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Campaign Setting_ Moonstruck _ GM Binder

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Published by goroiamanuci, 2023-05-11 04:35:46

Campaign Setting_ Moonstruck _ GM Binder

Campaign Setting_ Moonstruck _ GM Binder

The Moonstruck World


Credits Many of this document is shamelessly stolen from many official works: The overall layout is from Sword Coast Adventurer's Guide. The lunatic creature template is inspired by Plane Shift: Innistrad. Some mechanics are from Curse of Strahd. (No explorers were harmed, killed, or even escaped from Barovia during the great mechanics-heist.) 2 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


The World of Shattered Moons The world of Alkamar used to be a sole, grand continent, lit by three moons: The pale Gala-Pae, the sanguine Gala-Kras, and the verdant Gala-Lus. After the calamitous even now recorded as the Moonfall, however, Alkamar has shattered into three small continents and numerous islands surrounding them. Now suffering from the consequences of the Moonfall, the moonstruck continent of Alka-Pae is now plagued with the fragments of what was once the pale moon, illuminating the landscape at night, and driving people and beasts into maddened mutation. The Moonstruck World of Alka-Pae Once the northwest third of the great Alkamar, Alka-Pae is now sundered from the two other continents by shattered coastlines and the turbulent straits beyond the ridges. The continent is broadly divided into cold, wet mountain ridges stretched across the northwest, and the dry, cool plains spread throughout the southeast, with dense pine woods dotted, and of course, the numerous remnants of shattered moons all across the landscape. At night, the lunar fragments glow in a pale, ghastly light, effectively illuminating the horizons of the wilderness. Most of the locations of Alka-Pae were named during the first century after the Moonfall, when cartographers and explorers had to redraw the map of the newly sundered world. The three major regions of the continent are high peaks of the northern Earthhook, the frigid wasteland of the western Winterstride, and the ever-stormy oceans of the southeastern Shearcoast. Most of the populations of Alka-Pae is concentrated in four major settlements: the kingdom of Altran, the lands and castles captured and governed by the Knights of the Dawn, the underground network of Mescena, and the princehood of the vampiric Ulrecha Nostzavika. Other minor settlements include the vigilantes of numerous, unruled villages; the lycanthropic communities and circles of the moonstruck woods; and the obscure denizens of the likewise obscure islands across the coastlines. The Antran Kingdom Located at the southeastern Shearcoast, the kingdom of Antran was once a part of the sovereignty of Halfaenia. During the Moonfall, the western districts of Halfaenia was sundered from the rest of the sovereignty. Upon learning that Halfaenia has disowned them after the Moonfall, the newborn settlement has undergone decades of turmoil until the now royal family of Antra was communed as the king of the kingdom. Hailing from the former commercial districts and military posts, the precursors of Antran are mostly merchants, scholars, and soldiers. As such, after the initial conflicts and five years of civil war, the kingdom of Antran has quickly arisen as the new power of the moonstruck continent. Antran provides shelters for the denizens, trades for the farmers and craftsmen, and protection from the threats of the twisted spawns of the pale moon. Knightholds of the Dawn The first century after the Moonfall is recorded and remembered as the era of utter chaos. Halfaenia is now separated from Alka-Pae, stripping its control over the moonstruck world; the newfound kingdom of Antran has succumbed to the five-year civil war; and esoteric, twisted creatures has witness all across the continent. With nowhere to rely on, the denizens have feared the night more than ever. It is then when Daniem Joachen, son of the former Halfaenian military officer Ritchen Joachen, has risen from the maelstrom. Bestowed with the divine grace of Lemingan, the Radiant One, Daniem has fought against the beasts of the moon with miracles and sacred might, saving numerous villages and hamlets across the continent. After his untimely death and the ascension that followed, Daniem's colleagues and followers has founded the Knight of the Dawn, which now patrols across the majority of the continent, protecting the innocents and vanquishing the lunatic threats. The Mescena Network After the Moonfall, most communities has taken shelter behind wooden barricades and stone walls. This was not the case of dwarves and gnomes who has rejected the Halfaenian domination and chosen to live underground. Even after the impact of lunar remnants, the underground has provided safety and independence from the threats that plague the surface, including the political