Tuvern Campaign Setting Guide
Tuvern Campaign Setting Guide
Table Of Contents
Part 1: Background Part 2: Player Information
Information New Races 17
History of Tuvern 5 New Rules 18
Map 6
Aramoor and its Settlements 8
Aramoor Culture 10
Power and Punishment 11
Guilds and Groups 12
Magics, Gods, and the Planes 14
PART 1
Background Information
History of Tuvern landscape of heat. The wasteland is controlled by a
Tuvern is a world steeped in history, from ages of strict Militocracy, and the desert is filled with many
prosperity, times of calamity, eras of creation, and marauder gangs and violent bands of fighters. As a
epochs of destruction. Tuvern begins its journey result of their own desertification they began expanding
through space with the events of Arrival, the collision of to the neighboring islands for resources, eventually
four asteroids creating the world of Formatos and invading the bountiful country of Lyundra.
giving birth to the Ancient Gods. The first races, In there invasion they quickly gained control of two of
Humans, Elves, and Dwarves, emerge along with the three major cities in the country, along with the
Metallic Dragons to watch over them. capital shortly thereafter. After claiming their foothold
Followed years later is the Discrepancy Wars when in the country they began a strong offense pushing the
nomads tamper with an ancient power, releasing citizens of Lyundra back to the mountains. At a
chromatic dragons into the world. This leads to a standstill, the Lyundran military called on the aid of
prolonged war between humanity and dragons, neighboring country Aramoor for assistance, for a final
resulting in the death of almost all of the dragons, the large attack, The Lyundran Offensive.
few that remained in the aftermath hid themselves away Lyundra now bolstered by Aramoor’s aid were able to
never to be seen again. begin pushing the invaders of Drin back. In there efforts
The end of the Discrepancy Wars causes the they were able to reclaim approximately sixty percent of
Severance, where the land transforms into the now the controlled territory.
Tuvern, comprised of the seven major countries of As a result of the successful offensive the opposing
Aramoor, Drin, Kaminar, Kwejian, Lyundra, Talmachia, forces were able to reach an agreed truce. The two
and w̷̙̤͈̏̐̈́͗͜ i̸̡͔̤͍͐̎̈́̅ l̴̰̹̜̗̅̿̐͝ b̶̡̝͉̰̂̌̏͝ ɿ̴̺̥̲̽̀̅̿ͅ i̷̛̦̗̫͚̐͗͝ n̸̟̗͉̆̊̈́̚͜ ɒ̷̢̩̘̽̃̿́ͅ ɿ̸̡͇͍̌́̈́̌ͅ . New races are also born from the blood sides have continued to be at peace for almost three and
of the now dead dragons. From there the Age of a half decades.
Ideogony follows, lasting nearly 700 long years, marked The Country Aramoor
by powerful mages and the founding of the seven great Since the war, Aramoor has grown significantly in
capital cities, governed by the Septenary. populace, and has become even more so the central hub
The great Age of Ideogony concludes with The for the countries of Tuvern. Aramoor is among the most
Entanglement, a ritual performed by the Septenary that diverse of the seven countries and many walks of life are
altered the course of time and space, leading to the birth lived here.
of The Exalted gods. The imbalance of cosmic forces In recent events within the country, weather has been
triggers The Collapse, a short war among the gods that suboptimal for the crop growers on the west coast of the
ravages the lands and destroys much of the civilization country. Small gangs of marauders have been seen in
in Tuvern. rural areas of the west. And mysterious lightning storms
The Collapse ends in The Departure, a ritual have been occurring across the country, the lightning
performed by the Ancient gods, where they depart from within is a green hue, an odd color for Aramoor as
the world, sealing ancient powers beyond the realms of green lightning is typically only seen above the island of
physical existence and transforming themselves into the Ilora when the volcano is erupting.
four moons in the sky today. This event restores balance
to the cosmos, and starts the era of Post-Departure.
Although The Departure is the last major event to
happen in the history of the world, another, much
smaller, event, occuring a few decades after the
departure, is important to Tuverns history, the
Waazalwu. During this time a series of earthquakes
occured and two large islands emerged from the seas
Ilora, and Sithica. An island chain also rose, the Isles of
Escalos. The Waazalwu also caused slight mutations
amongst humans, and the newly mutated race is now
known as the Krin.
