Feb 19th, 1900, session 0 Upon agreement of the group we may move the day to Friday, Saturday, or Sundays every other weekend. my discord: JustMike#0836
Please read at least the gaming notes and requirements.
If you are interested in being part of a long term campaign, I invite up to 5 players to The World of Lithian
Lithian history, prekingdoms >200 years ago
Prior to the formation of the great kingdoms, humans existed in small tribal bands, barbarians by most definitions. Some of these tribes are still in existence today.
Lithian history, 1 age of man (200 years ago)
The war of Men, Elves, and Dwarves.
The first age was a time of racial tension on the Northern continent. The Kingdom’s of Salahein and Argatha joined together to drive out what were deemed the “lesser” race of Dwarves, and the Arrogant Elves, who needed to be humbled and accept their place as a declining race in the face of human advancement.
Because of their relative geographies, King Salahein, the founder of the kingdom, waged a war against the Western dwarves. He drove them all the way back to their strongholds in The Three Vents Mountains, where they have remained isolated ever since, neither trading nor communicating with men or elves.
King Argatha attacked the High Elven Kingdom, with a professional force of 50,000. An impressive army for its day. Unlike for Salahein, the battle did not go well for the humans. Completely outclassed by the magic wielding elves on their home ground, the humans attempted to burn whole forests in a scorched earth campaign. This further enraged the elves, who counterattacked, utterly annihilating Argatha’s army. It is claimed less than 100 soldiers survived the war.
Through a combination of elven and druidic magic, new growth forests burned by Argatha were reconstituted and appropriately named New Wood.
Seeking neither conquest nor revenge, the terms of peace offered by the elves to King Argatha’s successor (Argatha himself was killed in the final battle along with his youngest son), Crowned Prince Athros (his first born son), were extremely generous.
The elves would accept the division of New Wood and Old Wood (so named because of the age and size of the trees) as the border between their Kingdom and Argatha. Trade and commerce would resume, though Humans would not be permitted to enter any elven area North of Elistria City. Despite the elves giving up nearly 1/3 of their lands, this peace has held ever since.
Lithian history, 2 age of Man (100 years ago)
The war of the sons of Salahein and Argatha.
It is unclear who started this war, or even why, but after Salahein’s success over the dwarves and Argatha’s death and crushing defeat, skirmishes broke out between the 2 human kingdoms, just east of Westwall River. Athros raised an army of conscripts, in an effort to repel the armies of Salahein’s son and heir, Shalla. Unlike the professional army that fought against the elves, this army of untrained and ill equipped commoners, with the occasional company of mercenaries, started the campaign with a string of brutal defeats, suffering 80+% casualties to Shalla’s legions, then annihilated to the last man by orcs.
The first set piece battle was a naval bombardment, followed by an amphibious landing of Shalla’s Elite Marine Infantry which sacked the Argatha City of Westwall. Though devastated, the city would not fall to ruin until events after the war.
In full retreat, the surviving troops and refugees of Athros’s defeat of Westwall, ran right into an orc stronghold in the Caverns of Underhill and were annihilated to the last. Including Athros himself.
Athros’s wife and queen, Liliandra succeeded him as Shalla’s Navy sailed up the River of Fallen Tears to launch a simultaneous attack with his Army at the bridge over the river. The last natural barrier between Shalla and the Argathan Capital of Stronghold.
With her plea for help from the elves ignored, she conscripted every able bodied man, woman, and child capable of bearing arms in the Kingdom to the battle. The battle raged for months, with both sides losing and winning the bridge multiple times. Ultimately, Shalla’s supply lines were stretched too thin, and the battle of attrition eventually wore him down. Shalla was killed leading his rear guard as his forces retreated, with his Kingdom passing to his first born son, Ishma. The losses on both sides were staggering. The entire Kingdom of Argatha lost ½ of their total population in the war. The Kingdom of Salahein lost both its naval and marine forces, along with more than 75% of its professional army.
In terms of an end to hostilities, a neutral buffer zone, stretching from Icecap Mountains, to the Sea of Raging Tempests North and South, and extending West from the Eastern edge of Westwall River to World Crack Crevice was established. Neither side were permitted troops or settlements in the zone, nor were any permitted to claim the natural resources there.