turmoil and the maddened wilderness. The history of Mescena network originates from three families that initated the alliance: the dwarven Messon, the gnomish Centuran, and the drow Na'Gran. Mescena network spreads throughout the undergrounds of Alka-Pae, with the headquarter sits in the borough of Mescena under the depth of the northern Earthhook. Those outside the network can benefit from the safe, direct commercial and traveling routes, at a reasonable price. The Nostzavika Princehood Born daughter of the great Halfaenian merchant Wigmar Nostzaviko, Ulrecha Nostzavika is one of the first known vampire of Alka-Pae. How exactly she has obtained her new life is still unknown to this date, apart from her own proclaim that she has chosen by Illuad, the Bloodthirsty Mistress. 3 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Ulrecha rules her princedom in the Winterstride just as she first captured it from the Knights of the Dawn three centuries ago. Although her regime is strict and merciless to the disobedient, the vampiric army of the princehood provides valuable safety and order to its denizens, ensuring its position as one of the safest settlement in Alka-Pae. The princehood is also home of Tzania University, the continent's largest institute of arcane knowledge, founded and sponsored by Ulrecha Nostzavika herself. The Sylvian Lycanthropes The dense, frigid woods of Earthhook and Winterstride is not a welcome region for the denizens. The wilderness provides enough food and shelter to the brave settlers, but the true threat comes from the shattered moons scattered across the forest. Once on each of the month, when the remains of the pale moons shines the most, those who chose to dwell among the trees have to fear what might arise from the dimly lit horizons, distorted and maddened by the dead moon. Unlike the more civilized corners of the world, where people had to dig out the remnants of the moon, those who chose to live and survive in such wilderness had to choose to embrace the lunacy-inducing pieces. With the guidance of the wise, blessings of the divine, and sheer luck, the survivors has adopted the power of the pale moon and became the wilderness themselves that roams the woods. The Moonstruck Independents Not all settlements are safe from the threats of the pale moon. Scattered across the continent are the numerous villages, hamlets, and even cottages that are not protected by either Antran kingdom, Knights of the Dawn, Mescena network, or the princehood of vampiric Ulrecha Nostzavika. Most of such settlements have learned to protect themselves from the outer threats, in place of the absence of powerful neighbors. Some villages have sheriffs and marshals watching over the horizon, keeping the town safe; some hamlets seek help from adventurers and travelers, at a modest fee; and those who has gone to the extreme conclusion has built an entire fort on what was used to be the remains of a town hall. The Uncharted Islands The pale moon of Gala-Pae is not all that was shattered in the calamity of the Moonfall. The remnants of Alkamar now surrounds the three newborn continents, across the cold and dark oceans where the storm never dies. Most of such islands are little more than rocks and crags that happened to soar above shorelines, but some of the islands are actually populated, albeit in a shape of squalid, frail, and short-lived community. Maverick Communities Not all communities of Alka-Pae are hospitable to those who wander the moonstruck continent. More than a few hamlets has fallen under the madness that is brought by the pale moon's light; cults and brigands infest the woods and caverns, waiting for an easy prey to stumble upon; and cults and covens of malicious intents, whose sole purpose of existence is to wreak havoc upon the already desolate world. The Remnants of Alkamar Once a sole, great continent, Alkamar is now torn across the stormy sea, in three major continents and petty islands that encompasses them. Because of the cruel weather and constantly high tides, traveling across the ocean is a rare event; for most denizes of the moonstruck Alka-Pae, very few things are known outside of the continent as of now. Alka-Pae, the Moonstruck World During the catastrophic Moonfall, the pale moon has shattered into countless pieces, which then fell to the earth. The impact alone has claimed one third of the population; maps had to be redrawn to reflect the cataclysm that followed; and three centuries since the Moonfall, the fall of the pale moon still haunts the denizens of the moonstruck continent. Shearcoast Coasts of southeastern Alka-Pae were torn and ripped from the rest of the world of Alkamar during the Moonfall. Once among the centerpiece of the great continent, the Shearcoast still retains some of its moderate weathers and relatively fine plains, plagued only by the pale fragments dotted across the horizon and the endless storm for the far sea, breaking down the already coarse and