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Imrallon Players Guide

Imrallon Players Guide

The world of Imrallon is filled with magic and mystery. Culturally, it is based on ancient GrecoRoman society with a little Arthurian mythos and traditional high fantasy mixed in. With that being said, there are restrictions on certain races and classes for 5e Dungeons and Dragons.

Acceptable Material

Any official published material is acceptable as long as it falls within the scope of the world. The GM reserves the right to deem official content as not acceptable. 3rd party material is subject to GM review and approval.

General Rules

 

Character Creation Guidelines

Race Selection

    • Any race listed in the Player’s Handbook is allowed, with the exception of Dragonborn.
    • The following races listed in Volo’s Guide to Monsters are allowed
        • Aasimar
        • Tabaxi
        • Triton
        • Kenku
    • The following races are homebrewed versions that are allowed.
  • Other races would be subject to GM review and approval.

 

Ability Score Generation

  • Roll a series of 4d6 and drop the lowest number to get a score.
  • A series can be scrapped at any point, but once its scrapped, you can not return to it.
  • You may scrap a series only four times. On the fifth series, the scores are final.
  • Once a series is finalized, they can be assigned as desired.
  • Any racial modifiers are applied after the scores are assigned.

 

Class Selection

  • Any class in the core book is allowed. Due to the nature of this world, spells deemed as ‘healing spells‘ are by the will of the Gods. See ‘Healing Special Rules‘ below for more details.

 

Alignment

  • Any alignment is allowed, however, ‘Chaotic Stupid‘ will not be tolerated and actions will have consequences.

 

Traits, Ideals, Bonds and Flaws

  • Starting characters will follow the standard rules with creation.

 

Equipment

Starting characters will be starting off at 1st level and granted the funds based on their starting class, as shown below.

Character Class Starting Funds

Character Class Starting Funds
Barbarian 2d4 x 10gp
Bard 5d4 x 10gp
Cleric 5d4 x 10gp
Druid 2d4 x 10gp
Fighter 5d4 x 10gp
Monk 5d4 x 1gp
Paladin 5d4 x 10gp
Ranger 5d4 x 10gp
Rogue 4d4 x 10gp
Sorcerer 3d4 x 10gp
Warlock 4d4 x 10gp
Wizard 4d4 x 10gp

Character’s are allowed one trinket, but this trinket must be of significant importance to the character and detailed within the backstory.
Firearms and Explosives are not allowed.

Character Backstories and Questionnaire

All players are required to provide a backstory that details the following informationHow the character was raised.

  • Class choice (How and why the character became the class)
  • Traits, Ideals, Bonds, Flaws (What happened to cause them to get these)
  • Any other details that you would like to provide.The character questionnaire is another tool to provide the GM with additional information for the character.

PLEASE NOTE: Details provided in both the backstory and questionnaire will be used against the character. Their Traits, Ideals, Bonds and Flaws will be tested. Character’s will be put in situations where difficult decisions will need to be made.

Character Deaths

If, or when, a character dies during the course of a campaign and a new character is introduced, the new character will follow the below rules. Characters will have experience points equal to the bottom of the level at which they died. (ex. A character is halfway through 10th level and is killed. The new character will start at the bottom of 10th level.) Starting wealth for the new character will be based on the level tier, as shown below. All other character creation rules apply.

Character Level Starting Gear
lst 4th
Normal starting equipment
5th l0th
500 gp plus ldl0 x 25 gp,
normal starting equipment
11th 16th
5,000 gp plus ldl0 x 250 gp,
two uncommon magic items,
normal starting equipment
17th 20th
20 ,000 gp plus ldl0 x 250 gp,
two uncommon magic items ,
one rare item, normal starting
equipment

 

Healing Special Rules

In the world of Imrallon, healing is by providence of the deities and therefore healing is a gift provided by them. These spells are only available to deific specialized classes.

Spell Based Healing

  • Clerics, Druids, Spellcasting Rangers, and Paladins get their gift directly from their deity.
  • Warlocks receive the gift from their Patron.
  • Bards would not normally be allowed to cast healing spells, however, if the bard character is a devout follower of a specific deity, then they would be gifted this ability.

Regardless if the gift is provided by Deity or by Patron, this ability can be taken away if abused (through their eyes) or you fall out of favor with them.

