algar is worshipped by ancient druidic faiths and new worshippers of the natural world. Algar is a tall green skinned man with a beard if bracken and thorns that grows to his feat, from it all seeds may fall and all flowers grow. Algar tends the trees and weeps over the sundering of the world. He seeks to repair the damage. Algar opposes the creation of cities, but not farms and villages. He sees cities as dead places but farms are merely cultured growing.
Many of the tribes in the land worship those that come before them. This form of faith is has a multitude of manifestations and the traditions surrounding them are as varied as the tribes. Generally it is seen that to pray to the elders is to draw on their wisdom and learning from ages past to have guidance and strength.
Brethar is a golden warrior who embodies the perfection of the warrior craft. He seeks to be the perfect soldier in the defence of others. Brethar is the golden sword, the flaming shield. He was there to guide people out of the darkness following the Sundering. It was at this time that he rose in prominence as he became a source of salvation for some.
Chakkos, the Flayer.
Where Brethar is the light, Chakkos is the darkness. He brings suffering and pain to the world, for through this suffering, people are made strong, or the weak die. It was the suffering of the darkness following the Sundering that culled the weak and made the survivors strong. Chakkos preaches a doctrine of might makes right. Chakkos is the brother of Vorgos and together they find worshippers among the Picts and the goblinoids.
Chim, The Knife in the Dark
Worshippers of Chim follow in the footsteps of the shadowed one because he teaches those that to propser you must be willing to use your mind, not just your muscle, and do whatever you can to gather wealth and power. Chim is a thief and an assassin. The weak and the dim witted are easy prey for the lethal cunning of Chim.
Dragonlord / Dragonmistress
The Dragonlord is master or mistress of all dragons. She appears as any dragon she chooses, and is known to appear as a great winged hydra, with 10 heads.
Erebos, The Maker of Things
Master of the forge and the kiln, Erebos is venerated by those that craft. Weavers, carpenters, metalsmiths and builders all seek the strength and guidance of Erebos. The Holg are particularly devout worshippers of Erebos, who call him Erebok.
Hina, The Chalice
Hina is the guider of souls to their new life. Long ago she breathed life into the embers of the fires of creation and from that flame drew the first life spark. When women wish to have children they pray to her and ask that she gift them a life spark. Part of this is also the acts of Love and Marriage. Hina blesses the home and brings people together to make children.
Unlike the Dragonlord, who's name and rituals are unknown to man, for he is worhipped by dragons, Iryos is the bridge between the common races and Dragons. Iryos, the World Dragon, is an ancient God, worshpped from ages past. He is the fire in the volcano, the thunder in the skies and the tremmors in the earth. Worshippers of Iryos see him as the father of many things, and see lesser gods as representations of parts of the Great World Dragon.
Jamush is neither cruel nor kind, he is neither male nor female, she is neither order or chaos. Jamush is that which is going to happen and all that has been. Believers of Jamush trust in the Great Weaver of the World to bring their threads to greatness in the Tapestry of History. He knows all and sets out all before us. This is not to say that all fates are sealed, your fate is mutable, but it is up to you to take the threads of greatness provided to you by Jamush. To bring the ire of Jamush is to be given the worst threads, to have her boon is to have the Golden Threads.
Kalameed, The Master of Djinn
The enigmatic and elemental Djinn of Hamon were summoned to the world by Kalameed. The Djinn are powerful creatures, to worship their creator is to invite great fortune into your world. Djinn bring luck, good harvest, good weather and many more boons as thought to incorporate the elemental powers of the world. Even a smith, dedicated to Erebos, may have a small idol to Kalameed by his fire, to invite the Djinn to purify his fire.
He who dwells in the mountain. He who moves the earth. Krom calls you forth from the cradle, he challenges you and sets the difficulties of life before you, it is up to you to survive. Krom is the main god of the northern barbarians. He is the earth and all its riches. For the Northmen, mining is a metaphor for life. All the riches are there, you must merely put in the effort and dig, face the dangers of the world and survive. So is it for the smith and the warrior.
Lord Tempest, The Fury of the Storm
Long ago the people of Hamon learned to fear the power of the storm. Thought to be the anger of the gods or ancient titans warring against each other, the people prayed to the storm to be safe. Eventually the Lord Tempest came to be, the personification of the storm. Not good or evil, as storms are both destructive and bring renewed life, but seen as the last remnant of the chaos that spawned The First.
Melthat, The Tomekeeper
Some see Melthat as benevolent, storing the knowledge of the generations to be used later, some see him as neither good or evil, for knowledge is neither, only its use. Some see him as evil as he keeps the secrets of magic, and all magic leads to evil. Melthat sits in his Marble tower and records all things. He is historian, recored keeper and teacher. The worshippers of Melthat are usually those who value knowledge and learning, seeing that such records have value. It depends on the greed or benevolence of such scholars as to how that knowledge is shared or hoarded, creating the differing opinions of Melthat.
Nimiana, Mistress of Pain
Nimiana serves all of those who are in pain. She is the balm of hope that salves their wounds. Nimiana heals the sick, repairs the broken hearted and lifts up the down trodden. The quiet and beautiful Nimiana is welcome in most cities as the churches are often sources of charity. Many orphanages are operated by the clergy. Despots fear her, for her key message is hope, and this hope has fueled more than one uprising. Nimianan clergy all take a vow of peace, they may not raise a hand to anyone except in the direct defence of self or others.
Otherys is the Mother of Wild Growth. She is the Queen of the Fey and Guardian of the Wilds. Otherys represents the power of nature, seen in the way trees and vines have reclaimed the fallen cities. Her domain is the wilderness, and while that often means the forest, it does include the open desert, as that is the domain of nature.
Shar Ya, The Eternal Flame
Shar Ya is the the Fire of Creation made immortal in the flames of every fire. Creation, destruction and renewal. Shar Ya is venerated as the mistress of the flame, and all the things fire achieves. Fire defends against the cold, brings light to darkness and is the centre of the home in the hearth. Clerics of Shar Ya may worship at a forge or kiln, they may seek to ensure a village is lit all night with lanterns, or they may share in rituals with Clerics of Otherys to bring the renewing power of fire to a forest.