Events after the war.
As a sign of goodwill and future peace among men, both Kingdoms contributed equally to the building of “The Library” on the large island that parted a section of the Westwall River. A small settlement belonging to neither Kingdom, and self-governed, arose around The Library, which largely supported the mages and scholars studying there. The use of The Library was open to all, without cost, and scholars from all races, and from far and wide traveled there to research and study. The Library and settlement became the first hub of human magical knowledge and learning.
The Kingdom of Argatha established the walled city of South Guard, to protect the kingdom from future Naval attack. They also began building a small, coastal Navy. South Guard became a hub of trade and commerce, eventually expanding to both sides of the Island it was built on, and has become the largest city in the Kingdom by population, almost 3 times the size of the Capital of Stronghold.
The newly raised army of The Kingdom of Argatha, which included many survivors of the newly named Last Stand Bridge, cut their teeth attempting to destroy the orcs in the Caverns of Underhill. In a combination of scorched Earth, resulting in the creation of Deadwood Forest, and bitter tunnel fighting, the army was able to secure an underground path in the tunnel network to the Ruins of Westwall, which they hoped to resettle prior to the meteor strike.
At some point before the city of Westwall could be resettled, a meteorite of considerable size impacted North of The Library. Whether this was a magical or natural phenomenon remains a mystery and arguments are frequently made for both sides, though none with convincing evidence. Some even claim it was punishment by some deity, though when pressed which deity and punishment on whom and for what, the details remain vague and inconsistent.
The impact caused a water swell on the river, and the subsequent tidal wave created the Wetfoot Swamp and partially submerged the ruin of The City of Westwall, rendering it uninhabitable, once and for all.
The hovel of Fisherman’s Stead was founded along the tunnel route and provides a safe harbor and resupply from The Library to South Guard.
In The Kingdom of Salahein, after the defeat and death of Shalla, King Ishma erected the Castle of Shalla to guard the only pass over World Crack Crevice from any potential invasion from The Kingdom of Argatha. Additionally, he raised a professional Military of 1 million soldiers to defend its borders against any invader. To further bolster his defenses, Ishma destroyed all the roads in Ironsand and Sea of Sand deserts, making it impossible to navigate the deserts without a local guide and bringing considerable resources for self-sustainment.
With many skilled Navigators being killed in the war of this age, the art of celestial navigation remains all but lost. Intercontinental travel by sea, as well as open water navigation, is an extremely prized skill in only a handful of people in either Kingdom.
The world of Lithian, 3rd age of man. (You are here)
Civilized Kingdoms of man are only 200 years old. A fair number of humans live outside these Kingdoms, they are “Barbarians” and there are multiple cultures of them.
Highwaytown, the largest civilization in the Western Reach. If you are looking to make your fortune as an adventurer or some other nefarious fortune seeker, you’ll find no better place.
Situated on an island in what was supposed to be neutral territory between the Kingdoms of Salahein and Argatha, it has become the defacto capital of Argatha’s illegal expansion.
Many have asked how The Kingdom of Argatha gets away with such a blatant power-grab, shattering a peace that has lasted nearly 100 years? That is a topic that raises more questions than answers…
Nobody has seen nor heard from any in the Kingdom of Salahein for nearly 25 years. None of their merchants nor armies have been sighted, and rumors abound. There is word that the legendary fortress, Castle Shalla, which guards the only bridge over World Crack Crevice, which cuts the Northern continent in ½ is now an abandoned ruin, though none admit to crossing the bridge to investigate why. Ships that dare venture close to Sultan’s Port report that it too is an abandoned ruin, teaming at night with ghostly lights. No sailor could be found who would volunteer to go ashore to investigate. It would seem that the once mighty Kingdom, with an army numbering a million or more, completely abandoned its entire Eastern border and all its holdings…What could cause such an event?
Apparently uncontested, The Kingdom of Argatha seized the opportunity to expand its holdings, mining the area known as “The Pit” a substantial economic boon, though a major breach of neutrality. Additionally, they have crossed the Westfall River, expanding to nearly the edge of World Crack itself, something The Kingdom of Salahein could never tolerate strategically. Now only a small sliver of land separates the 2 borders and only superstition and fear of the unknown stops a full scale military incursion.
