Jump to content

About this blog

Look here for information regarding Rules and Setting Content.

Entries in this blog

Medicinals

Medicinals Not everyone has access to magical healing spells. The following herbal remedies and potions may be commonly available from apothecaries and herbalists. Drinking or administering a potion or remedy takes an action.  Knack dice granted by the use of medicine can only be gained from that type of medicine once between long rests. Adderwort Roots. Chewing these dark roots bolsters your body’s natural defenses, and after you eat it you gain a knack die on Constitut

jokomaisu

jokomaisu in Rules

Armor

Armor The durability of your armor is a combination of the style of armor and its materials. Less durable materials like cloth and leather are comfortable, lightweight, and inexpensive but struggle to turn a hit. Metals may turn a hit more easily but require more physical strength to wear and cost more coin. The different styles of armor are outlined below. When you are wearing armor that you aren’t proficient with, you have disadvantage on ability checks, attack rolls, and saving throws 

jokomaisu

jokomaisu in Rules

Shields

Shields Shields can range from a dueler’s fencing buckler to the tower shields of mercenary armies. You may wield two shields, but only gain the defensive benefits of one shield at a time. When it is used to attack, a shield is treated as an improvised weapon that deals 1d4 bludgeoning damage. Table: Shields Shield Cost Weight AC Bonus Light 10 gp 4 lbs +1 Medium

jokomaisu

jokomaisu in Rules

Human

Human Humans are by far the largest population in the Kingdom and, for that matter, in the rest of Occasia and the Orb. Along with their more common variants, such as sylvans, gifted, and morgants, humans are also supposedly the only self-aware species in the known world, while the others all have magical and supernatural (or subnatural, unnatural, preternatural, or paranatural) origins. Or so they think, but beings such as pantegans, mandrakes, and wolf-cats totally disagree. One way or

jokomaisu

jokomaisu in Rules

Gifted

Gifted As a species, the gifted are not distinct from humans; rather, they are individuals of the human race who are either born with a special “gift”, or acquire it during their lifetime under various circumstances, and usually bear a visible mark of their exceptionality. Almost as numerous as the gifted themselves, the traditions regarding their birth and the reason for their unique powers, innate or otherwise, include being: descendants of a malebranche or a turquoise; conceived during

jokomaisu

jokomaisu in Rules

Morgant

Morgant Morgants are commonly considered “demi-giants”, though whether they truly descend from giants remains a mystery, given that such legendary beings have not been seen around the Kingdom for at least five hundred years, during which morgants have remained unchanged. What’s more, numerous folktales and legends speak of ancient kingdoms and communities of millenary morgants from which the current specimens are said to descend, indicating that these beings are probably another human species

jokomaisu

jokomaisu in Rules

Sylvan

Sylvan Last specimens of a race of hominids with traits more feral and rustic than those of the common human, sylvans have always lived alongside humans when the latter left the mountains and forests to found cities. Compared to common humans, sylvans have much thicker body hair in specific places: on the men’s chest and back, on women’s groin, and on the arms and legs of both; their head is often covered in a thick mane of hair. Their body is more agile and muscular, their features fierc

jokomaisu

jokomaisu in Rules

Marionette

Marionette In bygone times, marionettes were extraordinarily rare, but in recent centuries their presence has become increasingly common in the Kingdom’s cities, theaters, and companies, along with that of marottes and other artifact creatures made of triflewood, aka “turquoise wood”. Once grown exclusively in the most remote recesses of the town of Cuccaigne and impossible to find, this material is now being cultivated in various places around the Kingdom – with the turquoises’ authorization

jokomaisu

jokomaisu in Rules

Concoctions

Concoctions The people of the Kingdom love to prepare and consume spirits, tinctures, tonics, and concoctions of all sorts, especially if they are illegal and made with makeshift tools: from herbalist friars dedicating entire dormitories to the most sophisticated and careful preparation, to mountaineers cooking the typical Hair of the Dog in rough stables, next to the donkey shelters. In any case, all concoctions' unique formulas guarantee them excellent additional properties that other liqueu