Those who follow Vorgos find glory in him through the slaughter of enemies and those weaker than themselves. Ork kind particularly see the challenges of Vorgos, kill or be killed, as a way of life, thus they constantly seek to build forces to conquer all around them, even other ork tribes. The rites of Vorgos often involve blood consumption or sacrifices before heading out to battle. Cannibalism is often a key part of the celebrations following the slaughter.
As rain falls and washes away the dirt, replenishing the world and bringing life after the fire, so does Yamoora bring forth new bounty. The peaceful rain away from Lord Tempest, the flowing creek and the still pond. Bringer of seafood and mystress of the sea, Yamoora rules over the domain of water. Where water or its bounty is important to people, the clergy Yamoora can be found offering prayers and guidance to the poeple.
The four winds are horsemen that ride from horizon to horizon. Their passing blows the seeds to new soil, carries the falcon across the sky and pulls the clouds to bring the rain. The Winds are the breath in our lungs, the motion in the sail and carry the soul from this earthly realm to the heavens. Primarily worshipped by the horse clans of Uma Kishu and other plains folk, the Four winds will also find their icons on the tips of sail arms or as a horse on the prow of a ship. Archers will sometimes favour the winds, as do some avian races. Worshippers tend to follow the carefree nature of the winds.
It is unknown how long history is. There were many ages before the great Eldar Empire. Ruins and half translated texts speak of things beyond comprehension. Then there was the Great Sundering, and all of history was sent into upheaval. It is known that no elf has, nor parent of any elf has any memory of The Great Sundering.
All that is known is that over three centuries ago, Pesch astronomers started mapping the skies and marking the years using the few shreds of information that survived as a basis for terms, and measures. Many races and lands did not have calendars, and those had to adapt to the calendar brought by travelling traders. This is the marked calendar used by most in this time.
|Day||= 24 Hours|
|Week||= 10 Days long|
|Month||= 3 Weeks Long Plus "New Day"|
|Year||= 373 Days|
|-||= 12 Months +13 Days|
|-||= Each Month has "New Day"|
|-||+ 4 Days of Equinox & Solstice|
Credit: Frazetta. (edited by author)
The new year is marked on the day after Winter Solstice. Mid year being the Summer Solstice. Each solstice and equinox take place outside of the calendar months. New days were added to make the maths work for the sailors.
There are two moons on Hamon, one red, one white. The red moon, called Father, Father Flame, The Red Father and variations is predominant during the Summer months. Over Autumn, he moves behind the white moon called Mother, Ice Mother, and other variations. Then again in Spring, she moves behind the red. The Moons are full once a month, with there being barely a sign of the other at the height of Summer and Winter. This means that there is usually a red heated glow to Summer nights and a cold bleak glow in the Winter.
|Dawnus||Starts after Winter Solstice|
|Reave||First month of trading|
|Crone||First Month of Spring|
|Shaltam||Starts after Spring Equinox|
|Firemoon||First Month of Summer|
|Karam||Starts after Summer Solstice|
|Falling||First month of Autumn|
|Harvestmoon||Starts after Autumn Equinox|
|Homecome||Last moth of trading|
|Shadowmoon||First mont of Winter|
Different races, tribes and cities each have different customs and traditons performed on different days. Some involve celebrations, others sacrifice. The tapestry of tradition is as diverse as the peoples. Given the calendar has marked days of celebration, many have adopted them to their festivals and traditions.
Welcome to the great and mysterious world of Hamon. Forged from chaos and built by gods long forgotten. Hamon was once a huge continent ruled by massive empires that controlled the people with powerful magic. Then came the Great Sundering, a terribly cataclysm that rent the world into disparate continents. Rising from the ashes came the remnants of that world. It is from those remnants that your ancestors come. A savage and primal world awaits those who venture out of the protected settlements and City States. But also is adventure, wealth and fame.
To generate your six primary statistics you need to roll 2D6+6 six times. This is to be done in the presence of the DM.
Special Rule: If a racial Ability bonus is applied, the maximum that Ability is 20 + Racial Bonus.
The world of Hamon has variations on the standard races.
For more information on the Races and Cultures. Visit the Hamon Obsidian Portal Wiki There are 6 different races of humans. Each with a fixed Stat adjustment.
- Dwarves (called Holg)
- Half Orcs (But they are a race called Picts)
- Goliaths (But they are a race called Mul)
The Vathar are tall muscular folk from the North. They have dark hair and tanned skin. Their eyes are green or blue. They live as a nomadic and warlike barbarian tribal culture.
Traits: Vathar recieve a +2 to STR and proficiency in either Leatherworking or Smithing Tools.
From the Western land of Kikusa come the Uma Kishu, or the Kish, eppicathic eyed horsemen. They have black hair, brown eyes with a yellow tinted skin. On average they are slightly shorter than most, however they are the best horse breeders and riders in all of Hamon.
Traits: Uma Kishu recieve a +2 to DEX and proficiency in either Alchemists Tools or Vehicles Land.
From the Eastern Deserts and the Strait of Pesch come the Pesch people. Dark skinned and broad shouldered the Pesch are great traders and master sailors. It was the Pesch that first re-established trade after the great sundering.
Traits: Pesch recieve a +2 to Con and proficiency in either Vehicles Sea or Navigators Tools.
The Kalabar come from beyond the Eastern deserts is the mysterious land of Kalabar. One of the few nations to maintain a sense of independence from the Elven Empire with thier Djinn allies. The Kalabar remain removed and reserved. They travel broadly seeking trade and to learn about the world. Among the post Sundering races, the Kalabar are the most advanced. Kalabar are brown skinned and of average build. They have dark brown or black hair and hazel or golden eyes. A Kalabar will rarely remove their face covering, which may be simple cloth or an ornate golden mask. If a Kalabar does this in front of someone, it is a sign of great trust.
Traits: Kalabar recieve a +2 to Int and proficiency in either Alchemists or Cartographers Tools.
The Theen came from the centre of the old continent, but now are among the most diasporus of the human races. Covering all over the lands they exist in both tribes and urban settings, barbarians and cultured kings. Theen have have blonde through to brown hair, with eyes ranging from hazel through to dark brown. Because the Theen were so broadly used by the old empires, many have lost their tribal roots where they worship their ancestors. In stead the Theen are known to adopt religions and cultures from all over, bringing in whatever they think is best.