If it is fame and/or fortune you seek traveler, possibilities are endless.
The campaign starts on the Northeastern continent. There is an area South in the Sea of Raging Tempests known to be a Polynesian Island chain. Additionally, it is known there is a Continent West of The Kingdom of Salahein, and another Southeast of The Kingdom of Argatha. Though large scale travel to and from these places has been cut off for more than 50 years. Occasionally a ship will turn up with exotic goods or life forms, but these are rare.
Magic in the realms:
There are centers of magical learning, schools, libraries one may self-teach, individuals taking apprentices, etc. Still, these options are both expensive and rare, magic users are rare and may be feared or distrusted.
Magic items are rare, to make up for this, some magic items are upgradable. See below.
Wild magic and magic dead areas are a thing
Pantheon:
Gods are normally named by their pantheon and not by a given name. For example, the Goddess of suffering, The God of War, etc. Different cultures will have different names for them, there are no universally agreed upon names of the pantheon.
Races:
The following races do not exist in the campaign as player characters:
Satyr Minotaur Fairy Simic Hybrid Triton Verdan Warforged Locathah Gith Grung Centaur Automatons are not a thing, only Golems, and you cannot be one Anything from any other source at the DMs (my) discretion
Racial discrimination is set to “on!” Humans are the most common race.
Difficulty modifiers will be adjusted based on PC race and the Race the PC interacts with. The more monstrous the PC, the greater the modifier For example, a tiefling PC, interacting with a human NPC, can expect a difficulty modifier (as high as +15) to social skills such as persuasion, deception, etc. depending on the situation.
Tropes are in effect. Dwarves distrust elves and vice versa Drow are thought to be evil until proven otherwise Orcs and goblins are not welcome in civilized society Goliaths may be mistaken for ogres Tieflings may be mistaken for demons et. al.
Age: No PC may be under 16 years human equivalent. Age ability modifiers are in effect.
Classes:
There are no class restrictions, however, a diverse party, with all major roles included will have the best chance for survival.
Ability Points:
May be rolled 4d6 removing the lowest. No character may have greater than a +4 modifier to start (aka, no starting ability over 19)
Hit points:
Maximum hit points at level 1. From levels 2-5 Average hit points or a witnessed, recorded roll. From level 6-12 Roll for HP, 1s may be rerolled. From levels 12+ Roll for hit points, all rolls count.
Gear:
No startingmagic items Each character may have the gear and/or gold listed in their background. Each character may choose the equipment loadout or roll 4d4x10 gold pieces and purchase gear at list price.
Gear Quality:
There will be multiple level of gear quality: Broken/delapitated: will incur a -2 penalty to any roll (cost 25% of list price) Low quality: -1 penalty to any roll (cost 50% of list price) Average: no adjustment High quality: non-magical +1 to hit or Damage, not both, or ability roll not suitable for enchanting (+25% list price) Masterwork: non-magical +1 to hit or damage, not both, or ability roll, suitable for up to 2 enchantments (+50-100% list price) Solid Silver: non-magical full damage to lycanthropes (+100% list price) Adamantine: Cannot be broken Lithian: non-magical +1 to hit and damage, ability roll, or applicable saving throw, suitable for up to 3 enchantments (cannot be purchased, must be constructed) Armalian: non-magical +1 to hit and damage, ability roll, or applicable saving throw, suitable for up to 4 enchantments (cannot be purchased, must be constructed) Magical: As described RAW, considered masterwork for the purpose of upgrading. (ie: A +1 flame tongue is considered 2 enchantments, one for the numeric modifier one for the flame) If the item already has more than 2 enchantments, it cannot be upgraded. Advanced gear: This is gear with non-textbook properties, like altered damage ranges, altered damage types, etc. Advanced gear can be any of the above categories as well.
Enchanted items are magic items for the purpose of game mechanics. Enchanted items may be upgraded to the maximum number available to the material. Enchantments cannot be changed.
Currency:
The value of currency is not standard throughout the world. The value is based on the Kingdom that issues it and the location receiving it.
