Rules and Quick Start Info in The Known World | World Anvil
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Rules and Quick Start Info

PC Creation Info

 
  1. All standard races and MAYBE exotic allowed.
  2. Orc = Ork I recommend using my DnD Beyond link if making one or a half-ork as their are some stat differences with core. Message me for it.
  3. I do not care about character alignments, it will be your choice to restrict yourself to a chosen alignment.
  4. All Standard classes allowed, some UA/Matt Mercers also allowed.
  5. Stat rolling will be done as a group. 4d6 (add 3 highest) x6. For Online: Use the !rr 6 4d6kh3 command OR standard array OR fantasy grounds .
  6. No Crossbows
    Show spoiler
    This is because the emperor via the ministry has restricted certain technological advancements.
    , flying spells,resurrection spells.
  7. You CURRENTLY do not have your class abilities and/or magic. The first session you will be given these pretty quick though, so still choose a class and have everything ready. Not required after our first session but still can be used!
  8. Choose your starting equipment however you will not actually start with it. To start with you’ll have nothing but a set of Servaa clothes. Not required after the first session but still can be used!
  9. You all have been “working” on a plantation for the past year. Not required after our first session but still can be used!
  10. Read the read the quick start info below, however I would recommend reading through this site. Start with the Introduction.
  11. There is only one religion.
  12. No multi-classing.
 

RULES RULES RULES, WHY SO MANY RULES?!

 
  1. Schedule and Attendance: Every Friday 6:30pm. Constant no shows will not be welcome back. For Online: Every Sunday @3:00PM Central Daylight Time .
  2. Feats will be allowed and I will also reward them.
  3. DnD Beyond access is being provided by myself, with no cost to you, I would prefer you use it but not required.For Online: This is not optional.
  4. Do not try to control other players actions, let them do what they want to do.
  5. People glued to their phones will get one warning.
  6. If you are negative your HP, you are dead unless you make a DC19 Con Save.
  7. Poison damage comes with the Poisoned condition.
  8. You cannot replace your perception roll with your passive perception
  9. Intimidation = Strength or charisma modifier.
  10. Drinking a potion = bonus action
  11. Skill Checks = bonus action
  12. Crits = Attack’s damage dice x2 (One max the other Rolled.)and add them together. Then add any relevant modifiers as normal.
  13. At bare minimum read the quick start info below, however I would recommend reading through this site... start with the Introduction... Seriously. It will help you greatly.
 

Player Quick Start


  1. The known world is controlled by The Empire
  2. All sentient living creatures are expected to worship The Emperor, supposedly there are no other gods/devils/demons/etc as there has been no empirical evidence of such. See: Imperialism.
  3. The Servaa are the slaves of the Nobles.Typically they are looked upon as lesser creatures.
  4. Only the Nobility have access to magic. However the Players have a way to give a Servaa magic now.
  5. The world is covered in a high fog that is persistent regardless of weather.
  6. Rebellions are EXTREMELY rare but have happened. Servaa in cities and plantations are typically more complacent than the rest.
  7. The entire world is not mapped, only 2 continents and some islands. Final map is still in progress, expect a link here eventually.
  8. This is not your typical DnD high-fantasy setting, so a lot of monsters/races may be considered myth or legend or folktale.
  9. Being a candle surrounded by darkness can get you snuffed out.
 

FAQ

  1. But kind and handsome DM, how does religion work for clerics and stuff?
    Well fine citizen, Officially, clerics need not be clerics of gods,and they also can gain their powers from ideas or philosophies. While your spells in DnD 5E may be based on the assumption of a one-on-one bond with a deity this is not a serious issue! Mechanically all of your spells will work the same for the most part and it is best left to be unexplained just as how dragons retain combustible glands.
  2. Well I want to be a hermit who has been hiding in the woods!
    Good news! You can be! The Ministry does not know every single thing and does not patrol every piece of land!
  3. and I want to be a criminal!
    Ok, but keep in mind if you are living in a city/plantation/etc you will find yourself more complacent with your horrible life (if you're a servaa). So you will need something strong to motivate yourself to not fall into this lull. Perhaps your younger sister was murdered at the hands of a noble or your young child was taken away!
  4. but.. I also want to create my own city/landmark/village/family/dog
    Awesome! The more you create the less I have to, so please send it to me and I will let you know what needs to be changed... if anything.
  5. and I NEED my village to be like The Shire
    For the most part "The Shire" can entirely fit in my setting. Some of the things that would be different is that everyone ignores the things in the world that happen instead of being removed from the goings-on of Middle-Earth. The Ministry will keep them in place and let them do their own thing except that they would find what the Hobbits are good at and exploit it. They are lulled into a sense of apathy and a routine of not-so bad.
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