steep cliffs that now borders the continent from the rest of the world. Antraport. The heart of Antran Kingdom sits at the southernmost corner of the continent, one of the few spots where the seas never freeze in the winter. Built on the former commercial and military district of the old Halfaenia, Antraport is not only the largest port of the moonstruck world; it is arguably the only safe port in Alka-Pae. Antraport is where all denizes of Shearcoast aspires to live in, because of its status as the largest and safest community in the area. Available services in Antraport include commerce, religion, military, and even adventures. Those who have to travel outside of the city at night, the Undercoast Nethercab is available at the lowest ground of the city. Fort Arclight. The largest knighthold of the Dawn is Fort Arclight, which stands a mere few miles away from Antraport. With a tactical allegiance with Antran Kingdom, the knights of the Dawn protects the eastern boundaries of the kingdom, in return of the kingdom's patronage. Fort Arclight also holds the largest temple devoted to Lemingan, the Radiant One. In addition to religious service, the temple serves as the supreme court for rare yet important legal dispute between the kingdom's denizens, as well as the training ground for the initiates of the knighthood. The Undercoast. Beneath the steps and strides of Antraport's denizens is a collection of subterranean caverns and creeks, tangled like a giant web. Most of these underground spaces are owned, dwelt, or at least taken by one or more creatures, often big, dark, and merciless. Some of the cavities have been discovered, excavated, and connected by the Mescena network, which saw the potential fortunes in the space where everyone has seen some holes in the ground. One of the fastest and safest method of traveling throughout the continent is to take one of the famous Mescena Nethercab, which delivers everything from letters to top-secret parcels with moderate fee. 4 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Earthhook To the north of the moonstruck world stands the mighty range of mountains, like the tides across the earth. At the zenith of the ridge is the eponymous Earthhook, the highest peak in Alka-Pae, with its crooked shape, hence the name. The true virtue of the Earthhook not lies on its craggy, half-frozen surface; beneath the rocks and dirt that shapes the region spreads what seems bottomless of minerals and ores, molten warmth and passion, and the heart and veins of the underground life of Alka-Pae. Mescena. Straight beneath the highest peak of the Earthhook dwells the lowest place of the moonstruck world, which doubles as the largest underground community of AlkaPae. The origin of Mescena travels back to the joint borough between three families, now known as the Bedrock Families: the dwarven Messon, the gnomish Centuran, and the drow Na'Gran. The Nethermine. The underground network that spreads through and surrounds the proximity of Mescena is known as the Nethermine. Most of the mines in the Nethermine is owned by the Centurans, one of the Bedrock Family of the Mescena network. The roads, however, is usually run by the Messons and the Na'Grans. Winterstride The western side of the moonstruck world is notable for its frigid gales and ever-frozen earth, with the occasional woodlands in between. Dawn's Rest. The headquarter of the Knighthood is located in the fortified hold of Dawn's Rest, where Daniem Joachen and his fellowship has fought against one of the largest outbreak of lunatic beasts. At the third day of the monstrosities' siege against the hold, Daniem Joachen has suffered a mortal wound that claimed his life, upon which the champion of the Radiant One ascented as a demigod. At the largest plaza of Dawn's Rest proudly stands the beautiful marble statue of Daniem Joachen, champion of Lemingan, patron of the hold, and the first high chaplain of the Knighthood. At every New Nadir and First Zenith, the knights of each knighthold across the continent gathers at the plaza for regular report and ceremonial events. Tzania University. Founded and personally sponsored by the vampiric prince Ulrecha Nostzavika, Tzania University is the largest institute of arcane knowledge in the moonstruck world. Sivrad the Twilight Mage, the prince's personal tutor in arcane knowledge, has served as the first headmaster of the university before his untimely retirement that involved a magical ritual gone wrong. Over more than two centuries of virtually bottomless supply of financial support and ardent seekers of magical disciplines, the institute has grown to the point that it now holds an entire town of its own, all but in name. Retired faculties and dropped-out students of the university have no problem settling within the university's land, and now children literally born and raised in the campus hold aspires to step out of their homeland and into the wild, moonstruck world. Wigmar's Hold. Formerly