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Published by novalmauge, 2024-02-15 07:55:52

Halione_Primer_V4

Halione_Primer_V4

Introduction to the world The World this adventure starts off on is named Halione. Magic is prevalent in this realm, from flying airships to magically run clockwork trains, with most explained by physics and the sciences. Due to a tragic event in the past, many ancient technologies lay buried waiting to be discovered. Antastead The party is traveling along in the walking city Antastead, a magical moving assortment of houses with an INN being the primary building. Antastead is also often followed by a caravan of various performers and entertainers, and when it arrives it usually is treated like a carnival or celebration. Antastead has many positives, negatives and secrets to be found. Bard's depiction of Antastead not to be taken literally. Credit: Kyounghwan Kim. The Lady of Antastead The ruler of Antastead is the mysterious “Lady of Antastead.” The lady is sometimes seen in Antastead wandering around, wearing a gothic style robe and a cowl covering her face. The lady does not concern herself with the laws of the land; she typically only interferes when something threatens the stability of Antastead itself. However, she is an entity of inscrutable motives, and often those who cross her path, even accidentally, come up missing. It is widely believed that she never speaks, although some unverified rumors to the contrary exist. Antastead is also highly morphic, allowing its leader to alter the city at their whim. Artist's depiction of the Lady of Anastead Credit: MaximLardinois Whitelaw For many years all races of Whitelaw have been in constant dispute over who should be able to rule the kingdom. With the elves taking the north east with its lush but harsh jungles, to the Humans taking over the center, where the ‘capital’, known to many, lies. The dwarven empire lies in the South in the mountains where dragons are more abundant and known to kill any man that sets foot there. War is threatened by the long standing cultists who hope to destroy all of Whitelaw and its inhabitants. The beginning The settlement our Antastead has stopped at first is none other than the peaceful village of Ravenswood, one of few nonsegregated places in Whitelaw where many races live and work together. The houses here are made out of stone and thatch. A small tavern at the center of the village is the communal area for all that live here, at the top of the Hill that overlooks the village is the prestigious monk temple, known across the land as a place of peace and harmony. A small orphanage is also in the village where many young children of all races are brought from across the land by horse and cart to be sold to a new family. There are many farms here that grow food for the whole village, the strong smell of grapes can be smelt throughout the village from the village elders house who takes a pastime of making wine and selling it on to the merchants that arrive every week. Just North of Ravenswood is the castle of Windermere here is where the knight unit resides led by Sir Percival Crowley.


Major Elements to expect Social Interaction: A major feature of this campaign is the social interactions. The villains in this setting aren't always ravenous monsters or insane cultists, there will be normal people with strong opinions that differ from the party's. These strong opinions may not allow yours to exist, and so a central element of that conflict is interacting with them. Most of the adventure will have a way to achieve the party's goals via reasoning rather than simply beating in skulls or skulking around in the darkness. Exploration: THe next most important aspect of this adventure is exploration. The party will be exposed to strange and exotic places, often dangerous due to their conditions or their inhabitants, and you will be expected to survive there. This will often involve gathering information and planning. For example, traveling to the Elemental Plane of Fire, one would likely need to prepare supplies such as certain survival gear and protective wards. Exploration challenges often involve a character's lore based abilities and skills, rather than sheer toughness or food-gathering. Combat: Finally, a vital part of this adventure will be combat. There will be creatures for whom talking is pointless, or cheap. Fanatics and unexpected threats loom, and the planes contain their share of bandits, beholders, and various beasts as well as your more complex threats. Combat is something that happens while exploring to remain safe, or something when negotiations break down. Halione is a world where beliefs are worth fighting, and even dying for. So, there will inevitably be plenty of creatures who will not surrender, but rather demand you face them with swords and spells drawn. Character Creation Ability Scores: Players may roll 4d6 and take the sum of the 3 highest. Repeating for each ability score. The default Ability Score array (15, 14, 13, 12, 10, 8) is another option. The Final method is to roll 2d6+5. Races While the races found in the player's handbook are the most prevalent, any race can be found on Halione. Classes Any class from the official Wizards of the Coast Supplement is allowed. Unique combinations of races and classes, like a Gnomish Barbarian, are a great source of inspiration for the background bonus. Variant Rules Characteristics & Background Players may mix and match the backgrounds to create a custom one if they want. Replace a background feature with any other, choose any two skills, and any combination of two tool or Language proficiency. Starting Equipment Players may choose between the class starter equipment or rolling gold. If a player chooses to roll their gold, they will get a bonus Explorer's Pack for free (worth 10GP) Encumbrance This game will be using the Variant: Encumbrance Rules [PHB176] Background Bonus If a player comes up with a written background story for their character they will be presented with a bonus magic item that is deemed appropriate.