Traits: Theen recieve a +2 to WIS and proficiency in either Cooks or Carpenters Tools.
Verilians come from the northern parts of the old continent, though most of their home was destroyed in The Great Sundering. Now they mostly live in the Verdant Wilds. Verilians have a rich culture of art and crafts. They compose music and study written word. Verilians travel all over Hamon seeking knowledge and ispiration for their songs and stories. Verilians are fair skinned with lean builds, green or blue eyes and fair hair.
Traits: Verila recieve a +2 to CHA and proficiency in either an instrument or Artists Tools.
Once the powerful immortal masters of Hamon. The Eldar suffered the most in The Great Sundering. Their power was shattered along with the world. The people turned on their despotic masters and slew them, plundering their temples and razing thier edifices. Now the elves are scattered and homeless. the ancient memories of what the elves did has left deep cultural scars in the other poeples of Hamon. Many liken Elves to the Ork Kind or brutal Picts. They live in scattered nomadic tribes. Elves are still one of the only two races that can use magic, but they have lost their immortality, living barely two centuries. The term Eldar is used commonly to refer to the ancient race, Elf to the post sundering race.
The Holg are the Dwarves of Hamon. Holg are seen all over the world as the Elves used them as stonemasons and a hardy work force. A key difference with Holg and normal Dwarves are beards. For generations the Holg outside the mountains were forced to shave their beards. Now, after the Great Sundering, many still will not grow full beards and some choose none at all.
Mul by Brom
The Mul are a muscular half breed created by the Elves. They were an attempt to create a better slave workforce. They added the strength and longevity of dwarves onto a taller human frame. This was somewhat successful, however they also got the human sense of individuality and freedom coupled with dwarven determinism. Many Muls rose up against their masters, and as such there are tribes that come from Free Muls and those who are decended from slaves. The word Mul is pronounced like Wool, pull or, full. To say Mule is to offer an insult to the Mul, and usually finds you with a muscled arm trying to separate your head from your neck.
Traits: Muls use the Goliath traits and statistics.
Pict by Ubisoft
Picts are a savage and brutal race. Many would consider them no better than orks, however they are more intelligent and human looking than the goblinoids. Picts are a tribal race that raid and act as marauders. Many will hire themselves out to powerful warlords for a share of the plunder, or just to enjoy the savagery of battle.
Traits: Picts use the Half-Orc traits and statistics.
The Tatuun are a diminuitive race of halflings that live in the steamy southern jungles of Tatuun. Cannabalistic Barbarian Dinosaur riders, Tatuun travel rarely and are fairly isolationist. There are of course exceptions, as Halfling Fighting was a sport of the Eldar who kept them as pets. This led to slaves and traded staff that grew up away from their tribal ways. Halflings, which hate that term, refer to themselves as Tatu.
Due to the significantly different history and primal nature of the world of Hamon, there are some severe restrictions on classes you may play.
|Fighter||No "Eldritch Knight"|
|Monk||No "Way of the Four Elements"|
|Rogue||No "Arcane Tricksters"|
|Sorcerer||Limited Levels, Human Wild Mage Only|
|Wizard||Limited Levels, Elf & Human Only|
Limited classes may be played, however, due to the low magic nature of the world you must multiclass with something else. Your spellcaster class level cannot be any more than HALF your character level rounded up. With Special DM permission your second class can also be a limited caster, but multiclassing spellcasting rules still apply.
Magical Class Abilities
Many Class abilities and traits are magical. In the World of Hamon these abilities will often change to have a mundane explanation. Mechanically they will not change. Sometimes this won't be possible and this will be a rare magic ability, which may unnerve common folk. .
Backgrounds should not be affected systematically on Hamon, however you may need to change some of the flavour to coincide with the primal nature of the world.
Skills are not changed and may be taken a normal.
Money and Equipment
Starting money is the same for Hamon, and all basic equipment is still available. There is also a few new items, weapons, mounts and vehicles.
When looking at your equipment, what you have, remember the primal nature of Hamon. While some areas are civilised and will have high quality finery. Mostly around the world equipment is rougher, harder and showing of its primitive roots.
Mundane Items and Equipment
All basic equipment itmes, services, fees and the like are worth their normal value, except following the material rules. The cost of steel is very expensive, thus most items are made with the use of bronze, tin or copper, or where possible, non-metal substances.
Steel is a rare and valuable commodity for few still remember the secret of forging, and few of those are willing to share it. Almost all items are made with replacement materials in stead of steel. Bone, wood and obsidian weapons and armour are commonplace.
Below are the bonus and cost modifiers for alternate materials. The price variance applies to the PHB list price for the basic item.
Melee Weapons & Arrows
|Wood & Bone||-1/-1||Normal|
Where wood or bone replace a major metal part of a weapon, those items automatically break on a Natural 1.
Bows & Crossbows
Armour & Shields
|Wood & Bone||-1||1/10th|
Language, Culture & Coins
Each of the lands developed their own language. There were once many more tongues than spoken today. The Elven Empire forced everyone to learn the Common Elven language, this has become the trade and mercenary tongue and what is spoken by most across Hamon. There are dialects and accents, but you can get by with this in most places. The known Languages are:
|High Elven||Elven||Elf Aristocracy|
|Kishu||Kishu Icons||Kikusa Plain|
Culture is a very difficult concept to sum up on a world like Hamon. For neither are all cultures the same, nor are they apart.
There are of course vast differences between most of the human cultures, and the other civilised races. But at the same time there are many influences that are similar. The Eldar Emperors and their world domination meant that a great many parts of every culture were influenced or altered to align with them. The Eldar intended to wipe out all othere civilisation, culture, language, tradition and especially religion, setting themselves up as the sole way of life. This failed in many ways. Many cultures proved too hard to remove, and the further away from the ancient capitol, the easier it was for the people to maintain their own way of life.
Many things did spread across the world. The wheel, the use of bit, bridle, saddle and stirrup. The use of writing and mathematics. Navigation by the stars was quickly adopted by any seafaring race. Archtecture, cooking and other arts also mixed and proliferated. Each culture taking ideas and concepts and adding their own spin. But perhaps the biggest and most important idea to travel was farming and agriculture. This along with other trade secrets of carpentry and smithing meant that every culture was able to prosper some and then survive the Great Sundering.