The world now faces a new era with a complex set of
countries and rulings, the balance of power, and the
mysteries of the past waiting to be explored.
The Lyundran War
In more recent events, a war has torn through the
country of Drin and most of Lyundra. Drin now finds
itself to be a lawless waste of desert spanning miles. Its
entire landmass was desertified leaving only an arid
Aramor and its Ashalon
Settlements The city of Ashalon is the capital city of Aramoor.
Location
Aramoor Ashalon is located in the north western portion of the
Aramoor is located at the center of the seven core country.
countries. It is known to be a home base for any and all. Routes
Land Description
The weather in Aramoor is a temperate climate leading A few smaller roads and paths lead out of the city to
to warm and humid summers with thunderstorms and nearby towns and villages. A main road however, leads
mild winters. from the city to the major city of Canandor, and another
Aramoor consists of two major mountain ranges, one less travelled route breaks off from it towards Labyrinth
to the north, and one to the south. The region between Alley.
these two mountain ranges is a intricate canyon and Groups and Guilds
cave system that many travelers often get lost and die Guilds
in. The House of Astereon, the scholar’s guild, is located
To the west is a large grassland full of rolling hills, near the center of the city and is the center for
most of the area is utilized as farmland to grow various arcane knowledge.
grains. In the east lies a large and dense forest of The Scholar’s Premonition, the arcane guild, has a
various types of trees. Further east beyond the dense chapter located a few blocks from the scholar’s guild.
forest is swampy area filled with small fishing shacks, The chapter in Ashalon is the largest chapter, and
hamlets, and villages. maintains both research efforts and arcane combat
Most of Aramoor is filled with small towns and training.
villages, along with many ruins and dungeons.
Regions of Aramoor Groups
The northern mountains are referred to as the Kibil The Obus Court maintains the adjudication process
Mountains within them is Mount Kibil. of the country with its 500 members.
The southern mountains are known as The Population
Bornundum Peaks. The population of Ashalon is approximately 26,402
The region between the north and south mountain people.
ranges is known as Labyrinth Alley.
The grasslands in the west are known as The Current Ruler
Crescent Grasslands. Settlements in Aramoor don’t tend to have one ruler.
The dense forest to the east is known as The Red Since Ashalon is the capital city 300 to 400 members of
Forest. the assembly can typically be found within the city.
The swamps in the far east are known as The River
Glades. Economy
The city of Ashalon imports lumber and bronze, and the
major exports include, grains, copper, and lumber.
Many merchants in the city are partnered with The
Trader’s Collective.
History
Ashalon was founded by Argurus, Grand Magus of
Aramoor, in the year 128. His statue sits in the city
square. He ruled the city and country for the whole of
the Age of Ideogony, until dying in The Entanglement.
Aramoor’s governmental system of a direct democracy
began in the year 26 PD first in Ashalon, then spread to
the rest of the nation.
In recent history, many memebers of The Trader’s
Collective now live in the city after the war in Lyundra
pushed them out of the country. Many of the citizens of
Lyundra also moved into the city during this time, and
was the cities largest increase of populace.
Canandor Ashador
The city of Canandor is the larger of the two major cities The city of Ashador is the smaller of the two major
of Aramoor. cities of Aramoor.
Location Location
Canandor is located at the southern most point of Ashador is located on the northern coast at the eastern
Aramoor. base of the Kibil Mountains.
Routes Routes
From the gates of Canandor is one main road along The roads leading in and out of Ashador are not
with two less travelled yet still main roads. Each of the commonly traveled. A small road leads into the mouth
less travelled roads go to smaller settlements, the of Labyrinth Alley, while another road branches off
western road leads to the town of Pelaros, while the toward The Red Forest. Small paths also exist to nearby
eastern road leads to the village Winsar. smaller settlements.
The well travelled main road leads north along the
full length of the coast to the capital Ashalon. from this Groups and Guilds
main road are a plethora of paths that lead to many Guilds
settlements. The Wandering Muses, the performer’s guild, has a
Groups and Guilds small bard college in the outskirts of town. Many of
Guilds
the bards found around the world have studied here
The Company’s home base can be found in the Population
upper layers of the city. The work they provide has The population of Ashador is approximately 6,543
been a driving force in the build up of Canandor. people.