General Knowledge Most Player characters will have a general knowledge of the world and it's inhabitants. Here are things to expect. Races A plethora of races are native to this world, some having come from other planes of existence one way or another, at some time or another. Here is some information on the most common. Human Humans use to be the most populated race on the planet, but a dire event almost caused them to go extinct more than 5000 years ago. Hill Dwarf Hill Dwarves are considered some of the greatest crafters, with some of the most wonderful metallurgy. Often found near the base of mountains or in valleys. Mountain Dwarf Mountain dwarves are known to be strong, resolute warriors, and often are concerned with making good money. Mountain Dwarves found outside of the Dwarven cities, may have been exiled. High Elf High elves are known for their extraordinary magic and talented wizards. Dwelling apart from other races, hidden deep in thick forests. Easily standing apart from their hermit cousins in brightly built gold and ivory architecture. Wood Elf Wood elves are usually reclusive naturalists, sought for their vast knowledge over forest-lore. Drow While some hold prejudices against the dark elves, they are often welcomed as charismatic, independent adventurers. Lightfoot Halfling The lightfoot halflights are found in large cities, living a frugal life some would even consider impoverished. Stout Halfling A hardy halfling that enjoys pastoral bliss, and often worries only about good food. They tend to dwell in secluded rural villages. Dragonborn Known as hardy mercenaries, dragonborn are usually traveling on a right of passage. While most reside in their United Kingdom after the chromatic wars. Forest Gnome Clever illusionists, and friendly with almost any wild animal, these gnomes live deep in forests. They appear to be touched by the Fey plane. Rock Gnome Miners, tinkers, and artificers, rock gnomes often are known as toy-makers and jewelers found living near, or often inside dwarven cities. Half-Elf Found in many towns, as they are often the most stricken with wanderlust, Half-Orc These powerful warriors are welcome into large companies, but often have to work hard to cast off the stereotypes of their savage ancestry. Tiefling Often seen as a sign of something wicked in the world, those of this race had had their once human bloodline touched by that of infernal, abyssal, or even otherworldly nature. Kobold Kobolds are usually dismissed as cowardly, foolish, and weak, but these little reptilian creatures have a strong social structure that stresses devotion to the tribe, are clever with their hands, and viciously work together in order to overcome their physical limitations. Albeit still seen as "Pests" by many less of the accepting. Orcs, Goblins, and other Greenskins The Greenskins are a highly primative and warlike race of bestial humanoid barbarians and raiders that occupy much of the world. Called greenskins because of the often green and brownish hue given to them by their fungus-like origins. Time and gain hordes of Goblins, Hobgoblins, Orcs, and even Ogres, would rise again without warning to lay a great swath of destruction that has no direction or purpose other than simple violence. Dragons There are many different types of dragons that are often described as the first sentient race to exist, with no true life span ever documented, they are still mortal. They symbolize the world itself and embody its history, and the oldest dragons are repositories of vast knowledge and ancient secrets. Beastfolk Many different humanoid species exist that resemble bipedal animals. These are often nomadic, tribal, or stay to their own societies enriched in their culture. Giants Aside from being extremely proud,almost permanently intoxicated and having a penchant for violence, Giants are a lot like Humans. At least closer to humans than many of the other races. Just much, much larger, and they tend to not stop growing. It is said a World Titan comes from a giant who has grown to the point their features eclipse even mountains. Vampires and Lycanthropes Originally human, they often view themselves as successors in human evolution. Faster and Stronger, they are also thought of as generally less compassionate and more in the morally gray. Factions There are many, many factions that exist across the planes, however, these are the ones that a PC may be familiar with: Bandits and Highwaymen It is no surprise when travelers get onset by a group of wayward bandits looking to line their pockets. It is often best said to travel with protection. Red Knights Templar A fanatic group of Monotheists looking to prove there is only one true creator. They tend to be zealously prejudiced against those who don't share their beliefs. They have become increasingly more politically powerful as of late. Legion of Dusk Dominated by an aristocratic class made up of vampires. They are often guided by their dual loyalties to church and crown, believing the monarch acts with righteous purpose. Cultists Groups of various races working together under some dark powers such as elemental princes, demon lords, dragons, or Archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. Clans, Noble Houses and Tribes Most, if not all, races are broken into various clans, noble houses, or tribes. With slightly varying cultures between them, it is often they don't mutually get along.


The Multiverse A big element of this world is the fact that is connected to the infinite multiverse. In this campaign setting, it is understood by some, there is a large cosmic tree, Yggdrasil, with each branch, or root, representing a different material plane, such as the one with Halione. These appendages continue to branch off into what are the echo planes, such as the Feywild or Shadowfel. Further branched off would be the less connected echo planes such as the Astral and Elemental planes. It is rumored that at the center, or the trunk, of the tree is a demi-plane named Sigil, the city of doors. Sigil serves as a host to many secret gateways between various locations in the cosmos. Then while infinitely large Yggdrasil is only a small bubble of the unknown cosmology that. Between the branches and roots, and beyond all that is known, exists the Far Realms. The Far Realm is beyond all comprehension and is where the origin of many strange and aberrant creatures, incredibly alien to us, and seemingly maleficent, come from.


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