Following the Sundering, different cultures fell back into isolation. Some even became fearful of others, and warred against any new group as a threat. To this day, some tribes and groups continue in this manner, not all are welcoming and not all are vicious.
The last great influence of the Eldar is the use of a simple decimal based unified currency. A coin weighs 1/5th of an ounce. So there are 80 coins to a pound (16 ounces). The exception to this is the Chit which is worth 1/10th of a copper coin, so weighs only 1/50th of an ounce.
Coins come in five key denominations:
|Coin||Platinum Value||Gold Value||Silver Value||Copper Value|
The actual shape, design and form of these coins varies greatly across the land. As each nation sought to free themselves of the tyranny of the Eldar, they sought to create their own currency, but the necessities of trade meant that they kept their values. For example, all Holg coins are square, or octagonal, Kikusa coins all have holes through them to keep them on a cord. Pesh will link chains, breaking off ounces as they go and the Sultans of Kalabar use small rods, approximately 1/5th of an inch across and as wide as your palm.
Magic & Sorcery
Magic is the powers of the primeval and the twisting of reality to suit the means of those that would chose to wield it. To use magic is to tap into the chaos from which the World of Hamon was formed and attempt to use it to thwart the laws of reality. To do this is to risk your immortal soul, for no being may delve into the world of magic and not be warped by its aura.
Magic is all powerful and thus all corrupting. Sorcery, is inherently a corrupting practice, as you practice your art, so does it leave its mark on you. Be warned.
There is only one type of sorcerer, The Wild Mage. Wild mages are the rare humans that have tapped into the chaos of the origins of the world and from it been bestowed magic, uncontrollable and dangerous powers.
Wizards seek to use the ancient arcane formulas, discovered through the Age of Power to bend and shape reality according to the rules of Magic. But magic is chaos, no matter the discipline involved.
The most feared of the three arcane casters. Most common folk cannot tell the difference between the three types of caster, instead thinking that all practitioners are like Warlock. Black hearted souls who have made dark pacts with ancient evils.
Class Level Restrictions
As noted above. One half of your level rounded up.
NPCs & Magic Restrictions
It is to be noted that NPCs, villains and major characters are not limited by the restrictions. Players should not assume that anyone they are dealing with is bound by these rules. This is to allow variation and diversity in the world.
Arcane Foci & Talismans
There are two types of device that will aid a caster. The arcane focus, as described in the DMG provides a bonus to spell casting and abilities. A Spell Focus may add between +1 to +3 to either Spell Attacks or Spell Saving Throw DCs, or both.
The Talisman is a new device. This device allows a person to circumvent the limits of class levels as described above. They may have more spell caster levels than half their character levels. A +3 Talisman allows a player to have half rounded up +3, so a 9th or 10th level character could have 8 caster levels. Talismans are rumoured to exist that would allow a person to be a pure caster all the way to the highest levels.
A character may have only one active Talisman at a time. All Talismans must be attuned. If you are not in direct possession of your Talisman, you lose all its benefits and are limited back to regular casting levels, losing all other level benefits, including spells known, spells slots and Proficiency Level.
Talismans and Foci can be anything, Rings, Amulets, Circlets, Wands and Staves are the most common. Generally the more powerful the item, the more ornate it is, using the quantity of rare elements and jewels to bind the magic within.
The ancient secrets of binding magic to aretefacts to create magic tools, weapons and equipment were closely guarded by the few that knew them. The Eldar were highly proficient at it, but shared little of this knowledge, even among themselves. Following the destruction of the Eldar civilisation in the tumult following the Great Sundering, many arcane items were destroyed.
Nevertheless, in the age that has followed, the dark secrets have been sought, found and mastered by a rare few.
Magic items do exist in Hamon. Most items listed in the DMG are there, but they are very rare and beyond value. Spell Scrolls, Potions and Wands containing spells are somewhat more common than permanent items, but they are not easily traded.
Magic weapons and the like can be simply imbued with magic, meaning they are able to hurt certain monsters, they can also have bonuses and extra abilities, those these are very rare. Magic bonuses do not stack with bonuses from materials. A sword that has a material bonus is considered to be magical.
A new Class for Hamon
For centuries there has been a tradition of slavery and gladiatorial combat. The Games held to honour the old Elven Empire were renown for their glory and brutality. Following the collapse of the Eldar, pit fighting and gladiatorial combat has continued to prosper. Now free warriors compete for cash prizes and schools compete for the glory of their masters. Gambling has allowed this industry to survive, and where there is still slavery, there are still slaves in the arena.
When deciding your background as a gladiator, you may consider three key options:
1) You were born a slave and are a Slave Gladiator
2 ) You have chosen the Gladiator's life to win fame, glory and gold.
3) You have lost your freedom and become a Slave Gladiator.
If slavery is your path to the arena, are you free now? Is your freedom earned or stolen?
|1st||+2||Fighting Syle, Second Wind|
|2nd||+2||Action Surge (1 use)|
|4th||+2||Ability Score Improvement|
|6th||+3||Ability Score Improvement|
|8th||+3||Ability Score Improvement|
|9th||+4||Brutal Critical (1 Die)|
|11th||+4||Extra Attack (2)|
|12th||+4||Ability Score Improvement|
|13th||+5||Brutal Critical (2 Dice)|
|14th||+5||Ability Score Improvement|
|16th||+5||Ability Score Improvement|
|17th||+6||Action Surge (2 Uses), Brutal Critical (3 Dice)|
|19th||+6||Ability Score Improvement|
|20th||+6||Extra Attack (3)|
While it is possible to build an effective Gladiator using the Fighter or even the Barbarian Class, Gladiators have a blend of both classes to specialise in the Arena. Gladiators are tougher than fighters, but lack their broad weapons training. They have both Fighter and Barbarian class features and draw their Archetypes from Fighters or the new specialist Brawler.
For Gladiators, their most important aspects are their Strength, Dexterity and Constitution. As warriors they need these abilities to survive the rigours of combat. However, to build fame and glory, you will also need to please the crowd, and this is done with Charisma, either through intimidation or performance, or both.
Credit: Frank Frazetta
As a Gladiator you gain the following class features.