Population Current Ruler
The population of Canandor is approximately 16,323 Settlements in Aramoor don’t tend to have one ruler.
people. Since Ashalon is the capital city 100 to 200 members of
Current Ruler
the assembly can typically be found within the city.
Settlements in Aramoor don’t tend to have one ruler. Economy
Since Canandor is a major city 200 to 300 members of The city of Ashador imports sugar, sugar cane, rice,
the assembly can typically be found within the city. paper, ink, and spices, and the major exports include
Economy
lumber, salt, and grains.
The city of Canandor imports lumber, steel, marble, History
textiles, and lantern oil, and the major exports include Ashador was founded by Rufus Rutherford in the year
grains, lumber, copper, salt, and wool. 138. The original purpose of the city was to establish a
hub for the citizens to the east of the mountains. The
History city was mostly untouched by the collapse, but did not
Canandor was founded by Fletcher Hart in the year gain official city status under the direct democracy until
136. The original purpose of the city was to serve as a the year 37 PD when the population surpassed 5,000.
strategic place to conduct trade with the neighboring Today the city serves as the major trade route
country of Lyundra. Much of the city was destroyed in between Aramoor and Talmachia, and still serves
The Collapse, remnants of the old city are still in the eastern populace, many of whom immigrated from
lower layers of the city. The city regained official city Talmachia over the years to farm The River Glades
status under the direct democracy in the year 29 PD whose land is incredibly fertile and well irrigated.
after it was quickly rebuilt.
In recent history, many of the citizens of Lyundra
have moved into the city as a result of the war.
Aramoor Culture Religion
Social Dynamics Each individual is free to worship whoever they would
like. The gods most commonly worshiped are the
The racial demographic is very broad and diverse, less exalted gods of life and order. It is rather uncommon for
mutated Krin can also be found in more unkept parts of those that worship the other gods to be seen in more
cities and along roads. Mostly all races and cities get public places.
along with each other as well. The social dynamic The Ancients are also celebrated on their lunar
within Aramoor is most easily compared to Ancient alignments.
Athens, Greece. Arts
Attire and Language Many arts are prevalent within Aramoor, most
The attire within Aramoor varies from peasantry clothes noticeably the performer’s guild. The capital city also
and workers garbs, to armor or higher end clothing. has many artisans.
All standard languages are spoken within Aramoor,
however, Orcish is rather uncommon. Some scholars
and mages are also proficient in some exotic languages.
Power and Punishment
Laws
Aramoor outlawed the use of spells that falls under the
School of Necromancy within cities.
The people also do not allow the use of slave labor.
Laborer’s can however substitute monetary
compensation for food or shelter.
Within Aramoor the most common punishment is
imprisonment.
Government
The government system of Aramoor operates as a
Direct Democracy similar to Athenian Democracy.
Any member of the population can choose to attend
an assembly held eight times per year. During these
assemblies decisions and changes are proposed and
then voted on.
Once per year a group of 1000 people is chosen by
lottery. This group then meets every day or every few
days and does most of the hands-on work of
governance. It supervises government workers and is in
charge of things like the navy and army. It deals with
ambassadors and representatives from other cities. Its
main function is to decide what matters would come
before the assemblies.
Once per week a jury of 500 people is also chosen by
lottery to serve in The Obus Court. This jury is
responsible for deciding the outcome of all judicial
matters that may arise.
Military
The military of Aramoor exists regularly as a small
reserve army. In the event of a crisis however all
citizens of Aramoor are obliged to take part in the effort.
In order to communicate messages and orders
between cities, The Company provides free extended
sending.
The tactics of the military are similar to the Athenian
Military’s.
No specific weapons are used in battle.
War machines used include, catapults, trebuchets,
and ballistae.
Guilds and Groups The Jacks of All Trades
The Jacks of All Trades is the Laborer’s Guild within
Guilds Tuvern.
The Jacks of All Trades home base is located within
The Company the capital city of Kaminar, Thalandar.