Specific Healing Spell Rules

  • The spells Raise Dead, Resurrection (including True Resurrection), and Reincarnate are not gained by PCs through leveling. The secrets of Life and Death are a closely kept secret with the Gods. That does not mean that one could not get access to such a spell. If they are the appropriate level to cast the spell, they would need to petition their deity directly to receive this boon. Earning this favor will likely involve a side quest of some sort and the character would likely only be able to cast it a very limited number of times, likely only once.
  • The wizard spell Wish cannot be used to replicate on of the above spells.
  • The spell Regenerate will only regenerate lost limbs or body parts when the missing piece is present at the time of the casting. There is a chance that this will fail depending on how much of the part is present and how degraded it is. The spell works normally otherwise.
  • The spell Revivify will use Matt Mercer’s modifications for Critical Roll. The character casting the spell makes a ‘Rapid Resurrection’ check, rolling a d20 and adding their spellcasting ability modifier. The DC starts at 10 and increases by 1 for each previous ‘resurrection’ attempted (both successful and failed) the character has undergone. If successful, the spell goes off as normal and the character is revived. On a failure, the character’s soul is not lost, but no further attempts can be made to restore this character to life with this spell. Only a spell, such as Raise Dead, Resurrection (including True Resurrection), and Reincarnate, will be able to resurrect this character.

Natural Healing

These two optional rules from the DMG, Slow Natural Healing and Healer’s Kit Dependency are going to be combined into one house rule.

  • Long Rest — Characters don’t regain hit points at the end of a long rest. Instead, a character can spend Hit Dice to heal at the end of a long rest, just as with a short rest.
  • Short Rest — A character can’t spend any Hit Dice after finishing a short rest until someone expends one use of a healer’s kit to bandage and treat the character’s wounds.

 

Alternative Rules Used

Lingering Injuries

At times, characters get injured in ways that healing may not be able to completely heal. In these events, a lingering injury may be applied. Now this is not the offical mechanic and there is no dice roll. An injury will be applied, along with an appropriate penalty, when there is a story or plot point that occurs. This will also take effect if something drastic happens. For example, a boulder rolls down at you and you fail to get out of the way. This may occur in some broken bones or internal injuries depending on circumstances. The exception to this will be scars. Scars will happen when a character takes a significant amount of damage in one attack. In addition to the damage taken, they will get a scar. Depending on the scar and where its placed, there may be bonuses or penalties applied.

Loyalty

A NPC’s loyalty is measured on a numerical scale from 0 to 20. The NPC’s maximum loyalty score is equal to the highest Charisma score among all adventurers in the party, and its starting loyalty score is half that number. If these Charisma scores change, then the NPC’s loyalty will change as well. The NPC Loyalty score will not be shared with the characters. Loyalty scores can also be applied to organizations as well.

Inspiration

Both GM and Players may award Inspiration. The GM can award it at any point that he sees fit. Only one player (rotating schedule) may award Inspiration to another for roleplaying or extraordinary actions during the session. These awards are given when the session is over and are valid only for the next game session the player is in. Inspiration does not carry over to the next session.

Massive Damage

This optional rule makes it easier for a creature to be felled by massive damage. Please Note, this applies only to opponents and does NOT apply to player characters.
When a creature takes damage from a single source equal to or greater than half its hit point maximum, it must succeed on a DC 15 Constitution saving throw or suffer a random effect determined by a roll on the System Shock table.
For example, a creature that has a hit point maximum of 30 must make that Constitution save if it takes 15 damage or more from a single source.

SYSTEM SHOCK
d10 Result Effect
1
The creature drops to 0 hit points and is dead.
2 – 3
The creature drops to 0 hit points but is stable.
4 – 5
The creature is stunned until the end of its next turn.
6 – 7
The creature can’t take reactions and has disadvantage on attack rolls and ability checks until the end of its next turn.
8 – 10
The creature can’t take reactions until the end of its next turn.

 

Downtime and Off-Adventure Activities

So there is a possiblity of having extended downtime or opportunities for side side activities. Due to this, each character will need to have some sort of trade skill or a way to make a living during this time. Generally the living costs will follow the table below.

Living Costs Daily / Weekly / Monthly / Yearly
Wretched “—-“
Squalid 1sp / 7sp / 30sp / 365sp
Poor 2sp / 14sp / 60sp / 730sp
Modest 1gp / 7gp / 30gp / 365gp
Comfortable 2gp / 14gp / 60gp / 730gp
Wealthy 4gp / 28gp / 120gp / 1460gp
Aristocratic 10gp / 70gp / 300gp / 3650gp (minimum)

Possible downtime activities can be, but not limited to, the following:

  • Crafting Items
  • Researching
  • Researching/Creating New Spells
  • Training
  • Building Strongholds
  • Carousing
  • Improve Relationships
  • Perform Sacred Rites
  • Running a Business
  • Sowing Rumors
  • Partaking in Hobbies/Recreational Activities
  • Taking Leadership Roles

Please note that some downtime activities may need adventures to complete. For example. If you want to make a magic item that is Rare or higher, then the components, formula, instructions, tutorship, etc will need to be acquired through quests. The higher the rarity, the higher the cost and the more dangerous/numerous the quests. So say you want to make a Flame Tongue weapon, which is a Rare Item. In order to create this item, you will need to perform the following tasks.