jokomaisu

jokomaisu in Rules

Wolfcat

Wolfcat Probably spawned by Extravaganza, these beings have been roaming the Kingdom since the early centuries of the Thousand Years’ War, as there seem to be no records of their presence earlier, in Empire days. While some believe they came from Frangia or Altomagna, scholars from those lands claim the contrary, so the mystery remains unsolved. The size of catpards and linxes, wolfcats are felines that have adopted human-like posture, language, and skills, and are also similar in their c

jokomaisu

jokomaisu in Rules

Poisons

Poisons While some poisons require exotic or expensive ingredients, many effective versions can be obtained or made with little effort. The following poisons may be commonly available from apothecaries and herbalists. Applying a poison takes an action. A creature immune to the poisoned condition is immune to any effects from poisons. Curare. You can use the poison in this vial to coat one slashing or piercing weapon, or up to three pieces of ammunition. The poison retains its potency

jokomaisu

jokomaisu in Rules

Pantegan

Pantegan Pantegans, aka “murine people”, are small rat-men of magical or paradoxical origin. They have thick hair on various parts of their bodies, prominent ears and teeth, sharp faces, very thin hands, long, tapering feet, and a characteristic hairless tail. Little is known about the pantegans’ origins, but scholars interested in the matter (mainly members of this same population) recall that a kingdom of mice appears in very remote chronicles of the Archaic Age. Those stories also mention t

jokomaisu

jokomaisu in Rules

Spellcasting Foci

Spellcasting Foci Many spellcasters rely on a magical focus, an item that allows them to channel their power. Using a spellcasting focus allows a spellcaster to forgo many material components for their spells. A wide variety of items can be turned into magical foci, which fall into three primary categories: Arcane Focus: These foci are soaked in arcane power and often engraved or painted with eldritch symbols and cosmic iconography. Orbs, crystals, grimoires, staves, or wands are often us

jokomaisu

jokomaisu in Rules

Malebranche

Malebranche Malebranche are literally devils. Former subjects of Lucifuge, they proclaimed the Great Refusal and left Inferno to walk out in the open under the sun and stars again. With the end of their infernal service, they lost many of their previous supernatural powers and most of their inhuman traits, becoming almost-ordinary humans, barely marked by minor beast-like peculiarities and instincts. Even their memories from before they left the underworld and their knowledge of an eternity of

jokomaisu

jokomaisu in Rules

Mounts

Mounts From the mighty warhorse to the humble pack mule, mounts can be an integral part of your battle plan or simply a way to carry your excess gear. This section concerns the cost, upkeep, and carrying utility of your mounts. In order to be used as a mount, a creature must be at least one size category larger than you, and must have an Intelligence score of 4 or lower. You may be able to convince creatures with a higher Intelligence score to let you ride them, but they are considered in

jokomaisu

jokomaisu in Rules

Nonexistent

Nonexistent The outward appearance of nonexistents is mostly that of empty clothes, armor, or cloaks, wandering alone as knights, paladins, thieves, sorcerers, and so on. To avoid upsetting the populace, they are careful to cover themselves up so that the void under their capes or mantels is concealed. They manage to speak normally by using ventriloquism of some sort, walk and move like ordinary people, and perceive the surrounding world through senses similar to human ones. When their garment

jokomaisu

jokomaisu in Rules

Containers

Containers Adventuring means surviving the elements, desperately searching for your next meal after rations have run out while traveling far from civilization, and overcoming other rigorous obstacles that are part of any epic journey. Table: Containers has the most common types of containers, though it's typical for many knaves to get by with just a backpack and a waterskin. Table: Containers Container Capacity Cost Weight