Example: Gold pieces from the Kingdom of High Elves may be worth 2 gold pieces in the Kingdom of Argatha, the opposite applies, 2 gold pieces from Argatha would only be worth 1 gold piece to the elves.
You are responsible for keeping track where your money comes from. Any money not tracked will result in the least favorable exchange rate (Which could be as little as 1:5).
Counterfeit money is a thing.
Currency from lost kingdoms may be worth as little as melt value or as much as 10x face value
Non-standard currency such as trade bars and securities are a thing.
The GPV of gems, jewels, etc. is the actual value, not automatically the price you get for selling it.
Languages:
Multiple human languages exist. Not everyone will speak common.
Basic needs/Survival:
Not eating, drinking, etc. will result in exhaustion points.
Food/water also has varying quality.
Curses:
There are different levels of curses. Remove curse does not automatically succeed for anything except the “ bestow curse” spell or lower level curses.
Death:
Any single source damage that reduces you to -10 hp kills you outright
Raise Dead does not automatically work, there is a chance it will fail.
Resurrection automatically works, but may not be permanent.
Only Wish can restore life for sure and be permanent.
Travel/movement: Astral travel/projection is not a thing.
Critical success/failure:
A natural 1 is always a critical failure.
A natural 20 always outstanding success.
Homebrew:
All homebrew must be approved by the DM (me) in advance.
Technical:
You must have a D&D beyond account
You must have an astral tabletop account
You must have discord and a WORKING microphone.
Fair warning:
To reduce metagaming, any monster or NPC stat block can be modified by me at will.
Homebrew spells are a thing for both players and monsters.
The rule of cool is always a thing.
Adult content.
Graphic violence.
Cooperative play a must!
All gender identities and preferences welcomed. There will be diverse NPCs and I will give voice acting a go.
Feb 19th, 1900, session 0 Upon agreement of the group we may move the day to Friday, Saturday, or Sundays every other weekend.
my discord: JustMike#0836
Please read at least the gaming notes and requirements.
If you are interested in being part of a long term campaign, I invite up to 5 players to The World of Lithian
Lithian history, prekingdoms >200 years ago
Prior to the formation of the great kingdoms, humans existed in small tribal bands, barbarians by most definitions. Some of these tribes are still in existence today.
Lithian history, 1 age of man (200 years ago)
The war of Men, Elves, and Dwarves.
The first age was a time of racial tension on the Northern continent. The Kingdom’s of Salahein and Argatha joined together to drive out what were deemed the “lesser” race of Dwarves, and the Arrogant Elves, who needed to be humbled and accept their place as a declining race in the face of human advancement.
Because of their relative geographies, King Salahein, the founder of the kingdom, waged a war against the Western dwarves. He drove them all the way back to their strongholds in The Three Vents Mountains, where they have remained isolated ever since, neither trading nor communicating with men or elves.
King Argatha attacked the High Elven Kingdom, with a professional force of 50,000. An impressive army for its day. Unlike for Salahein, the battle did not go well for the humans. Completely outclassed by the magic wielding elves on their home ground, the humans attempted to burn whole forests in a scorched earth campaign. This further enraged the elves, who counterattacked, utterly annihilating Argatha’s army. It is claimed less than 100 soldiers survived the war.
Through a combination of elven and druidic magic, new growth forests burned by Argatha were reconstituted and appropriately named New Wood.
Seeking neither conquest nor revenge, the terms of peace offered by the elves to King Argatha’s successor (Argatha himself was killed in the final battle along with his youngest son), Crowned Prince Athros (his first born son), were extremely generous.
The elves would accept the division of New Wood and Old Wood (so named because of the age and size of the trees) as the border between their Kingdom and Argatha. Trade and commerce would resume, though Humans would not be permitted to enter any elven area North of Elistria City. Despite the elves giving up nearly 1/3 of their lands, this peace has held ever since.
Lithian history, 2 age of Man (100 years ago)
The war of the sons of Salahein and Argatha.