  • Acquire the schematics (likely purchased from a master blacksmith or found in treasure)
  • The schematics would have a list of components that would be needed. For the Flame Tongue, you would need these.
    • Masterwork weapon (whichever one you choose) If there is a special material, then that will need to be acquired as well
    • Purple orchid petals
    • Oak charcoal
    • Trapped essence of a Fire Elemental [This would be the quest portion]
    • Spend the time forging the weapon
  • This process would also go with Researching and Training activities, except the steps would be more in tune with what the task is.

In some cases, quests may be needed to completed in order to multiclass. So, for example, you are currently a Fighter and you would like to multiclass as a Wizard. You will need to seek out a mentor that was willing to take you on as an apprentice. The same would go with a Cleric class. Say you wanted to take levels of Warlock. You would need to seek out an entity and enter into a pact with them before you could take the class. Each class would have their own tasks that would need to be done.

With all of the above, I would need to know what your plans are ahead of time so that I can properly plan.

Pantheon

Imrallon uses a modified version of the Greek Pantheon. Below are the major ones. Histories and the others can be viewed here.

  • Zeus
    • Alignment: Neutral (N)
    • Favored Weapon: Greatsword
    • Favored Animal: Eagle
    • Symbol:Lightning Bolt
    • Portfolio:God of the sky, weather, and lightning; King of the gods
    • Cleric Domains: Tempest
    • Brief Description: King of the gods and ruler of Mount Olympus; God of the Sky, Lightning and Thunder. Youngest child of the Titans Cronus and Rhea. Symbols include the thunderbolt, eagle, oak tree, scepter, and scales. Brother and husband of Hera, although he had many lovers, also brother of Poseidon, Hades, Demeter, and Hestia.
    • Typical Followers: A majority of the followers of Zeus are the humans of the lands. He is revered my soldiers of the legions as “The First General”, as well as leaders and military tacticians.
  • Hera
    • Alignment: Chaotic Good (CG)
    • Favored Weapon: Mace
    • Favored Animal: Peacock
    • Symbol: Spread out peacock feathers
    • Portfolio: Goddess of family, marriage, and children; Queen of the gods
    • Cleric Domains: Trickery
    • Brief Description: The Queen of the Gods and the goddess of marriage and family. Other significant symbols include a pomegranate, cuckoo, and cow. Youngest daughter of Cronus and Rhea. Wife and sister of Zeus. Being the goddess of marriage, she frequently tried to get revenge on Zeus’s lovers and their children.
    • Typical Followers: Followers and clerics of Hera often preside over weddings and ceremonies. She presides over women and jilted lovers, of all races.
  • Poseidon
    • Alignment: Chaotic Neutral (CN)
    • Favored Weapon: Trident
    • Favored Animal: Dolphin, Horse
    • Symbol: Trident and Waves
    • Portfolio: God of the seas
    • Cleric Domains: Tempest, Nature
    • Brief Description: God of the seas, earthquakes, and tidal wave. Symbols include the horse, bull, dolphin, and trident. Middle son of Cronus and Rhea. Brother of Zeus and Hades. Married to the Nereid Amphitrite, although, like most of the male Gods, he had many lovers.
    • Typical Followers: Followers include sailors, fishermen and those that live by the seas. Nereids, merfolk and tritons all generally follow Poseidon.
  • Hades
    • Alignment: Lawful Evil (LE)
    • Favored Weapon: Helmet
    • Favored Animal: Cerebus, Snake
    • Symbol: Three-headed Cerebus
    • Portfolio: God of the Underworld, Death and Mortality
    • Cleric Domains: Death, Grave
    • Brief Description: God of the Underworld, the dead and the dying; he was born into the first Olympian generation, the elder brother of Zeus, Poseidon, Hera, Hestia and Demeter.
    • Typical Followers: Followers of Hades are undertakers, dealers in dead, death cults and enemies of the Undead.
  • Hephaestus
    • Alignment: Lawful Neutral (LN)
    • Favored Weapon: Axe, Hammer
    • Favored Animal: Fire Elemental
    • Symbol: Hammer and Anvil
    • Portfolio: God of masonry, blacksmithing, and fire and the forge
    • Cleric Domains: Forge, Knowledge
    • Brief Description: Master blacksmith and craftsman of the gods; god of fire and the forge. Symbols include fire, anvil, axe, donkey, hammer, tongs, and quail. Son of Hera and Zeus. Married to Aphrodite, though unlike most divine husbands, he was rarely ever licentious.
    • Typical Followers: Having created the dwarves, most of his followers are dwarvenkind. Blacksmiths and craftsmen are also known to follow the Forgemaster.