The Company is the Adventurer’s Guild within Tuvern. The Jacks of All Trades are found far and wide and
The Company’s home base is located within the are the most skilled craftsman’s. They often head
major city of Aramoor, Canandor. The Company has massive building operations, and pass down there
many other locations however throughout the realm. knowledge to continue the methods and teachings of
The Company serves as a home base for all The Jacks of All Trades.
adventurer’s in search of side jobs and other mercenary The Jacks of All Trades is the oldest of all the guilds
work. responsible for the construction of the seven great
The Company also handles all mail and capital cities in the Age of Ideogony.
communications deliveries. The Scholar’s Premonition
If you wish to use a mail service you have the The Scholar’s Premonition is the Arcane Guild within
following options(prices vary by location): Tuvern.
Regular Chapter’s of The Scholar’s Premonition are located
Express in various countries within Tuvern. The largest group is
Sending located in the capital city of Aramoor, Ashalon, a few
Extended Sending streets away from The House of Astereon. This group
specializes in no particular field, researching many
The Hand of Dark things and practicing many magics.
The Hand of Dark is the Criminal Guild within Tuvern. The Scholar’s Premonition also has a chapter in
The Hand of Dark’s location is unknown and few Lyundra, as well as Talmachia. Each of them
know it. It often moves locations never settling to a specializes in a different field.
particular place. The Scholar’s Premonition serves as a place of
The Hand of Dark serves as a guild of all criminals further training for graduates of The House of Astereon.
from theft to assassins, smugglers and drug dealers and Many who join devote their life to their research both
everything in between. magical and non-magical. Some mages, however,
Although little is known of The Hand of Dark it is said understand their are threats in this world far larger than
that they are devout worshipers of Vardok, God of research. These mages train further in the art of combat
Darkness. magic and many fight in wars and conflicts.
The House of Astereon
The House of Astereon is the Scholastic Guild within
Tuvern.
The House of Astereon is located within the capital
city of Aramoor, Ashalon.
The House of Astereon serves as the flagship location
for the study and practice of magic.
Many graduates of The House of Astereon go on to
join The Scholar’s Premonition to utilize there magic
capabilities further.
Throughout The House of Astereon are many statues
of Astereon, God of Wisdom and Knowledge. Many of
the methods practiced in The House of Astereon are
performed in the name of Astereon, God of Wisdom and
Knowledge. Both the enrollment oath and graduation
oath call for the honorable use of magic in the name of
Astereon, God of Wisdom and Knowledge.
The Trader’s Collective
The Trader’s Collective is the Mercantile Guild within
Tuvern.
The Trader’s Collective has locations all over the
realm, however, their flagship location is in the capital
city of Lyundra, Glyceria. However due to the invasion
of Lyundra those that handle its operations have
relocated to the major city of Lyundra, Lexador, or
Aramoor’s capital, Ashalon.
The Trader’s Collective also runs most of the
caravan’s that travel the lands carrying people or cargo.
In addition, The Trader’s Collective oversees many of
the ports and warehouses in major cities of trade.
The Wandering Muses
The Wandering Muses is the Performer’s Guild within
Tuvern.
The Wandering Muses has three main locations,
namely, the major city of Talmachia, Edo, the major city
of Aramoor, Ashador, and the major city of Kwejian,
Tijyros.
The Wandering Muses serves as a guild for any who
perform or wish to learn the art of performance.
Those part of The Wandering Muses often are found
wandering along roads and in taverns. Those found on
the road will often play songs free of charge to groups
they find, to inspire them for the things they may face on
the road ahead.
Groups
The Obus Court
The Obus Court is the high ruling justice power within
Tuvern.
It is located in the capital city of Aramoor, Ashalon.
The Obus Court was created in the name of Obus,
God of Justice. The truth oath references his name.
What differs from a regular court is, The Obus Court
does not have a judge, but instead a jury of 500
members.
Statues of Obus, God of Justice also line the halls of
the court. It is believed that these statues watch over the
judicial practices and maintain a proper just trial.
Occasionally some people have attempted to smuggle
an idol to Alazir, God of Tyranny into The Obus Court.
Sometimes the presence of an idol has a chance to warp
the true justice that the statues provide. Anybody this
has worked for is unknown. Those caught carrying an
idol into the court are sent to death immediately.