Hit Dice: ld12 per gladiator level
Hit Points at 1st LeveI: 12 + your Constitution modifier
Hit Points at Higher Levels: ld12 (or 7) + your Constitution modifier per barbarian leveI after 1st
Armor: Light armor, medium armor, shields
Weapons: Simple melee weapons, martial melee weapons
Saving Throws: Strength, Dexterity
Skills: Choose two from, Acrobatics, Athletics, Intimidation, Performance.
Gladiators train to fight to the death in the arena, a place where ranged weapons are not used. Gladiators are trained in any weapon that can be used in melee combat, but no weapon that is specifically ranged, such as shuriken, bows, or crossbows. Hand axes and knived, which can be thrown are trained as they are also melee weapons.
You start with the following equipment, in addition to the equipment granted by your background:
- a martial weapon or simple weapon
- a suit of leather armour
A gladiator that starts as a slave, starts with nothing.
- Starting Gold: 2d4x10
Fighting Style, Second Wind, Action Surge, Brutal Critical,, Extra Attack, are all described in the PHN under Barbarians and Fighters and are not reproduced here for copyright reasons.
Gladiators may take the following Archetypes:
Gladiators may take the Battlemaster or Champion Archetypes from the Fighter Class in the PHB.
New Archetype: Brawler
The Brawler is a wrestling and pugelism specialist glatiator.
At 3rd Level when you attack with an unarmed attack, you may spend your bonus action to make an off hand unarmed attack. At higher levels your unarmed atacks do more damage. 1D4 at 7th, 1D6 at 10th, 1D8 at 15th, 1D10 at 18th. At 7th level you may add unarmed damage to any successful grapple check you make.
At 7th level you become highly skilled at grabbing and wrestling with your opponents. You gain the following benefits when grappling any opponent that can be grabbed and is one size larger than you or smaller:
- advantage on grapple checks.
- If you so choose, any opponent you successfully grapple, that is lower level or CR than you, can be immediately rendered Prone. This does not end the Grappled Condition.
- At 10th Level, if you so choose, any opponent you successfully grapple, that is lower level or CR than you, can be immediately rendered Restrained. Furthermore, if you so choose, all opponents can now be redered Pinned. This does not end the Grappled Condition.
- At 15th Level, you may do these effects on any creature up to 2 sizes larger than you.
At 10th level you may attempt to do extra damage when strking unarmed or with a grapple. You may take a -5 to hit/grapple to gain a +10 to damage
At 15th level, when fighting unarmed or grappling, you may score a critical hit on a 19 or 20.
At 18th levei, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have O hit points.
- Multiclass Requirement: Strength 13
- Multiclass Proficiencies: Light & Medium Armour, Melee Weapons
Rangers live in the wilds of Hamon, seeking solace among the trees and creatures that dwell there. Rangers are hardy and mysterious folk, for they live in places deemed too dangerous for those that live in the great City States. Rangers are in tune with the land and train hard for their survival.
Calculate Hit Points as follows:
Hit Dice: 1Dl0 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher LeveIs: ldl0 (or 6) + your Conmodifier per ranger level after 1st.
You gain the following proficiencies:
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.
Credit: Frank Frazetta
|1st||+2||Favored Enemy, Natural Explorer|
|3rd||+2||Primeval Awareness, Ranger Conclave, Poultices|
|4th||+2||Ability Score Improvement|
|5th||+3||Ranger Conclave feature|
|6th||+3||Greater Favored Enemy|
|7th||+3||Ranger Conclave feature|
|8th||+3||Ability Score Improvement, Fleet of Foot|
|10th||+4||Hide in Plain Sight|
|11th||+4||Ranger Conclave feature|
|12th||+4||Ability Score Improvement|
|13th||+5||Call Natural Allies|
|15th||+5||Ranger Conclave feature|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.
Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
- You ignore difficult terrain.
- You have advantage on initiative rolls.
- On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing armor, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.
If there are multiple groups of your favored enemies within range, you learn this information for each group.
At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.
If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up).
At 3rd level, you choose to emulate the ideals and training of a ranger conclave: the Beast Conclave, the Hunter Conclave, or the Stalker Conclave, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20using this feature.
Greater Favored Enemy
At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.
Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.
Fleet of Foot
Beginning at 8th level, you can use the Dash action as a bonus action on your turn.
Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can use one of your poultices to cure one poison effect on the creature you are applying it to, in addition to restoring hit points.
Hide in Plain Sight
Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes.
When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect.
You are still automatically detected if any effect or action causes you to no longer be hidden.
If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.
Call Natural Allies
Starting at 13th level, when you are in an area of your favored terrain, you can call natural creatures from that terrain to fight on your behalf, using your attunement to the natural world to convince them to aid you. The DM chooses beasts appropriate to the terrain to come to your aid from among those that could hear you and that are within 1 mile of you, in one of the following groups:
- One beast of challenge rating 2 or lower
- Two beasts of challenge rating 1 or lower
- Four beasts of challenge rating 1/2 or lower
- Eight beasts of challenge rating 1/4 or lower
These beasts approach you from their current location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns. The DM has the creatures’ statistics.
After 1 hour, these beasts return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same animals will not repeatedly heed your call.
Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.
Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Across the wilds, rangers come together to form conclaves- loose associations whose members share a similar outlook on how best to protect nature from those who would despoil it.
Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.
At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.
With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select you companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.
Credit: Eric Belisle
At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time.
If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use nature's magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body. If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.
Keeping Track of Proficiency
When you gain your animal companion at 3rd level, its proficiency bonus matches yours at +2. As you gain levels and increase your proficiency bonus, remember that your companion’s proficiency bonus improves as well, and is applied to the following areas: Armor Class, skills, saving throws, attack bonus, and damage rolls.
Your animal companion gains a variety of benefits while it is linked to you. The animal companion loses its Multiattack action, if it has one.
The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.
Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.
Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.
Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.”
Beginning at 5th level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.
At 7th level, while your companion can see you, it has advantage on all saving throws.
Storm of Claws and Fangs
At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.
Superior Beast’s Defense
At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.
Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
At 3rd level, you gain one of the following features of your choice.
Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Credit: Jee Hyung Lee
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 7th level, you gain one of the following features of your choice. *Escape the Horde. Opportunity attacks against you are made with disadvantage.
Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Steel Will. You have advantage on saving throws against being frightened.