known as Rimehold, the city state is christened after one of the most renowned gnomish merchant in the old Halfaenia after his daughter, the vampiric mastermind Ulrecha Nostzavika, captured the hold from the Knights of the Dawn's influence. Wigmar's Hold is one of the largest community in the Winterstride. Wigmar's Hold shelters the largest community of the vampires. Civil service provides monthly ration of blood vials to vampiric citizens. Half of the hold guards are consisted entirely of vampires, whose norturnal instinct assures safe nights. At day, the newly established underground arcades and districts called the Holdshade is filled with night-striding denizens who cannot help but work while the sun shines. Alka-Kras, the Eclipsed World Once the brightest and the most curious of the three moons, the sanguine moon of Gala-Kras has vanished without a trace during the Moonfall. Unlike the pale moon of Gala-Pae, no pieces has descended from the sky; instead, the crimson glamour of the moon is completely wiped out of the night sky, leaving no bright in the dusk. At night, Alka-Kras is occulted in a perpetual darkness, with only torches and bonfires faintly unveiling the silhouettes. Those who crosses the eclipsed continent sometimes report of the Phantom Moon, the illusion of the blood-red moon that should not exist in the pitch-black night, and the assault of the Nightmarchers afterwards. New Moon Orders. There are at least three known orders of scholars and thaumaturgists devoted to resurrect the dead moon of Alka-Kras. Collectively known as the New Moon Orders, these obscure groups collect proofs and evidences of what caused the Moonfall, and believes that by backtracking the great calamity, they can find a way to restore the red moon and subsequently the continent. The Nightmarch. The true nature of what is known as the Nightmarch is still unknown, and what is known heavily relies on the reports of the unlucky adventurers and wanderers who survived the encounter. Even then, the reports are blurry and contradictory, from a rank of former military groups succumbed to the madness, to a horde of monstrosities who developed sentience and order, to a parade of fey invaders from another realm. Alka-Lus, the Illuminated World Alka-Lus is the largest of the three remnants of what was once the grand continent of Alkamar, and the only continent that is now revealed by the light of the sole moon of Gala-Lus. The verdant moon now shines brighter than the sun, shining upon the zenith with its lush grandeur. The sovereignty of Halfaenia rules the majority of the illuminated continent. People of Halfaenia believes that they are chosen by Gala-Lus, which has stood victorious against the two false moons in the event of the Moonfall. Halfaenia. After its survival during the Moonfall, the soverignty of Halfaenia has sheltered itself in the illuminated continent. Without the contact with the rest of the world, very few is known of what is happening in Halfaenia, and some of the most skeptic even doubts its existence at all. 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Time of the Moonstruck World The Moonfall has altered the world of Alkamar once and for all, even the time. With no moon in the sky to track, the conventional three-moon calendar that was widely used in Alkamar quickly became obsolete. As such, the three new continents after the Moonfall use independent calendar to best suit the each situation. In the moonstruck world of Alka-Pae, the new calendar marks a year of 360 days, with twelve months of thirty days, based on the change of illumination of the shattered moon. The first and the last days of a month, or the two nadirs, mark the dimmest of the moonlight; after fourteen days or a fortnight, the month's two zenith marks the brightest moonlight; after another fortnight marks the next nadir. Individual days in the Alka-Pae have common names, based on the moonlight's strength as follows: Table: Days of the Alka-Pae Calendar Day Name 1st End Nadir 2nd to 4th Arcwax 5th to 7th Creswax 8th Waxing Half 9th to 11th Conwax 12th to 14th Waxdisc 15th First Zenith Day Name 16th End Nadir 17th to 19th Wanedisc 20th to 22nd Conwane 23rd Waning Half 24th to 26th Creswane 27th to 29th Arcwane 30th New Nadir Special Calendar Days Keeping Times from Day to Day Most people do not bother with timekeeping within the day, other than "mid-morning" or "sunset." Most activities should end between sunrise and sunset; after the sunset, the horizon of Alka-Pae shimmers with pale moonlight across the landscape, marking the night. People who can afford enough wealth and system may have a clock to keep track of hours and minutes, with passable precision. The only problem with the mechanical clock is that its power source involves using a finely cut moon fragment, the acquisition of which is often risky, dangerous, and even perilous. The Shifting of the Seasons A Brief History Magic of the Moonstruck World Cosmetic Spell Modifications At the DM's discretion, a spell can be modified cosmetically to enhance the mysterious atmosphere of the moonstruck worlds. Here are examples: Alka-Pae Find familiar: The familiar sheds dim light out to 5 feet of it. Find stted: The summoned steed sheds dim light out to 5 feet of it. Alka-Kras Alka-Lus Religion of the Moonstruck World Table: Lemingan Hierarchy Renown Knight Rank 1 Page 3 Squire 10 (Rank) 25 Knight 50 Marshal Renown Clergy Rank 1 Initiate 3 Adept 10 Devout 25 Deacon 50 Chaplain The Gods of Alka-Pae Lemingan The Radiant One Illuad The Bloodthirsty Mistress 6 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