Magics, Gods, and the Vashnir, Ancient God of Death
Vashnir ruled over the domain of all things related to
Planes order from Arrival up until The Entanglement. The
symbolism used for Vashnir, as with all the other
Magics Ancients, is his moon Vashnir. The moon is a dark gray
Within Tuvern, magic is a heavily practiced art by many. color. Its surface appears to be covered in craters. In
Those in the House of Astereon devote their life to addition Vashnir is depicted in ancient murals, like the
magical theory, while those in The Scholars other Ancients.
Premonition seek to master the ways of practical magic. The Exalted
The forces of magic flow through ley lines deep beneath The Exalted is the new generation of gods born from
the surface of the planet, spellcasters draw on the the events of The Entanglement. The pantheon consists
eminent forces of these lines to cast and concentrate of twelve gods. Each Exalted god has control over
spells. differnt aspects of the domain their Ancient god
Gods counterpart controlled.
The gods of Tuvern are broken into two pantheons, one Eranos, God of the Living
old and one new, named The Ancients and The Exalted Eranos, God of the Living is a descendant of Eratos,
respectively. The Exalted are the offspring of The Ancient God of Life birthed during the events of The
Ancients born during the events of The Entanglement. Entanglement.
Each of The Ancients had three Exalted children. Eranos, God of the Living rules over the living
The Ancients amongst the world maintaining life of all things. Many
In the begining, during The Arrival, the four asteroids temples exist in the name of Eranos, God of the Living
that collided created the world of Tuvern and the four for worship in want of a good and full life.
Ancient gods along with it. The Ancients now live on in A symbol of a gem is often used as a symbol of
the skies as the four moons that orbit the planet. Eranos, God of the Living.
Eratos, Ancient God of Life Izira, Goddess of Healing and Medicine
Eratos ruled over the domain of all things related to life Izira, Goddess of Healing and Medicine is a descendant
from Arrival up until The Entanglement. The symbolism of Eratos, Ancient God of Life birthed during the events
used for Eratos, as with all the other Ancients, is his of The Entanglement.
moon Eratos. The moon is a deep blue color. Its surface Izira, Goddess of Healing and Medicine rules over the
appears to be covered in wispy lines. In addition Eratos domains of healing and medicine. Many temples of are
is depicted in ancient murals, like the other Ancients. devoted to her as places of healing.
A symbol of a ring is often used as a symbol of Izira,
Uoros, Ancient God of Order Goddess of Healing and Medicine.
Uoros ruled over the domain of all things related to Ormir, God of Light
order from Arrival up until The Entanglement. The Ormir, God of Light is a descendant of Eratos, Ancient
symbolism used for Uoros, as with all the other God of Life birthed during the events of The
Ancients, is his moon Uoros. The moon is a light yellow Entanglement.
tint color. Its surface occasionally has incredibly faint Ormir, God of Light is the god of light. Many believe
glowing cracks of yellowish light. In addition Uoros is there is life within light, many pray to Ormir, God of
depicted in ancient murals, like the other Ancients. Light seeking guidance for the soul.
Q’ala, Ancient Godess of Chaos A symbol of a rod with a line wrapping around it is
Q’ala ruled over the domain of all things related to order often used as a symbol of Ormir, God of Light.
from Arrival up until The Entanglement. The symbolism
used for Q’ala, as with all the other Ancients, is her
moon Q’ala. The moon is a deep orange color. Its
surface occasionally has incredibly faint glowing cracks
of fiery orange. In addition Q’ala is depicted in ancient
murals, like the other Ancients.
Astereon, God of Wisdom and Knowledge Zarakus, God of War
Astereon, God of Wisdom and Knowledge is a Zarakus, God of War is a descendant of Q’ala, Ancient
descendant of Uoros, Ancient God of Order birthed Goddess of Chaos birthed during the events of The
during the events of The Entanglement. Entanglement.
Astereon, God of Wisdom and Knowledge rules over Zarakus, God of War rules over domains of war, and
the domains of wisdom and knowledge. He is normally violence. During war many call to him for strength in
not prayed to but is more often used as a symbol of battle.
knowledge and wisdom. A symbol of a sword or sword on fire is often used as
The existence of Astereon, God of Wisdom and a symbol of Zarakus, God of War.
Knowledge also causes mortal mages to be unable to
cast 10th, 11th, and 12th level spells. Azalstix, God of Disease
A symbol of a grimoire is often used as a symbol of Azalstix, God of Disease is a descendant of Vashnir,
Astereon, God of Wisdom and Knowledge. Ancient God of Death birthed during the events of The
Entanglement.
Obus, God of Justice Azalstix, God of Disease rules over the domain of
Obus, God of Justice is a descendant of Uoros, Ancient disease. He is responsible for all diseases which plague
God of Order birthed during the events of The the world.
Entanglement. A symbol of a rose is often used as a symbol of
Obus, God of Justice is the god of justice. Obus, God Azalstix, God of Disease.
of Justice is normally not prayed to but is more often
used as a symbol of Justice. Obus, God of Justice is also Vardok, God of Darkness
related to The Obus Court by way of the Oath of Obus. Vardok, God of Darkness is a descendant of Vashnir,
A symbol of a scales is often used as a symbol of Ancient God of Death birthed during the events of The
Obus, God of Justice. Entanglement.
Vardok, God of Darkness is the god of darkness.
Penara, Godess of Peace Many people who seek the stealth darkness grants,
Penara, Goddess of Peace is a descendant of Uoros, worship Vardok, God of Darkness. The most notable
Ancient God of Order birthed during the events of The being The Hand of Dark.
Entanglement. A symbol of a cloak is often used as a symbol of
Penara, Goddess of Peace rules over the domain of Vardok, God of Darkness.
peace. She is often worshiped among families with
members dispatched in war. Some groups exist devoted Volnir, God of the Dead
to keeping peace in her name. Volnir, God of the Dead is a descendant of Vashnir,
A symbol of a diadem is often used as a symbol of Ancient God of Death birthed during the events of The
Penara, Goddess of Peace. Entanglement.
Volnir, God of the Dead rules over all dead which fall
Alazir, God of Tyranny in the world. He is also the ruler of the land of dead
Alazir, God of Tyranny is a descendant of Q’ala, Ancient where all spirits go. Many people pray to him in an
Goddess of Chaos birthed during the events of The effort to commune with those they once knew.
Entanglement. A symbol of an urn is often used as a symbol of
Alazir, God of Tyranny is the god of tyranny. Very few Volnir, God of the Dead.
pray to Alazir, God of Tyranny though look to him as the Planes
cause for tyranny in life.
A symbol of a stone tablet is often used as a symbol of The planes of the world include those found on the
Alazir, God of Tyranny. typical cosmic wheel.
Woxzotl, God of Madness Planar Travel
Woxzotl, God of Madness is a descendant of Q’ala, Since the events of Departure planar travel has not
Ancient Goddess of Chaos birthed during the events of been possible. As a result mages have been trying to
The Entanglement. crossover to other planes since then, when creatures
Woxzotl, God of Madness is the god of madness. Very from the Feywild and the Shadowfell came into Tuvern.
few pray to Woxzotl, God of Madness though look to
him as the cause for madness and lost minds in people.
A symbol of a stack of papers is often used as a
symbol of Woxzotl, God of Madness.
PART 2
Player Information
New Races Krin
Two new races can be found within Tuvern, the Ilorian, Krin first appeared during the Waazalwu when some
and the Krin. humans became mutated.
Ilorian Krin are fairly similar in appearance to humans
though there face appears more pale and tired. Some
The Ilorian appeared on the island of Ilora after the may also appear almost grey in skin tone. Some Krin
Waazalwu when the island emerged from the sea. may also have severely dry skin, or skin peeling from
The Ilorian appear humanoid in size and shape. The their face and body.
key difference is parts of their skin, or full appendages, Krin, New Playable Race
consists of hard rock with a visible, but very dim, The Krin are also a playable race, there abilities listed
magma flowing through. below:
In addition to this magma being present, those Age. The Krin typically mature the same time as
proficient in the practices of the arcane arts have a humans and live to around 150 years.
slightly brighter glow to the magma. Alignment. Most Krin are typically neutral or evil.
