session 0 notes
session 0 notes
Table Rules:
Please let me know as soon as possible if you are or are not coming so I can plan around that.
Pay attention, even when it’s not your turn. I don’t care if you have your phone but don’t be
texting the whole time.
Physical or digital character sheets are both okay, just be aware that I will be using homebrew
items etc.
NO METAGAMING. If your character wouldn’t know it, you can not act on it. Repeat offenses
can be punished with Dis-inspiration.
Do not roll without being asked to
Respect your fellow players. Be attentive to player’s Lines and Veils (covered in session 0). Don’t
kill other people’s fun. Work together!
Non-mechanical reflavoring is fine. Describing your fireball as blue or green is cool. Saying it
does frost damage is not.
Pretty much all character options are fine, subject to my approval. This is a homebrew world, so
almost anything can be explained away.
It is HIGHLY recommended for everyone to take notes. I will be doing the same, but you will not
have access to my notes.
I am not a dictator, however, what I say goes. I am the final arbiter of rules interpretations.
Please do not argue at the table.
Rules/Rules Changes:
Flanking. If two allied creatures are directly opposite each other with an enemy in between, the
allied creatures get +2 on their attack rolls.
Disarming. Make an attack roll contested by the targets Str (Athletics) or Dex (Acrobatics) check.
If successful, the attack deals no damage and the object is thrown 10 ft away. Disadvantage if
the object is being held with two hands.
Spell components. Some classes require spell components. Components for basic spells will be
plentiful and can be found in stores or in the environment. More advanced components will
have to be obtained in other ways. Most components can be used multiple times. This is to
encourage roleplay and exploration, as well as add some extra “realism” to spellcasting, and
make magic items even more rewarding.
Milestone xp and level ups on long rest.
Inspiration. When you receive inspiration, roll a d10. Record this number. The number can be
added or subtracted from ANY roll (attack, damage, save, etc.) one time, and then erased.
Crits. Beating AC by 10 or more is a crit. In addition, on a crit you do the maximum damage
possible for your normal damage dice, then add an extra roll.
Death and Dying. If a character is brought back from death, they suffer 3 levels of exhaustion.
The character goes down to 1 level of exhaustion after being brought back to ¾ of their max
health. The final level of exhaustion must be removed through normal means (long rest, etc)
Healing Potions. You can use a bonus action to consume a health potion and roll as normal. If
you instead use a full action it heals for the max amount. Feeding someone else a potion is
always a full action.
Notable Kingdoms/Territories:
Dragon Confederation -
Undead Dominion – If one delves into the caverns below Isora without knowing where they
lead, they may find themselves in a waking nightmare. Below the surface, hidden away from the
sun, lies a dread society. Populated by all manner of un-life, the undead dominion quietly plots.
Vampires, liches, and other intelligent undead lead while zombies and skeletons toil away. Here,
a race exist that few surface dwellers know of; the Darakhul.
Automaton Republic – A huge number of mechanical beings were created by a former kingdom.
The kingdom was renowned for its technology and quickly rose to great power, but was stricken
by a deadly plague. The population was so decimated that eventually there were more
constructs than organic beings. The constructs rebelled against the weakened monarchy and
won their freedom. A new government was formed and the automatons were free to pursue
their own interests.
Aquatic Territory – An area off the coast of the central peninsula features many undersea
villages. The sea elves and tritons there have a loose affiliation, encouraging trade and mutual
defense from suahagin and other denizens of the deep.
Blasted Wastes – An area that has been the site of innumerable battles in the past, the blasted
wastes are now a desolate wasteland. Feral undead, lingering magic, and crazed outlaws
abound, but the wastes also house prized alchemy ingredients and magical items, among other
treasures.
Blood Kingdom (Morgau) – One of the most reviled kingdoms in all of Isora, Morgau is a land of
unrepentant evil. Blood magic and fiend worship are aspects of daily life, and holidays are
celebrated with mass sacrifices. The citizens of Morgau
Margreve Forest – An antediluvian forest that predates even the oldest cities, the Margreve is
an area of primeval nature. The Margreve is suffused with magic, and seems to have a will of its
own. A peasant who attempts to cut down one of its trees is likely to be attacked by wolves or
worse, and few who have dared venture into the depths of the forest have ever returned.