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− | = House Rules =
| + | These are house rules and setting notes to keep in mind for D&D 5e campaigns set in this world. |
| | | |
− | == No Death Saving Throws == | + | == Resurrection is Dangerous == |
− | When you reach 0 HP, you fall unconscious but you don't roll death saves. You must be stabilized by a Medicine check (DC 11) or an appropriate spell or item (Spare the Dying, Potion of Healing, etc.) within 1 minute (10 rounds) or the end of the fight, whichever is later, or you die. When stabilized, you roll on a d20 injury table (on a 1, it's a false hope, you're dead).
| + | The denizens of the afterlife are rather keen on holding onto their new arrivals. A doorway allowing a soul to return to the world of the living also allows less friendly spirits to enter. Expect a difficult fight. Some temples in larger cities have powerful wards to make this process safer. |
| | | |
| == Languages == | | == Languages == |
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| ! Similarity | | ! Similarity |
| |- | | |- |
− | | Al-Uqh | + | | [[Al-Uqh]] |
− | | Al-Uqhid | + | | [[Al-Uqhid]] |
− | | Krakhsha ("Crackjaw") | + | | [[Krakhsha]] ("Crackjaw") |
| | Low | | | Low |
| |- | | |- |
− | | Ao | + | | [[Ao]] |
− | | Ao | + | | [[Ao language|Ao]] |
− | | Jibari ("Gibberish") | + | | [[Jibari]] ("Gibberish") |
| | Low | | | Low |
| |- | | |- |
− | | Ambervale | + | | [[Ambervale]] |
− | | Gabberwain | + | | [[Gabberwain]] |
− | | Chitter-Chatter | + | | [[Chitter-Chatter]] |
| | Moderate | | | Moderate |
| |- | | |- |
− | | Belgrit | + | | [[Belgrit]] |
− | | Belgritian | + | | [[Belgritian]] |
− | | Gobble ("Goblin") | + | | [[Gobble]] ("Goblin") |
| | Low | | | Low |
| |- | | |- |
− | | Dhol | + | | [[Dhol]] |
− | | Dholsk | + | | [[Dholsk]] |
− | | Skedki | + | | [[Skedki]] |
| | None | | | None |
| |- | | |- |
− | | Dumecia | + | | [[Dumecia]] |
− | | Dumecian | + | | [[Dumecian]] |
| | - | | | - |
| | - | | | - |
| |- | | |- |
− | | Henge | + | | [[Henge]] |
− | | Hengske | + | | [[Hengske]] |
− | | Babelske ("Babble") | + | | [[Babelske]] ("Babble") |
| | Moderate | | | Moderate |
| |- | | |- |
− | | Ordinatus | + | | [[Ordinatus]] |
− | | Ordian | + | | [[Ordian]] |
− | | Orxian ("Orcish") | + | | [[Orxian]] ("Orcish") |
| | Moderate | | | Moderate |
| |- | | |- |
− | | The Wilds | + | | [[The Wilds]] |
| | - | | | - |
− | | Eturisi | + | | [[Eturisi]] |
| | - | | | - |
| |- | | |- |
− | | The World Below | + | | [[The World Below]] |
− | | Dvergu | + | | [[Dvergu]] |
− | | Zivvik | + | | [[Zivvik]] |
| | Low | | | Low |
| |} | | |} |
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| ! LP Cost | | ! LP Cost |
| |- | | |- |
− | | Ariven | + | | [[Ariven]] |
| | Ancient language of Wryth spoken primarily by Light Elves | | | Ancient language of Wryth spoken primarily by Light Elves |
| | 10 (5 for Elves and Half-Elves) | | | 10 (5 for Elves and Half-Elves) |
| |- | | |- |
− | | Elvani | + | | [[Elvani]] |
| | Ancient language of Wryth spoken primarily by Wood Elves | | | Ancient language of Wryth spoken primarily by Wood Elves |
| | 10 (5 for Elves and Half-Elves) | | | 10 (5 for Elves and Half-Elves) |
| |- | | |- |
− | | Draveni | + | | [[Draveni]] |
| | Ancient language of Wryth spoken primarily by Dark Elves | | | Ancient language of Wryth spoken primarily by Dark Elves |
| | 10 (free for Dark Elves) | | | 10 (free for Dark Elves) |
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| | 10 (free for Druids) | | | 10 (free for Druids) |
| |- | | |- |
− | | Old Dumeric | + | | [[Old Dumeric]] |
| | Extinct ancestor language of Dumecian and Belgritian | | | Extinct ancestor language of Dumecian and Belgritian |
| | 10 | | | 10 |
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| | Belgritian and Dumecian are both descended from Old Dumeric. | | | Belgritian and Dumecian are both descended from Old Dumeric. |
| |} | | |} |
− |
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− | = Setting Notes =
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− |
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− | == Resurrection is Dangerous ==
| |
− | The denizens of the afterlife are rather keen on holding onto their new arrivals. A doorway allowing a soul to return to the world of the living also allows less friendly spirits to enter. Expect a difficult fight. Some temples in larger cities have powerful wards to make this process safer.
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