The magma also glows much brighter for all Ilorian Size. Your size is Medium.
while on Ilora. Speed. Your base walking speed is 30 feet.
Many Ilorian are master smiths able to create precise Darkvision. Developed from your mutations, you
weapons. They utilize the lava which flows from Mount have superior vision in dark and dim Conditions. You
Esterium in their forges. As a result the Ilorian have can see in dim light within 60 feet of you as if it were
adapted to the blistering heat. bright light, and in Darkness as if it were dim light.
Ilorian, New Playable Race You can’t discern color in Darkness, only Shades of
The Ilorian are also a playable race, there abilities listed Gray.
below: Krin Mutation. Due to the mutation which makes you
Age. The Ilorian typically mature around the age of 16 a Krin, you have a more resistant metabolism. As a
and live to upwards of 300 years. result you gain proficiency in survival and are you are
Alignment. Most Ilorian tend to good and neutral immune to disease.
values, and tend towards lawful and neutral alignments. Consumption. As an action, you can choose to
Size. Your size is Medium. consume the life force of a creature within reach
Speed. Your base walking speed is 30 feet. appearing to vacuum it out of them. The target must
Ilorian Knowledge. You gain proficiency in Nature succeed a Constitution saving throw. The DC for this
and Survival checks related to molten environments. saving throw equals 8 + your Constitution modifier +
Tremorsense. You can detect vibrations up to 60 ft your proficiency bonus. A creature takes 2d6 damage on
through stone. a failed save, and half as much damage on a successful
Esterium Resistance. You have resistance to fire one. You also gain temporary hit points equal to the
damage. damage. The damage increases to 3d6 at 6th level, 4d6
Empowerment of Fire and Stone. As a bonus action, at 11th level, and 5d6 at 16th level. This ability can be
you can empower your weapon or fists with the magma used once per long rest.
and stone that runs through your body. Any attack made Blessing of the Feast. Consuming food or water heals
during this turn receives an additional 1d8 bludgeoning hit points equal to level + proficiency bonus. This ability
damage and 1d6 fire damage. This ability can be used can be used a number of times equal to half your
once per long rest. proficiency bonus per long rest.
Stone Deflect. As a reaction you can reduce incoming Curse of Famine. During rests you require double the
damage, deflecting it with the stone on your body. The amount of food that a regular person would need. In
damage is reduced by 1d6. This ability can be used once addition to needing more food during rests, you must
per short rest. also Consume every 1d4 days or suffer 2 levels of
Languages. You can speak, read, and write Common exhaustion.
and Primordial. Languages. You can speak, read, and write Common
and one other standard language of your choice.
New Rules Spells
This section contains alternate rules in which are The spell casting system has been drastically changed
subject to change or modification at any time. Note that with the addition of spell points, many new spells, and a
they could also be removed at any time. revamped wild magic table.
Stat Rolls Spell Point System
Stat rolls will use a modified Calfornia roll, which has Spell slots have been removed in favour of spell points,
been named the New California Republic roll. Roll a detailed guide is provided in the Advanced Spell Point
3d6x7 dropping the lowest, 1s can be rerolled once and System document. All base casters are considered,
the new roll must be used. Complete this process a total though the system is still easily replicable on all
of twice, the sum of all six stats in each set must be homebrew spellcasters.
above 63 and cannont exceed 90, in the event this New Spells
criteria is not met, reroll the full set of stats. After each An assortment of new spells exist, refer to Spells of
set satisfies the requirements choose which set of stats Antiquity for a complete list. All base casters are
you would like to use. considered, though most homebrew classes list what
Ability Score Improvement spell list to use, if it does not it can be determined at the
When determining your character’s ability scores, time of choice.
increase one score by 2 and increase a different score Wild Magic
by 1, or increase three different scores by 1. Subrace The sorcerer wild magic table has been revamped, refer
bonuses still apply as normal. to Magical Mishaps.
Starting Gold Spell Components
During character creation, stating gold will be used. If Spell components will be required for casting spells in
you choose to play a homebrew class which does not which need them.
have stating gold use 4d4x10gp. Starting gold is a pool
of gold used to purchase your initial equipment. Any Alternate Attunement
money left over after these purchases is your starting A character may attune to a number of magical items
gold. equal to their proficiency bonus. This allows less
ONE D&D Rules magical items to be attuned to during early levels and
much more during later levels.
