Player Bootstrap

If you are playing in this world, you probably know it already ;-). This is also the only part of the content here that is system-specific.

For inspiration, read the Magic Cauldron books by Lloyd Alexander, the Conan novels by RE Howard, or Fafhrd and the Grey Mouser by Fritz Leiber. Also, the Mabinogion, mythic Ireland, the Volsung saga, etc.

Here are some notes to get started:

Magic

  • This is a low-magic world with lots of mundane humans. Most people never interact with magic in a flashy way. They may have been duped by fey or seen faerie lights in the trees, or had a cousin eaten by giant spiders, but people find magic frightening and are distrustful of those who wield it.
  • This natural fear is compounded by stories passed down about the Bonegate Blight and the bad things that come from messing about with magic. Magic is generally bad, and bad people meddle in the unknowable mysteries.
  • This means a couple of things relative to play - minor illusions are worth doing, and Thaumaturgy can scare the pants off commoners. Overt use of flashy magic might incite hostility and might get you driven out of town by a pitchfork mob, even if it was for the benefit of that mob! Most low-level cleric and druid magic (such as healing, plant growth, etc.), however, look like miracles or normal processes that are accelerated and don't seem to draw the same fear as Magic Missile or Hellish Rebuke.

Monsters

  • There are many wild creatures that are primal and over-sized compared to their earth counterparts. 
  • Giants, trolls, and other humanoid denizens share the world. 
  • There are ancient eldritch horrors that still rest in quiet places that may awaken if disturbed.  These rarely walk the land, and certainly not in the light of day, but stories of them sometimes slip into the arcane writings of mad sages.
  • Of course, this area is rich with nexus points where the fae realms connect, and many fae dwell in the dark natural places of forests, pools, and caves.

Culture Context

Most of the Havislands that resemble 10th or 11th century north-western Europe, while others seem more "exotic" such as Silith which has a medieval Tangiers feel or the far south-east Razor Coast that feels almost Caribbean. Folk don't travel around much.

Gear

  • Despite the general feel of the culture/time-period, there are still DEX-based fighters with rapiers (or flavoured light swords), monks, etc.
  • All armors are available, but things like half plate or plate are very exotic.

Race

  • Allowed: Humans, Human Variant, Elf, Dwarf, Halfling, Half-elf, Gnome, Half-orc, Goliath, Firbolg. Drow/Dark Elves should read over the History page for more info on the schism.
  • Not Allowed: Dragonborn are definitely out - they are a feature of the Forgotten Realms. Elementals are out. Aarakokara, Kenku, Lizardmen, Tabaxi, and Tritons are out. No PC should start with flying speed!
  • On the bubble: Tieflings and Aasimar should also be out, but I like them – we should talk about it. Refer to the Cosmology page to see the celestial/infernal contexts that they can use.
  • Refer to the Ethnology page for more about the races and how they relate to each other.

Ability Scores

Generally, use the point-buy or standard array models in the PHB. It avoids the potential for crazy-high or crazy-low scores which can wobble games.

Deities/Patrons/etc

The "gods" of the Havislands are the Archfey/fiends.  We use the Archfey to refer to the summer court, and the Archfiends to the winter court - it's all rolled together and simplified.  Refer to the Cosmology for more info. Characters may worship/pact with any of them, or make up a lesser fiend/fey/celestial to follow, providing that it works with the overall feel of the world. Given the different geographic regions, most anything can be made to work.

Adventuring Professions

All

Use the Cosmology and Religion page to learn more about options for patrons, dieties, etc.  Generally, all of PHB, SCAG, and XGE (and some VGM races) are in scope.  As mentioned above, some classes (i.e. big casters) have social dimensions to overt use of their powers.

Generally, all professions need to take some action to activate the skills they learned adventuring, and that means that there is value to memberships in guilds, colleges, etc.

Barbarians

Nordic style from the top of the map, jungle from the bottom.  Basically, the edges ...

Bards

There are a few main bardic colleges in the Calardith region that are generally known:

  • Bard's Gate (naturally) has the most respected and prestigious bardic colleges in the area.  They also typically require some wealth and patronage to be able to attend.
  • Lunaris is a bit more of a "folk Bard" college - still very deep lore, but less ... extravagant ... than Bards Gate.
  • Argiliath trains most elven bards
  • Endhome has a skald college that is heavy on the college of valor.
  • Castorhage has a bard/wizard college with a long and dark history.

Clerics

Use the Cosmology and Religion page to learn more about options for patrons and information about the state of religions and cults.

Druids

Use the Cosmology and Religion page to learn more about options for patrons and information about the state of religion and cults.  Druids can worship others of the Archfey/fiends and are not limited to Oran.  Various druid circles are found across the area and most people outside of cities still keep the old ways.

Fighters

Most fighters need training.  They gain this training from some kind of military background (as a soldier, a town or caravan guard, a noble, etc).  There are mercenary companies and "fencing academy" like places where fighters train and develop their skills.

Monks

There are two monasteries that train monks in the Calardith region.  The first is the Rushwater Monastery on the north shore of the Rushwater lake.  The second is Delis (where humans and elves have co-developed a monastic tradition).  Others may be less known or working in secret (as most Way of the Shadow orders do).

Paladins

Use the Cosmology and Religion page to learn more about options for patrons.  Paladins come in all kinds and often do not look like buff dudes/dudettes in full plate.  They may be associated with a cult, temple, or faith. Or they may be lone actors on a personal mission.

Rangers

Rangers are frequently found outside the cities and towns.  Some are guardians, some are scouts, and some are bandits. Rangers tend to gather in Ranger Locals that look after some territory (either for protection or exploitation).

Rogues

Rogues are usually found in the towns and cities, looking for people to prey on. They tend to organize in guilds, and some guilds even span beyond a city to neighboring areas to expand their "business interests".  Adventuring rogues are often spies or agents. 

Assassins tend to group into guilds with other professions (like fighter or ranger) as "hunters guilds".

Sorcerors

Given the "intrinsic" magical nature of sorcerors are more likely found near to planar nexus points, ley lines, and other places that contribute to their powers.  If there is a spell caster living alone a long ways from a library, it is probably a warlock or a sorceror, and not a wizard or bard.

Warlocks

Use the Cosmology and Religion page to learn more about options for patrons.  While the Archfiends are more likely to focus on their cults, there are many lesser fey and fiend lords and ladies that seek out agents to move some goal of theirs.  This is usually exploitative by the patron, but sometimes the relationship is constructive.

Sometimes, warlocks come together in covens with others that share a patron.  These are generally secret and not generally working for the greater good.

Wizards

Wizards and bards tend to be found together, with the exception that most wizards require the deep lore and scholarly facilities of the big cities to deepen their magical research.  Adventuring wizards need to return to these centers of study to develop and advance their understanding of what they learned while adventuring.  Bard colleges and Wizard schools are usually co-located and share libraries.  Of course, access to these resources comes with membership in the school or college (which means dues, rules, obligations, and missions, etc.).

Adventuring Notes

  • Use initiative as written
  • Long rests need to be done someplace safe - inns, homes, etc.  Camping out on the ground is rarely suitable for a long rest without some special precautions, and it is almost never safe to long rest in a dungeon.
  • We will simplify emcumberance.