It is unclear who started this war, or even why, but after Salahein’s success over the dwarves and Argatha’s death and crushing defeat, skirmishes broke out between the 2 human kingdoms, just east of Westwall River. Athros raised an army of conscripts, in an effort to repel the armies of Salahein’s son and heir, Shalla. Unlike the professional army that fought against the elves, this army of untrained and ill equipped commoners, with the occasional company of mercenaries, started the campaign with a string of brutal defeats, suffering 80+% casualties to Shalla’s legions, then annihilated to the last man by orcs.
The first set piece battle was a naval bombardment, followed by an amphibious landing of Shalla’s Elite Marine Infantry which sacked the Argatha City of Westwall. Though devastated, the city would not fall to ruin until events after the war.
In full retreat, the surviving troops and refugees of Athros’s defeat of Westwall, ran right into an orc stronghold in the Caverns of Underhill and were annihilated to the last. Including Athros himself.
Athros’s wife and queen, Liliandra succeeded him as Shalla’s Navy sailed up the River of Fallen Tears to launch a simultaneous attack with his Army at the bridge over the river. The last natural barrier between Shalla and the Argathan Capital of Stronghold.
With her plea for help from the elves ignored, she conscripted every able bodied man, woman, and child capable of bearing arms in the Kingdom to the battle. The battle raged for months, with both sides losing and winning the bridge multiple times. Ultimately, Shalla’s supply lines were stretched too thin, and the battle of attrition eventually wore him down. Shalla was killed leading his rear guard as his forces retreated, with his Kingdom passing to his first born son, Ishma. The losses on both sides were staggering. The entire Kingdom of Argatha lost ½ of their total population in the war. The Kingdom of Salahein lost both its naval and marine forces, along with more than 75% of its professional army.
In terms of an end to hostilities, a neutral buffer zone, stretching from Icecap Mountains, to the Sea of Raging Tempests North and South, and extending West from the Eastern edge of Westwall River to World Crack Crevice was established. Neither side were permitted troops or settlements in the zone, nor were any permitted to claim the natural resources there.
Events after the war.
As a sign of goodwill and future peace among men, both Kingdoms contributed equally to the building of “The Library” on the large island that parted a section of the Westwall River. A small settlement belonging to neither Kingdom, and self-governed, arose around The Library, which largely supported the mages and scholars studying there. The use of The Library was open to all, without cost, and scholars from all races, and from far and wide traveled there to research and study. The Library and settlement became the first hub of human magical knowledge and learning.
The Kingdom of Argatha established the walled city of South Guard, to protect the kingdom from future Naval attack. They also began building a small, coastal Navy. South Guard became a hub of trade and commerce, eventually expanding to both sides of the Island it was built on, and has become the largest city in the Kingdom by population, almost 3 times the size of the Capital of Stronghold.
The newly raised army of The Kingdom of Argatha, which included many survivors of the newly named Last Stand Bridge, cut their teeth attempting to destroy the orcs in the Caverns of Underhill. In a combination of scorched Earth, resulting in the creation of Deadwood Forest, and bitter tunnel fighting, the army was able to secure an underground path in the tunnel network to the Ruins of Westwall, which they hoped to resettle prior to the meteor strike.
At some point before the city of Westwall could be resettled, a meteorite of considerable size impacted North of The Library. Whether this was a magical or natural phenomenon remains a mystery and arguments are frequently made for both sides, though none with convincing evidence. Some even claim it was punishment by some deity, though when pressed which deity and punishment on whom and for what, the details remain vague and inconsistent.
The impact caused a water swell on the river, and the subsequent tidal wave created the Wetfoot Swamp and partially submerged the ruin of The City of Westwall, rendering it uninhabitable, once and for all.
The hovel of Fisherman’s Stead was founded along the tunnel route and provides a safe harbor and resupply from The Library to South Guard.
In The Kingdom of Salahein, after the defeat and death of Shalla, King Ishma erected the Castle of Shalla to guard the only pass over World Crack Crevice from any potential invasion from The Kingdom of Argatha. Additionally, he raised a professional Military of 1 million soldiers to defend its borders against any invader. To further bolster his defenses, Ishma destroyed all the roads in Ironsand and Sea of Sand deserts, making it impossible to navigate the deserts without a local guide and bringing considerable resources for self-sustainment.