At 11th level, you gain one of the following features of your choice.
Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Whirlwind Attack. You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Superior Hunter’s Defense
At 15th level, you gain one of the following features of your choice.
Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Deep Stalker Conclave
Most folk descend into the depths of the Underdark only under the most pressing conditions, undertaking some desperate quest or following the promise of vast riches. All too often, evil festers beneath the earth unnoticed, and rangers of the Deep Stalker Conclave strive to uncover and defeat such threats before they can reach the surface.
At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed, and if you use the Attack action, you can make one additional attack. You are also adept at evading creatures that rely on darkvision. Such creatures gain no benefit when attempting to detect you in dark and dim conditions. Additionally, when the DM determines if you can hide from a creature, that creature gains no benefit from its darkvision.
Deep Stalker Sight
At 3rd level, you gain darkvision out to a range of 90 feet. If you already have darkvision, you increase its range by 30 feet.
Credit: Miles Johnson
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 7th level, you gain proficiency in Wisdom saving throws.
Starting at 11th level, once on each of your turns when you miss with an attack, you can make another attack.
At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature’s attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.
Credit: Frank Frazetta
Credit: Kyounghwan Kim
New Weapons & Equipment
|1)||Dragonpaw||5gp||1D6 Piercing||5lbs||Versatile 1D8, Double Ended (2)|
|2)||Trikal||20gp||1D8 Slashing||5lbs||Two Handed|
|3)||Carrikal||15gp||1D8 Slashing||5lbs||Versatile 1D10|
|4)||Chatchka||3gp||1D4 Piercing||1lb||Finesse, light, thrown (range 20/60)|
|5)||Wrist Razors||20gp||1D6 Slashing||5lbs||Finesse|
|6)||Cahulak||10gp||1D6 Piercing||5lbs||Finesse, Double Ended|
|8)||Gouge||10gp||1D8 Slashing||5lbs||Versatile 1D10|
|9)||Dejada||5gp||1D4 Bludgeon||5lbs||Finesse, Thrown (range 30/120)|
|10)||Tortoise Blade||20gp||1D6 Slashing||5lbs||Shield weapon (3)|
|11)||Lajatang||20gp||1D10 Piercing, Slashing||5lbs||Heavy, Reach, Two Handed, Double Ended|
|12)||Lotulis||25gp||1D10 Piercing, Slashing||5lbs||Heavy, Reach, Two Handed, Double Ended|
(1) Prices are given for metal versions and in standard PHB prices thus need to be converted to Hamon prices.
(2) Double Weapons can be used with two weapon fighting as if you were wielding two weapons.
(3) Shield weapons can be used as either shields or weapons. If a shield weapon is used during your round, it cannot be used as a shield. If dual wielded, both weapons may be used as shields for double shield bonus to AC.
|Impaler||10gp||1D10 Piercing, Slashing||5lbs||Heavy, Reach, Two Handed, Double Ended|
|Forearm Axe||10gp||1D6 Slashing||5lbs||Light, Shield weapon|
|rer||10gp||1D10 Piercing, Slashing||5lbs||Heavy, Reach, Two Handed, Double Ended|
|Crescent Dagger||1gp||1D4 Slashing||1lb||Finesse|
|Gythka||10gp||1D10 Piercing, Slashing||5lbs||Heavy, Reach, Two Handed, Double Ended|
|Talid Glove||10gp||1D6 Piercing||3lbs||Light|
The diverse and strange nature of the lands of Hamon have bread many bizarre creatures. Hamon is covered in enlarged or dire versions of most animals, as well as several large reptiles. Many of these have been domesticated, druids and shamans charming them and breeding domesticated beasts. Given that there is a large amount of desert and warmer climates, reptillian beasts have become particularly useful.
Kank, Mekillot and Inix
Large Beast, Unaligned
- Armor Class 12
- Hit Points 40 (5D10 + 10)
- Speed 50ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 12 (+2) 2 (-5) 10 (+0) 5 (-3)
- Condition Immunities None
- Senses passive Perception 10
- Languages None
- Challenge 1/2 (100 XP)
Multiattack. The crodlu makes two attacks, one with its beak and one with its claws.
Beak. Melee Weapon Attack: + 5 to hit, reach 5ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Claws. Melee Weapon Attack: + 5 to hit, reach 5ft., one target. Hit: 4 (1d6 + 2) slashing damage.
The Crodlu is the larger tougher and more reptillian cousin to the Erdlu. Used more often as battle mounts they are slightly tougher and stronger than their winged cousins. Crodlu also have two small arms, they are too weak to use combatively, but are used in foraging.
Large Beast, Unaligned
- Armor Class 11
- Hit Points 25(3D10 + 3)
- Speed 50ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 12 (+2) 2 (-5) 10 (+0) 5 (-3)
- Condition Immunities None
- Senses passive Perception 10
- Languages None
- Challenge 1/2 (100 XP)
Multiattack. The crodlu makes two attacks, one with its beak and one with its claws.
Beak. Melee Weapon Attack: + 4 to hit, reach 5ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Claws. Melee Weapon Attack: + 4 to hit, reach 5ft., one target. Hit: 4 (1d6 + 2) slashing damage.
The Erdlu is a reptillian bird like creatures capable of great speeds. Used across Hamon as a fast single rider beast, they are useful for herdsmen or those seeking to travel fast. While erdlu do possess a small leather wing, they are entirely flightless. When trained to fight, as their cantankerous disposition naturally lends them to, they can make excellent war mounts. Only their low strength, preventing heavy bardin or a heavily armoured rider is an issue.
Large Beast, Reptile, Unaligned
- Armor Class 17 Natural
- Hit Points 92 (8D10 + 40)
- Speed 35ft.
STR DEX CON INT WIS CHA 20 (+5) 13 (+1) 20 (+5) 2 (-5) 12 (+1) 6 (-2)
- Senses passive Perception 12
- Challenge 1 (200 XP)
Multiattack. The inix makes two melee attacks, one with its bite, and one with its tail.
Bite. Melee Weapon Attack: +7 to hit, reach 5ft, one target, Hit: 12 (2d8 +5) piercing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 5ft, one target, Hit: 11 (1d12 +5) blunt damage.