None of the Unearthed Arcana / ONE D&D rules are to
be used, with the exception of first level feats Martial Exploits
First Level Feats Those that choose to play a martial class will gain some
The first level feats found in the ONE D&D documents additional options to balance the numerous number of
can be used. They can be found here beginning on page new spells. These come in the form of new combat
16. maneuvers, refer to Martial Exploits for a full list. You
have the option of choosing one rank 1 exploit at 3rd
Increased Hit Points and 7th levels, and one rank 2 exploit at 7th, 9th, and
Whenever a creature rolls a hit die to increase their 12th levels. Whenever choosing a new exploit you may
maximum number of hit points, the creature may take swap a previously chosen exploit to one of the same
the average of the die if their roll is less than the rank.
average. Critical Hits
Temporary Hit Points While Dying Whenever a creature makes an attack and rolled a
Whenever a creature is on the brink of death, magical natural 20, you do not need to roll dice. Instead, the
auras can ward off death temporarily. Whenever a damage becomes the maximum number rolled per die
creature is making death saving throws, any source of that would deal damage, plus any additional modifiers.
temporary hit points will stabilize the creature. Treat
the temporary hit point amount as hit points for
recovery.
The creature may make actions as if they recovered.
At the end of a long rest, a creature loses all temporary
hit points and is reduced to 1 hit point. The creature
does not gain the benefits of a finished long rest in this
way.
Rests Injuries
Rests have been overhauled, in both length and benefit When you are subjected to a critical hit, or when you are
gained from them. A new form of rest has also been knocked unconscious, you must immediately make a
introduced. Note that these rules are the most Constitution saving throw. The DC equals 10 or half the
expeirmental and are the most likely to be left behind. damage you take, whichever number is higher. You have
disadvantage on this saving throw if you have already
Short Rest been knocked unconscious since your last long rest.
The equivalent of taking a breather, can be done On a failed save, you gain one Injury Level, to a
anywhere including dungeons as long as the party is at maximum of three, and are subjected to a Lingering
an uneventful location. Injury. If you roll a critical fail on this save, your Injury
Length. At least 10 minutes. Level goes up by two. Roll a d4 on the Injury Table that
Benefits. Spend hit dice to regain health. corresponds with the damage type of the injury you
Caveats. Maximum 2 short rests per long rest. received and your new Injury Level to determine your
Long Rest Lingering Injury.
Three hours of light activity can be anything that the You keep your Injury Level even after your Lingering
player intends to do, such as crafting, foraging, reading Injury has been healed. If you have an Injury Level but
a book or more during their long rest. have healed all Lingering Injuries, and suffer a new
Length. Four hours of no activity and two hours of
Lingering Injury, you still gain one or more Injury
light activity. Levels, then roll on the table at your new Injury Level to
Benefits. Spend hit dice to regain health. Regain 1/2
determine your Lingering Injury.
of your hit hice pool at the end of the first four hours. In order to remove an Injury Level you must first fully
Regain all spell points at the end of the sixth hour. Long heal any Lingering Injuries you have, then spend a
rest cooldowns are reset. number of days doing nothing but resting equal to the
Caveats. Maximum 1 long rest per day. Resets on a
number of Injury Levels you have accrued. Alternatively,
new day. once the injury has been fully healed, an Injury Level
can be removed with a greater restoration spell,
Full Rest removing one level for each casting of the spell.
Full Rests can be done in tandem with downtime
activities.
Length. 24 hours to one week.
Benefits. Regain all hit dice, recover all spell points,
and recover from points of exhaustion (1 point of
exhaustion per 24 hours rested). Long rest cooldowns
reset.
Caveats. Must be done in a place of safety,
undisturbed, usually with a bed.
Aramoor Awaits
You Adventurer
Dive into a world of epic fantasy and adventure,
where you can explore ancient civilizations, dark
dungeons, and hidden secrets. Along the way,
you’ll meet colorful characters, collect powerful
items, and learn new skills. The more you play, the
more you’ll discover.