The Pale Moon Once the greatest moon that shines upon the sky of Alkamar, the pale moon of Gala-Pae is now fragmented and scattered across the landscape of the newly sundered continent of AlkaPae. Pale Moon Fragments Table: Pale Moon Fragments Size Bright Light Dim Light Save DC Tiny — — 8 Small — 5 ft. 10 Medium 5 ft. 5 ft. 12 Large 10 ft. 10 ft. 15 Huge 10 ft. 10 ft. 18 Gargatuan 15 ft. 15 ft. 23 Creatures are affected from Tiny and Small fragments only when in touch. Pale Moon Madness If a humanoid or a beast spends at least 1 hour within the bright light that shines from a pale moon fragment, it must make a Wisdom saving throw. The save DC varies according to the size of the fragment, as determined in the Pale Moon Fragments table above. On a failed save, the creature descends into a madness. Roll on the Pale Moon Madness table below to determine the nature of the madness. This madness works like an indefinite madness; the creature gains a new character flaw that lasts until cured. While the creature is suffering the pale moon's madness, it must make a Wisdom saving throw again at every dawn and keep track of the results. On a successful save, the creature suppresses its madness until the next dawn. On the third success, the creature completely overcomes the madness and becomes immune to the pale moon's madness from all sources for 24 hours. On the third failure, the madness grows permanent, and nothing short of wish or greater restoration cast as a 9th level or higher spell removes the madness. A greater restoration or remove curse cast as a 5th level or higher spell upon the maddened creature counts as one success on the Wisdom saving throw, and temporarily suppresses its madness until the next dawn. See the Dungeon Master's Guide for more on madness. Table: Pale Moon Madness d10 Flaw (lasts until cured) 1-2 "" 3-4 "The Moon's glamour comforts me. Outside of the Pale Moon's light, I am vunlerable." 5-6 (Flaw) 7-8 (Flaw) 9- 10 "The Pale Moon whispers to me. I can hear its voice. Anytime. Anywhere. Anyhow." Lunacy Mind is not the only thing that the Pale Moon eventually twists. With enough exposure to the Pale Moon's uncanny light, the maddened creature's shape and form undergoes a series of monstrous twist. Such change is known as the lunacy in Alka-Pae. At first the change is subtle and easy to pass, such as curled hair and elongated teeth and nails. The mutation develops with extended exposure to the light, with each twist worse than the last: boils and rash covering up the unhaired patches of skin; enlarged limbs, often but not always asymmetrically, with joints and bones bent in unnatural angles; one or more lumps growing from joints, which eventually grows into a new set of limbs or more often, a skinny tentacle. If the creature is large enough, its body radiates pale, eldritch light, just like the pale moon that caused its disfiguration. As the creature undergoes the horrifying change from the lunacy, it grows a peculiar, unnatural desire. Already succumbed to the pale moon's madness, the lunatic creature actively seeks, hunts, and preys on the creatures not affected by the lunacy, as if the new body has granted a new set of instincts. If the creature's den is not already devastated from its tantrum, the creature will abandon its habitat in search of more victims to claim — which is almost always the nearest towns and hamlets. Lunatic Template A beast or a humanoid can become lunatic. There are four stages of lunacy, in the following order: Least, Lesser, Greater, Eldritch. A lunatic creature keeps its statistics, except as determined in its lunacy stage. Least Lunacy Lunatic Traits. The creature gains two least traits from the Lunatic Traits table. Lesser Lunacy Pale Radiance. The creature sheds dim light out to 5-foot radius. The save DC equals 8 + its proficiency bonus + its Constitution modifier. Lunatic Traits. The creature gains three traits from the Lunatic Traits table, each of which should be of least or lesser rank. Greater Lunacy Size. If the creature is Small or smaller, it grows to Medium. Its Hit Dice changes according to its new size, and its hit points are adjusted accordingly. Type. The greater lunacy alters the creature's nature. The creature's type changes to monstrosity. Pal moon Fragm + its C Lu Luna or low Eld Size. If it is Dice adjus Typ vastly from creat Pal moon Fragm + its C Lu from Sam Here applie lesse * * * 7 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Table: Lunatic Traits Trait Rank Descriptions Effect of Challenge Rating Aggressive Least The creature can use its bonus action to muve up to its walking speed toward a hostile creature that it can see. Increase the creature's effective perround damage by 2. Amphibious Least The creature can breathe air and water. — Blind Senses Least The creature gains blindsight out to 30 feet of it, if it does not have it already. It cannot use its blindsight while deafened and unable to smell. — Brute Lesser The creature's melee attack deals one extra die of its damage on hit. Increase the creature's effective perround damage by the amount noted in the trait. Chameleon Skin Least The creature has advantage on Dexterity (Stealth) checks made to hide. — Magic Resistance Greater The creature has advantage on saving throws against spells and other magical effects. Increase the creature's effective Armor Class by 2. Rampage Lesser When the creature reduces a creature to 0 hit poits with a melee attack on its turn, it can use a bonus action to move up to half its speed and make one melee weapon attack. Increase the creature's effective perround damage by 2. Reckless Lesser At the start of its turn, the creature can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. — Regeneration Greater At the start of its turn, if the creature has at least 1 hit points, it rolls one Hit Die and regains hit points equal to the die roll plus its Constitution modifier (minimum of 1). Increase the creature's effective hit points by 3 × the average number of hit points it regenerates each round. Siege Monster Lesser The creature deals double damage to objects and structures. — Slippery Least The creature has advantage on ability checks and saving throws made to escape a grapple. — Spider Climb Least The creature gains climbing speed equal to half its waking speed, if it does not have it already. The creature can climb difficult surfaces including upside down on ceiling, without needing to make an ability check. — Uncanny Fortitude Lesser If damage reduces the creature to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the creature drops to 1 hit point instead. Increase the creature's effective hit points based on the expected challenge rating: 1-4, 7 hp; 5-10, 14 hp; 11-16, 21 hp; 17 or higher, 28 hp. 8 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Vampirism (Description. Vampirism in Alka-Pae orignates from the the "blessings" of the deity Illuad, the Bloody Mistress.) Vampirism for Player Characters A player character can become a vampire by choosing a background that has a requirement or option as a vampire, or by contracting the symptom from another vampire. Contracting Vampirism A humanoid hit by a vampire's bite attack is contracted with vampirism and starts mutating into one. At dawn, the contracted creature must make a Constitution saving throw (DC 8 + the vampire's proficiency bonus + the vampire's Constitution modifier}. A success or failure has no effect by itself, but the creature must keep track of the results. On the third failure, the character completely turns into a vampire. On the third success, the character overcomes the vampirism and becomes immune to the contract by the same vampire for the next 24 hours. The number of both is reset to zero on either three successes or three failures. A humanoid can also become a vampire by ingesting a small portion of vampire's blood. To become a vampire this way, a humanoid must drink a vial of vampire's blood every day, over the course of 7 days. At the dawn of the seventh day, the creature adapts vampirism. Vampiric Traits Vampires are denizens of the night. It gain darkvision out to a range of 60 feet, if it does not have darkvision already. The vampire has elongated fangs, with which it bites into its victim, sating the thirst for bloodlust. Once on each of its turn when it takes the Attack action on its turn, it can use one of its attack to bite a beast or humanoid that is grappled by the vampire, incapacitated, or restrained. It is proficient with its bite attack, which is a finesse melee weapon that deals 1 piercing damage and 1d6 necrotic damage on a hit. The bite attack carries vampirism (DC 8 + its proficiency bonus + its Charisma modifier), and the vampire regains hit points by an amount equal to the a necrotic damage it dealt. Sunlight has adverse effect on the vampire's body and senses. While in sunlight, the vampire has disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight. A vampire cannot benefit from short rest or long rest while it spends 30 minutes or more under direct sunlight during the rest. Silver burns the vampire's skin on contact. It gains vulnerability to damage from silvered weapons. This vulnerability overrides its resistance and immunity that would normally apply to damage from weapons. Vampiric Magic