With many skilled Navigators being killed in the war of this age, the art of celestial navigation remains all but lost. Intercontinental travel by sea, as well as open water navigation, is an extremely prized skill in only a handful of people in either Kingdom.
The world of Lithian, 3rd age of man. (You are here)
Civilized Kingdoms of man are only 200 years old. A fair number of humans live outside these Kingdoms, they are “Barbarians” and there are multiple cultures of them.
Highwaytown, the largest civilization in the Western Reach. If you are looking to make your fortune as an adventurer or some other nefarious fortune seeker, you’ll find no better place.
Situated on an island in what was supposed to be neutral territory between the Kingdoms of Salahein and Argatha, it has become the defacto capital of Argatha’s illegal expansion.
Many have asked how The Kingdom of Argatha gets away with such a blatant power-grab, shattering a peace that has lasted nearly 100 years? That is a topic that raises more questions than answers…
Nobody has seen nor heard from any in the Kingdom of Salahein for nearly 25 years. None of their merchants nor armies have been sighted, and rumors abound. There is word that the legendary fortress, Castle Shalla, which guards the only bridge over World Crack Crevice, which cuts the Northern continent in ½ is now an abandoned ruin, though none admit to crossing the bridge to investigate why. Ships that dare venture close to Sultan’s Port report that it too is an abandoned ruin, teaming at night with ghostly lights. No sailor could be found who would volunteer to go ashore to investigate. It would seem that the once mighty Kingdom, with an army numbering a million or more, completely abandoned its entire Eastern border and all its holdings…What could cause such an event?
Apparently uncontested, The Kingdom of Argatha seized the opportunity to expand its holdings, mining the area known as “The Pit” a substantial economic boon, though a major breach of neutrality. Additionally, they have crossed the Westfall River, expanding to nearly the edge of World Crack itself, something The Kingdom of Salahein could never tolerate strategically. Now only a small sliver of land separates the 2 borders and only superstition and fear of the unknown stops a full scale military incursion.
If it is fame and/or fortune you seek traveler, possibilities are endless.
The campaign starts on the Northeastern continent. There is an area South in the Sea of Raging Tempests known to be a Polynesian Island chain. Additionally, it is known there is a Continent West of The Kingdom of Salahein, and another Southeast of The Kingdom of Argatha. Though large scale travel to and from these places has been cut off for more than 50 years. Occasionally a ship will turn up with exotic goods or life forms, but these are rare.
Magic in the realms:
There are centers of magical learning, schools, libraries one may self-teach, individuals taking apprentices, etc. Still, these options are both expensive and rare, magic users are rare and may be feared or distrusted.
Magic items are rare, to make up for this, some magic items are upgradable. See below.
Wild magic and magic dead areas are a thing
Pantheon:
Gods are normally named by their pantheon and not by a given name. For example, the Goddess of suffering, The God of War, etc. Different cultures will have different names for them, there are no universally agreed upon names of the pantheon.
Races:
The following races do not exist in the campaign as player characters:
Satyr Minotaur
Fairy Simic Hybrid
Triton Verdan
Warforged Locathah
Gith Grung
Centaur Automatons are not a thing, only Golems, and you cannot be one
Anything from any other source at the DMs (my) discretion
Racial discrimination is set to “on!”
Humans are the most common race.
Difficulty modifiers will be adjusted based on PC race and the Race the PC interacts with.
The more monstrous the PC, the greater the modifier
For example, a tiefling PC, interacting with a human NPC, can expect a difficulty modifier (as high as +15) to social skills such as persuasion, deception, etc. depending on the situation.
Tropes are in effect.
Dwarves distrust elves and vice versa
Drow are thought to be evil until proven otherwise
Orcs and goblins are not welcome in civilized society
Goliaths may be mistaken for ogres
Tieflings may be mistaken for demons
et. al.
Age:
No PC may be under 16 years human equivalent.
Age ability modifiers are in effect.
Classes:
There are no class restrictions, however, a diverse party, with all major roles included will have the best chance for survival.
Ability Points:
May be rolled 4d6 removing the lowest.