Inix are very large lizards, similiar to monitors, that have a strong bone carapace on their back. This carapace is thick enough that howdah can be attached wihout hurting the animal. A full sized Inix can carry up to 4 poeple in cover and comfort all day.
Large Beast, Insect, Unaligned
- Armor Class 17 Natural Armour
- Hit Points 28 (3d10 + 9)
- Speed 40ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 2 (-5) 12 (+1) 6 (-2)
- Senses Passive Perception 11
- Challenge 1 (200 XP)
Bite: Melee Weapon Attack: +3 to hit, reach 5ft, one target, Hit: 6 (1d8 +2) piercing damage and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.
Spit: Range Weapon Attack: +4 to hit, range 20/60, one target, Hit: 10 (2d8 +2) acid damage and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.
Many kanks roam wild across the Tablelands, as well as being herded. These large, docile insects have black chitinous exoskeletons, which are divided into three sections: head, thorax, and abdomen. They can carry objects with their multi–jointed pincers, or use them in combat.
Workers are the hive’s laborers, drones and principal food producers. They secrete nectar in melon–sized globules along their workers’ abdomens and provide this to other members of the hive when needed.
Huge Beast, Reptile, Unaligned
- Armor Class 18 Natural Armour
- Hit Points 130 (10d10 + 70)
- Speed 30ft.
STR DEX CON INT WIS CHA 32 (+11) 10 (+0) 25 (+7) 2 (-5) 10 (+0) 9 (-1)
- Senses Passive Perception 12
- Challenge 1 (200 XP)
Trampling Charge: If the mekillot moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mekillot can make one stomp attack against it as a bonus action.
Gore: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (4d8 + 11) piercing damage.
Stomp: Melee Weapon Attack: +14 to hit, reach 5 ft., one prone creature. Hit: 30 (3d10 + 11) bludgeoning damage.
Mekillots are used as caravan beasts; a hitched pair can pull a full wagon at a slow pace. Mekillots are never truly tamed, however, for the creatures have been known to go off the road and wander for days. They also like to make snacks of their handlers.
Technology was advanced greatly under the control of the Elven Empire. Magic bound vehicles were created, ships powered by elementals, wagons enhanced with enchantments. All such things were destroyed in the Great Sundering. Since then, the creation and construction of such things has had to be relearned. As such, the vehicles in this land are far more primitive in design in some places than others.
A Balangay is a small boat with a simple sail, often with a covered area. They are approximately 12 to 15 feet long and 3 or 4 feet wide. They are sailed by a tiller at the back that will also allow access to the sail.
Corbita is a medium sailing ship. They have dual tills and one masted sail. Some Corobitas have a second sail protruding from the front of the ship. Dual decked, they can carry up to 2000 tons of cargo, depending on size, which can be up to 150 feet long.
A Dhow is a a coastal vessel that is used as a small cargo vessel. They hve small crews and travel fast along the coast, but are not suitable for the open sea. They are common in the middle sea.
Giant multi sailed galleys ply the open seas and transport large forces, cargoes and important figures across the sea.
Fashion & Concept Art
What follows are a series of images to further enhance the overall look of the World of Hamon.
This chapter is to clarify whether rules are used as written, common use house rules apply, or if rules imported from older editions are in play.
Critical Hits, Saves & Skill Rolls
Some DMs allow for Critical Success or Failure on all of these. In Hamon the following rules apply.
|Attack Roll Weapon||Yes|
|Attack Roll Spell||Yes|
|Skill Roll Combat Manoeuvre*||Yes|
*Trip, Grapple, etc.
Players may choose to either take the average HP per level or roll. Once this decison is made, it cannot be changed. You roll the dice, you run the risks.
Stacking Advantage & Disadvantage
Unlike the RAW version. Advantage and Disadvantage stack, applying all bonuses and penalties until either they all cancel or you are left with a net Advantage or Disadvantage
In certain circumstances, as a reward for good playing or decision making, the DM may apply "Triple Advantage or Disadvantage". In this version you roll 3d20 taking the best or the worst roll depending on the effect.
New Attack Types
When you move directly at an opponent, you may spend your bonus action to make a second move and when you arrive you gain Advantage on your attack. Every opponent you run past applies normal attacks of opportunity and every opponent that strikes at you until your next action gain Advantage against you . (This cannot be used in conjuction with other move bonus actions or the Reckless Attack)
Flanking rules apply, providing Advantage as normal. Once a character or enemy is flanked by two people, any one else automatically gains flanking when fighting that enemy in melee combat.
In 5E you apply Advantage not gain +2.
NEW FEATS for HAMON
Adventuring in the world of Hamon has its own risks, and with the diminishing of magic characters are more reliant on their natural abilities. To aid in this here is an expanded list of Feats that a player may take to bolster their character.
You can take opportunities to strike hard when dual wielding two melee weapons.
- When wielding two weapons you can do a Double Strike. You strike with both weapons at the same time in a single attack. You take a -5 to attack and add the damage from your off hand weapon to your primary weapon.
- If you have the Two Weapon Fighting ability you may add your abiltiy modifier for both weapons.
Prerequisite: Dexterity 14
When fighting with just a single one handed weapon you may increase your defence and strike for more lethal blows. You may gain the following abilities:
- You stand back behind your weapon parrying everything around you. Gain a +2 to AC
- When the moment comes you lunge forward striking deep at your opponent. You may take a -5 penalty to attack and gain a +10 to damage.
Prerequisite: Strength 14
You are skilled at fighting with your shield. When using this feat you gain the following abilities:
- You are skilled at striking with your shield. You may give up your AC bonus with the weapon and treat it as a light off hand weapon you are proficient in. Shields do 1D6 Bludgeoning weapon.
- You are able to use your shield to allow more powerful attacks. When fighting with a one handed medium weapon you can interpose your shield between yourself and your target and wind up to hit hard. You may take a -5 penalty to attack and gain a +10 to damage.
Note: this feat cannot be stacked with the "Defensive Duelest Feat PHB p165.
Prerequisite: Dexterity 14
- Any attack made from prone is no longer made with disadvantage.
- Creatures within 5 feet no longer gain Advantage.
- Movement while prone no longer costs extra movement.
- You may perform a "kip up" manoeuvre to jump up from prone as a bonus action, not using any movement.