  • Hermes
    • Alignment: Chaotic Good (CG)
    • Favored Weapon: Staff
    • Favored Animal: Ram
    • Symbol: Winged Boots
    • Portfolio: God of Travel, Mischief, Thieves, Commerce, and Language; Messenger of the Gods
    • Cleric Domains: Trickery
    • Brief Description: The messenger of the gods; god of commerce, thieves, eloquence and streets. Symbols include the caduceus (staff entwined with two snakes), winged sandals and cap, stork, and tortoise (whose shell he used to invent the lyre). Son of Zeus and the nymph Maia. The second-youngest of the First Twelve, just older than Dionysus.
    • Typical Followers: Hermes has a devout following of Kitsune, of which he created with Aphrodite, but also merchants, traders, thieves and spies.
  • Aphrodite
    • Alignment: Chaotic Good (CG)
    • Favored Weapon: Girdle
    • Favored Animal:Dove
    • Symbol: Dove and Rose
    • Portfolio: Goddess of Beauty, Desire, Lust, and Love
    • Cleric Domains: Light
    • Brief Description: Goddess of Love, Beauty, and Desire. Symbols include the dove, bird, apple, bee, swan, myrtle, and rose. Daughter of Zeus and the Oceanid Dione, or perhaps born from the sea foam after Uranus’ semen dripped into the sea after being castrated by his youngest son, Cronus, who then threw his father’s genitals into the sea. Married to Hephaestus, although she had many adulterous affairs, most notably with Ares.
    • Typical Followers: Most of Aphrodite’s followers come from the world’s brothels, but also vain aristocrats.
  • Apollo
    • Alignment: Neutral Good (NG)
    • Favored Weapon: Longbow
    • Favored Animal: Wolf, Raven, Lizard
    • Symbol: Sun bathed lyre
    • Portfolio: God of the sun, archery, athleticism, prophecy, the arts, and good health
    • Cleric Domains: Knowledge, Life, Light
    • Brief Description: God of light, prophecy, inspiration, poetry , music and arts, medicine and healing. Son of Zeus and Leto. Symbols include the sun, lyre, swan, and mouse. Twin brother of Artemis.
    • Typical Followers: Apollo has a tremendous following among the elves and woodland creatures. He also has a strang following with gladiators, athletes, oracles and seers.
  • Ares
    • Alignment: Chaotic Evil (CE)
    • Favored Weapon: Longspear
    • Favored Animal: Dog, Vulture
    • Symbol: Clawed spear and shield
    • Portfolio: God of war, combat, and weapons
    • Cleric Domains: War, Death
    • Brief Description: God of war, violence, and bloodshed. Symbols include the boar, serpent, dog, vulture, spear, and shield. Son of Zeus and Hera, all the other gods (except Aphrodite) despised him.
    • Typical Followers: Ares created the Orcs and every Orc owes its allegience to the God of War. Other followers include warmongers, gladiators and berserkers.
  • Artemis
    • Alignment: Chaotic Good (CG)
    • Favored Weapon: Bow, Pike
    • Favored Animal: Boar, Bear, Deer
    • Symbol: Moon bathed bow and arrow
    • Portfolio: Goddess of the moon, archery, hunting, childbirth, and virginity
    • Cleric Domains: Nature, Life
    • Brief Description: Goddess of the hunt, virginity, archery, the moon, and all animals. Symbols include the moon, deer, hound, she-bear, boar, cypress tree, and bow and arrow. Daughter of Zeus and Leto and twin sister of Apollo.
    • Typical Followers: Much like her twin brother Apollo, Artemis has a large and devout following from among the elves.
  • Athena
    • Alignment: Lawful Good (LG)
    • Favored Weapon: Spear
    • Favored Animal: Owl
    • Symbol: Owl perched on an olive branch
    • Portfolio: Goddess of Wisdom, Reason, Handiwork, and Strategy in battle
    • Cleric Domains: Knowledge, War
    • Brief Description: Goddess of wisdom, reason, intelligent activity, literature, handicrafts and science, defense and strategic warfare. Symbols include the owl and the olive tree. Daughter of Zeus and the Oceanid Metis, she rose from her father’s head fully grown and in full battle armor after he swallowed her mother.
    • Typical Followers: Athena has a following of monks, including her 10,000 fists, strategists, teachers and loremasters.
  • Demeter
    • Alignment: Neutral Good (NG)
    • Favored Weapon: Scythe or Sickle
    • Favored Animal: Pig
    • Symbol: Cornucopia
    • Portfolio: Goddess of Agriculture and Soil
    • Cleric Domains: Life
    • Brief Description: Goddess of fertility, agriculture, nature, and the seasons. Symbols include the poppy, wheat, torch, cornucopia, and pig. Middle daughter of Cronus and Rhea.
    • Typical Followers: Farmers are a majority of Demeter’s following, along with a great number of druids, dryads and centaurs