No character may have greater than a +4 modifier to start (aka, no starting ability over 19)
Hit points:
Maximum hit points at level 1.
From levels 2-5 Average hit points or a witnessed, recorded roll.
From level 6-12 Roll for HP, 1s may be rerolled.
From levels 12+ Roll for hit points, all rolls count.
Gear:
No starting magic items
Each character may have the gear and/or gold listed in their background.
Each character may choose the equipment loadout or roll 4d4x10 gold pieces and purchase gear at list price.
Gear Quality:
There will be multiple level of gear quality:
Broken/delapitated: will incur a -2 penalty to any roll (cost 25% of list price)
Low quality: -1 penalty to any roll (cost 50% of list price)
Average: no adjustment
High quality: non-magical +1 to hit or Damage, not both, or ability roll not suitable for enchanting (+25% list price)
Masterwork: non-magical +1 to hit or damage, not both, or ability roll, suitable for up to 2 enchantments (+50-100% list price)
Solid Silver: non-magical full damage to lycanthropes (+100% list price)
Adamantine: Cannot be broken
Lithian: non-magical +1 to hit and damage, ability roll, or applicable saving throw, suitable for up to 3 enchantments (cannot be purchased, must be constructed)
Armalian: non-magical +1 to hit and damage, ability roll, or applicable saving throw, suitable for up to 4 enchantments (cannot be purchased, must be constructed)
Magical: As described RAW, considered masterwork for the purpose of upgrading. (ie: A +1 flame tongue is considered 2 enchantments, one for the numeric modifier one for the flame) If the item already has more than 2 enchantments, it cannot be upgraded.
Advanced gear: This is gear with non-textbook properties, like altered damage ranges, altered damage types, etc. Advanced gear can be any of the above categories as well.
Enchanted items are magic items for the purpose of game mechanics.
Enchanted items may be upgraded to the maximum number available to the material.
Enchantments cannot be changed.
Currency:
The value of currency is not standard throughout the world.
The value is based on the Kingdom that issues it and the location receiving it.
Example: Gold pieces from the Kingdom of High Elves may be worth 2 gold pieces in the Kingdom of Argatha, the opposite applies, 2 gold pieces from Argatha would only be worth 1 gold piece to the elves.
You are responsible for keeping track where your money comes from. Any money not tracked will result in the least favorable exchange rate (Which could be as little as 1:5).
Counterfeit money is a thing.
Currency from lost kingdoms may be worth as little as melt value or as much as 10x face value
Non-standard currency such as trade bars and securities are a thing.
The GPV of gems, jewels, etc. is the actual value, not automatically the price you get for selling it.
Languages:
Multiple human languages exist. Not everyone will speak common.
Basic needs/Survival:
Not eating, drinking, etc. will result in exhaustion points.
Food/water also has varying quality.
Curses:
There are different levels of curses. Remove curse does not automatically succeed for anything except the “ bestow curse” spell or lower level curses.
Death:
Any single source damage that reduces you to -10 hp kills you outright
Raise Dead does not automatically work, there is a chance it will fail.
Resurrection automatically works, but may not be permanent.
Only Wish can restore life for sure and be permanent.
Travel/movement:
Astral travel/projection is not a thing.
Critical success/failure:
A natural 1 is always a critical failure.
A natural 20 always outstanding success.
Homebrew:
All homebrew must be approved by the DM (me) in advance.
Technical:
You must have a D&D beyond account
You must have an astral tabletop account
You must have discord and a WORKING microphone.
Fair warning:
To reduce metagaming, any monster or NPC stat block can be modified by me at will.
Homebrew spells are a thing for both players and monsters.
The rule of cool is always a thing.
Adult content.
Graphic violence.
Cooperative play a must!
All gender identities and preferences welcomed. There will be diverse NPCs and I will give voice acting a go.
I’m interested in joining sounds like a fun game.
I’m available on Saturday night’s and late Friday nights eastern time.
hope to hear from you
I'm game contact me Abelations#7715
This sounds amazing contact me at Qdo52#5612
Sounds Great, I'm willing to join. Karebuki#8389
Currently the spots are full. There is the possibility somebody may drop out, but at this time I have a full group. Thank you all for your interest.