Prerequisite: Strength & Dexterity 14
A master athlete, you are exceptionally skilled at moving around your world. You gain the following benefits:
- You gain advantage on any Strength (Atheltics) or Dexterity (Acrobatics) roll for any action that is not an attack. Climbing, swimming, balance, running or similar.
Prerequisite: Charisma 14
Cunning and deceptive, you are skilled at lying and the manipulation of others. You gain the following benefits:
- You gain advantage on Charisma (Performance) and Charisma (Deception) tests whenever you are trying to deceive or manipulate someone. You must share a common language with the creature you are deceiving with and cannot be in open combat with them.
Prerequisite: Wisdom & Charisma 14
Skilled in working with people to find common ground. You gain the following benefits:
- You gain advantage on Wisdom (Insight) and Charisma (Persuasion) tests when in any form of negotiation, bargaining or diplomacy. You must share a common language with the creature you are negotiating with and cannot be in open combat with them.
You are a master at countering magic. You find it easier to counterspell others.
- Whenever you spend a slot to do a counterspell, it counts as a slot one level higher.
You are used to the stresses that can foul spell concentration.
- You gain advantage to any Constitution (Concentration) saving throw to maintain concentration on a spell.
You have mastered ranged spells and can make shots that others find impossible. You gain the following benefits:
- Your ranged spell attacks ignore half cover and three-quarters cover.
- Before you make a ranged spell attack, you can choose lo take a -5 penalty to lhe attack roll. If the attack hits, you add +10 to lhe attack's damage.
One of the key elements to the low magic nature of Hamon is that it is based more on what you can do with your skills and abilities rather than what you can do with your magic items. A key way to explore this is with a 4E mechanic, The Skill Challenge. A skill challenge is where you are in a scenario, outside of combat, where you must succeed at a number of skill checks to surpass the encounter or challenge. If you accrue too many failures before you accrue enough successes, you fail the challenge.
Skill challenges create some thing of a mini game within D&D. They allow for the players to work together as a team to use their skills to overcome obstacles.
Because this is about a specific sub challenge or mini game, whenever a DM uses a Skill Challenge they are requried to do the following:
- Clearly announce that this is a skill challenge
- Nominate how many successes are required to win the challenge.
- Inform the players what the results of success or failure will be. This may not be specific, but a clear understanding needs to be given as to what will happen.
To succeed at a skill challenge you must accrue a nuumber of successes.
- To attempt a Skill Check you must be proficient in it.
- Any skill may only be used Once by any player. Other players may use that skill, but you can only use it once.
- It is up to the player to describe how a particular skill use may aid in a challenge.
- If the party accrue 3 Failures, they fail the challenge
A DM may add in these rules. They can be in or out for a particular challenge, but this should be clearly explained at the beginning of any challenge.
- Players may be able to undo failures by doing extra successes.
- A DM may have degrees of failure. One or Two failures in a challenge may add to the diffuculty of another challenge. In the Example, the failure by Player 3 may mean that when the party intercept the Thief, he has reached an ally to help in the fight.
|Standard Challenge||3 Successes and 3 failures|
|Difficult Challenge||4-6 Successes requried.|
|Very Difficult Challenge||6-9 Successes requried.|
|Near Impossible Challenge||10-12 Successes requried.|
The Players are chasing a thief through the city.
The DM decides that this is a standard skill challenge.
- The DM informs the party that a skill challenge has begun.
- The DM states as a standard skill challenge it will require 3 Skill Success before 3 Failures with no ability to undo failures
- Success means that the party will catch up to but not capture the thief.
- 3 failures means that the Thief will escape.
Option. The DM may decide that one or two failures will mean that when the party catch up to the Thief, he has 1 or 2 allies.
- DM: The thief makes a run for it.
- Player 1: "I will give chase!"
- DM: What Skill will you use in this challenge?
- Player 1: I am a Barbarian, I am proficient in Athletics and will use it to run after him.
- DM: Make a DC13 Athletics Test. (player 1 rolls, Succeeds)
- DM: You take off at speed baring down on the thief.
- Player 2: I am a wizard, I am not athletic. But I have Diplomacy. I yell out to the crowd "Stop that Thief!" to get them to slow him down.
- DM: Roll a DC13 Diplomacy Test. (Player 2 rolls. Succeeds)
- DM: You yell out and a local in the street grabs at the thief, both stumble, slowing the thief. The thief escapes, but has been slowed.
- Player 3: I would like to use Insight, to see which direction he is likely to go and take a shortcut.
- DM: Roll a DC13 Insight Test. (Player 2 rolls. Fails)
- Player 3: I try again.
- DM: You cannot use that skill again
- Player 3: I use stealth to sneak up on him.
- DM: How will sneaking work to catch a fleeing foe?
- Player 3: I don't know.
- DM: Then you can't use it.
- Player 4: Can I use Insight? I am proficient.
- DM: Roll a DC13 Insight Test. (Player 4 rolls. Succeeds)
- DM: Seeing him stumble you see him look towards an alley. You cut down another alley and move to cut him off. Because you slowed him down, saw his path and ran really fast, you successfully intercept the thief. Challenge completed.
ADVENTURING IN HAMON
Travelling the roads of Hamon is designed to be different to other worlds. The primitive and low tech nature of the world is designed to reflect an experience of a place still in the throes of figuring out how it works. While there have been great empires in the past, they have now fallen to ruin and it is now a time of chaos, upheaval. Kingdoms are not set by defined boundaries, with polite treaties and neat farming communities scattered across the landscape. The tumult of the past has left many scars on the people. Added to this is the diaspora created by the past empires. In the main lands of Hamon, no one people truly come from one place. The mix of races makes for strange tensions as those that believe they have rights to a place must contend with others born in those lands, but of a different race or culture.
Travel on Hamon should be both easy and dangerous. Along established roads, the level of monsters is very low. Brigands and the occasional tribe of marauders are the issue here. Beasts and monsters quickly learn that the packs of humanoids are dangerous, and thus avoid the roads. Though some, either too powerful or primal to be afraid of humanoids, will still raid the roads.
Opposite to that idea is the deep wilderness, where things get very dangerous very quickly. Monsters are most likely unintelligent bestial creatures that predate upon those brave or foolish enough to wander away from civilisation. Dinosaurs, drakes, giant animals roam around looking for prey.