jokomaisu

jokomaisu in Rules

Vehicles

Vehicles From chariot races to pirate ship attacks to airship journeys, countless adventures take place atop speeding vehicles. All vehicles have the following properties: Terrain: Vehicles fall into three terrain categories: land vehicles, water vehicles, and air vehicles. Vehicles travel in the terrain of their category. Proficiency with a category of vehicles allows a creature to add its proficiency bonus to any checks made regarding that type of vehicle.  Size and Armor Class: Ju

jokomaisu

jokomaisu in Rules

Mountaineer

Mountaineer Far from cities, ports, and countryside, up the mountains among the mouflons, hircocervi, and ibex, isolated even from the Pagan Plain's barbarians and the woods, the mountaineers roam: extraordinary guides, explorers, and smugglers, agile as wild goats and silent as wolves, with their faithful flask always at their side. In wartime, squads of these rocks-peaks-and-precipices savvy individuals are hired as scouts, spies, dispatch riders, patrolmen, lookouts, and saboteurs, while

jokomaisu

jokomaisu in Rules

Tools

Tools Many trades and crafts require special tools or sets of tools needed to do things like to pick a lock, paint a portrait, or brew a potion. Any character can use a tool kit, but many characters also gain proficiency with specific tools. When you are proficient, you add your proficiency bonus to any ability checks made with them. Tool use is not tied to any single ability score and your Narrator may decide your work may require any sort of ability check. For example, you may be a

jokomaisu

jokomaisu in Rules

Pagan

Pagan While in other realms “barbarians” are invaders, foreigners, and marauders from beyond the borders who speak incomprehensible languages, pagans who live within the borders of the Kingdom have been here for centuries, sometimes since before the cities that surround them were even founded, and speak perfect Vernacular, though with distinctly recognizable accents. Like their fellows from Overmountain, the Kingdom’s pagans have chosen Rage (or, as they call it, “Violence”) as a way o

jokomaisu

jokomaisu in Rules

Pets

Pets While most pets are likely to be acquired over the course of an adventure there is always the possibility of finding places with animals and magical beasts for sale. Use the price guide below for finding your band's new furry (or scaly/feathery) friend. Common PetsBat 5 gp Boar 5 gp Camel 50 gp Cat 5 sp Crab 5 gp Draft horse 50 gp Eagle 50 gp Frog 2 gp Goat 3 gp Hawk 25 gp Lizard 1 gp Mastiff 25 gp Mule 8 gp Owl 10 gp Pony 30 gp Rat 1 sp Raven 30 gp

jokomaisu

jokomaisu in Rules

Swordfighter

Swordfighter The Thousand Years’ War is so deeply rooted in the peoples of the Kingdom that it is now considered the only possible way of life. The war’s facts, conduct, mercenary companies, lootings, and the aggravation caused by military sieges and campaigns, are all regulated down to the smallest detail. In this constant-conflict scenario, soldiers, warriors, squires, condottieri, infantrymen, crossbowmen, stormtroopers, sappers, knights, archers, army engineers, runners, scouts, and spi

jokomaisu

jokomaisu in Rules

Survival Gear

Survival Gear Adverse weather and gnawing hunger can claim just as many lives as monsters and traps. The following items are necessities when facing inhospitable environments and harsh journeys: Bedroll. This essential commodity provides insulation and comfortable sleep on rocky, wet, or uneven terrain. Blanket. Provides warmth while resting in cold environments.  Climbing Gear. A climbing gear set includes special pitons, boot tips, gloves, and a harness. You can use the climbi

jokomaisu

jokomaisu in Rules

Miscellaneous Gear

Miscellaneous Gear The many essentials that make adventuring into the unknown possible: Acid. You can use an action to splash the contents of this vial onto a target within 5 feet of you or throw the vial up to 20 feet where it shatters on impact. In either case, make a ranged weapon attack against the target, treating the acid as an improvised weapon. On a hit, the target takes 2d4 ongoing acid damage. This damage persists for 3 rounds. A creature ends all ongoing damage from mundane aci

jokomaisu

jokomaisu in Rules

×
×
  • Create New...