Vampirism is a strain of peculiar blessings granted by Illuad, the Bloodthirsty Mistress. As such, a vampire can perform a limited variety of Illuad's power. A vampire can use a number of magical traits, as described below. The magical traits originate from Illuad's power bestowed upon it; it cannot use any of the magical traits while it is under direct sunlight. A vampire can use its magical traits twice before taking a long rest, and it cannot use the same trait twice before taking a long rest. It regains all expended uses when it finishes a long rest. Some options require the target to make a saving throw to avoid or resist its effect. For these options, the save DC equals 8 + the vampire's proficiency bonus + the vampire's Constitution modifier. Children of the Night. As a bonus action, the vampire calls forth magical illusion of a swarm of bats and rats that surrounds area out to 5 feet of it for 1 minute or until it loses concentration (as if concentrating on a spell). When a creature first enters the area or starts its turn there, it must succeed on a Dexterity saving throw or takes slashing damage equal to 1 + the vampire's Constitution modifier (minimum of 1). Illuad's Glamour. As an action, the vampire can gaze into a humanoid creature it can see within 30 feet. If the target can see the vampire, it must succeed on a Wisdom saving throw or is charmed by the vampire for 1 minute or until the vampire's concentration is broken (as if concentrating on a spell). Each time the vampire or its companions do anything harmful to the target, it can repeat the saving throw, ending the effect on a success. Illuad's Veil. When the vampire is in dim light or darkness, it can use its action to turn invisible for 1 minute or until enter an area of bright light or loses concentration (as if concentrating on a spell). This effect ends early when the vampire uses an action, a bonus action, or a reaction. Mystic Escape. When the vampire is targeted by an attack, it can use its reaction to briefly turn into a pitch-black mist, adding its proficiency bonus to its Armor Class for that attack. Immediately after the attack, as a same reaction, the vampire can teleport up to an unoccupied space that it can see within 5 feet and is not in bright light. Vampiric Grasp. As an action, the vampire can magically grasp a creature that it can see within 10 feet and is no larger than Large. The creature must make a Strength saving throw or becomes restrained for 1 minute or until the vampire's concentration is broken (as if concentrating on a spell). At the start of each of its turn, the target can repeat the saving throw, ending the effect on a success. Vampiric Thirst Vampire is a power that demands a price, a price of uncanny thirst. Vampires must consume at least a small amount of blood of a humanoid or beast on a regular basis. A vampire can live without blood for only so long before it succumbs to a horrible impulse of thirst and bloodlust. A vampire can suppress its thirst for 24 hours without consuming the required amount of blood. After that duration, at every dawn, the vampire must make a Wisdom saving throw. The DC starts at 10, increases by 5 for every day it spends without consuming blood, and resets to 10 when it consumes blood. On a failed wave, the vampire is overwhelmed by its bloodlust for 8 hours or until it consumes blood for falls unconscious. During the bloodlust, the vampire would attack the nearest beast or humanoid it can see, drinking its blood when possible; the vampire has disadvantage on all ability checks, attack rolls, and saving throws if it willingly acts against this impulse. 9 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Lycanthropy (Description. Lycnathropy in Alka-Pae originates from the remnants of the pale moon.) Lycanthropy for Player Characters A player character can become a lycanthrope by choosing a background that has a requirement or option as a lycanthrope, or by contracting the symptom from another lycanthrope. Contracting Lycanthropy A humanoid hit by an attack that carries the pale moon's lycanthropic mutation is contracted with lycanthropy and starts mutating into one. At dawn, the contracted creature must make a Constitution saving throw (DC 8 + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier). A success or failure has no effect by itself, but the creature must keep track of the results. On the third failure, the character succumbs to the lycanthropy. On the third success, the character overcomes the lycanthropy and becomes immune to the contract by the same lycanthrope for the next 24 hours. The number of both is reset to zero on either three successes or three failures. Lycanthropic Traits Having embraced the power of Gala-Pae, lycanthropes can keep its vitality and sanity under the influence of the pale moon. It has advantage on saving throws made to avoid or resist the effect of lunacy. Lycanthropes are denizens of the night. It gain darkvision out to a range of 60 feet, if it does not have darkvision already. Lycanthropes have keen senses, especially sight and smell. It has advantage on Wisdom (Perception) checks that rely on sight and smell. Silver burns the lycanthrope's skin and fur on contact. It gains vulnerability to damage from silvered weapons. This vulnerability overrides its resistance and immunity that would normally apply to damage from weapons. Lycanthropic Shift As a bonus action on its turn, or as a reaction when it takes damage from an attack or a spell, a lycanthrope can shift into its beastly form. While in the beast form, the lycanthrope gains the following benefits and penalties: Its physical capability is enhanced. It has advantage on the Strength (Athletics) and Dexterity (Acrobatics) checks, and its walking speed increases by 5 feet. Its skin hardens into thick hide, covered in thick fur. While you are not wearing medium or heavy armor, It gains a +1 bonus to Armor Class. Its hands grow sharp claws. Its unarmed strikes deal 1d6 slashing damage, and carries lycanthropy (DC 8 + its proficiency bonus + its Constitution modifier). It develops canine snout with sharp teeth. It is proficient with its teeth, which is a melee weapon that deals 1d6 piercing damage on a hit, and carries lycanthropy (DC 8 + its proficiency bonus + its Constitution modifier). The beast thinks mostly of its basic needs. It has disadvantage on all ability checks, attack rolls, and saving throws if it willingly acts against its primal instincts. In combat, the lycanthrope in the beast form would attack the nearest hostile creature it can see. The beast form last for 1 minute or until the lycanthrope falls unconscious. The lycanthrope can ends its beast form early on its turn without using an action. The first time a lycanthrope shifts into the beast form, it suffers no adverse effect. If the lycanthrope shifts again before it finishes a short rest or long rest, it suffers one level of exhaustion when the beast from ends. Lycanthropic Frenzy Lycanthropy is a blessing comes with a curse, and people of Alka-Pae have made many attempts to overcome such curse. Lycanthropes carry an accessory that works as a restraining bolt for them, known as the moon curb. A moon curb is an ring, necklace, or earring with a tiny fragment of Gala-Pae carved and ornamented in it. The faintest luminance of the pale moon enables control over lycanthropy; without it, a lycanthrope is always exposed to the threat of being consumed by its beastly nature. Without the moon curb, a lycanthrope finds it hard to resist its aggressive impulses. When a lycanthrope takes damage from an attack or a spell without the moon curb on its person. It must make a Wisdom saving throw. The DC equals 10 or 5 + the damage taken, whichever is higher. On a failed save, it must use its reaction to shift into the beast form for 1 minute or until it falls unconscious. If the lycanthrope shifts into the beast form this way, it cannot voluntarily end the beasts form, and it suffers one level of exhaustion when the beast form ends, in addition to the normal penalty. Without the moon curb on its person, a lycanthrope can suppress its inner beast for 24 hours. After that duration, at every dawn, the lycanthrope must make a Wisdom saving throw. The DC starts at 10, increases by 5 for every day it spends without the moon curb on its person, and resets to 10 when it retrieves its moon curb. On a failed save, it succumbs to its lunar instinct, and shifts into the beast form for 8 hours or until it falls unconscious. If the lycanthrope shifts into the beast form this way, it cannot voluntarily end the beasts form, and it suffers one level of exhaustion when the beast form ends, in addition to the normal penalty. 10 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


To-Do List Monster template. Remnants of the pale moon Gala-Pae distorts beasts into monstrous entities (preferably aberrations). Should check Plane Shift: Innistrad for reference. Classes and subclasses. At least one new (homebrew) subclass for each class in Player's Handbook. Backgrounds. Some backgrounds require player character to adopt either vampirism or lycanthropy. Bard subclass: College of Hymns. Focuses on hit point regeneration and in-combat support, Channel Divinity options. Fighter subclass: Faith Militant. One-third cleric with some tanking capabilities. Sorcerer subclass: Pale Heart. Moon fragment implanted to heart, like forsworn briarheart in Elder Scrolls V: Skyrim. Future Working Board I should do something more to expand this campaign settings. Alka-Kras. The Phantom Moon. Vistani from Curse of Strahd will create something very fun. Alka-Lus. Typical Lawful Evil empire. (Shin Megami Tensei has excessive amount of those chaps.) Alka-Pae Names You can use the following lists to create names on the fly. Male Names. Female Names. Family Names. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


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