#### Usefull Apps:
- DLG Inventory: track and view your inventory and gold in and out session
- 5th Edition Spellbook: view all spells in full detail
\columnbreak
.
### Aasimar

The Aasimar used to be amongst the most prevalent
races and are the old rulers of the Grænalon Empire.
Yet since the Rain of Chaos, most have disappeared.
Those still alive are often seen as symbols of hope for
better time or a threat to the establishment.
Aasimar bear within their souls the light of the heavens.
Born with a celestial heritage, to be champions of the
gods. some follow their ordained path, while others see
it as a curse against their free will.
_±225 years_ . . . . _1.5 - 1.8m_ . . . . _50 - 110kg_
### Dwarves

Bold and hardy, Dwarves are known as skilled
warriors, miners and workers of stone and metal.
They are slow to change and hold long memories.
They respect traditions and value their clans and
kingdom. Most Dwarves can be found living in
their own cities or underground fortresses.
Since the Wars of the Little People, several
Dwarven Kings still hunt Halflings for revenge.
Though not all Dwarves are involved, most are still
greeted by glances of contempt.
_±350 years_ . . . . _1.1 - 1.4m_ . . . . _50 - 110kg_
### Gnomes

As one of the most prevalent races, Gnomes can be found in all
corners of Avoane. Present in most cities and in small communities
throughout the land.
A constant hum of busy activity pervade their
neighborhoods where they form close-knit communities.
Louder sounds punctuate the hum: a crunch of grinding
gears here, a minor explosion there, a yelp of surprise
or triumph, and especially bursts of laughter. Gnomes
take delight in life, enjoying every moment of invention,
exploration, investigation, creation and play. They are not
the kind to get hung up on old conflicts.
_±425 years_ . . . . _0.9 - 1.1m_ . . . . _17 - 20kg_
### Humans

The humans are a well known race. A lot of them travel
around as merchants or scholars, spreading goods,
culture and language. They also build large cities that
thrive on trade. Generally well organised and well
connected across the different lands.
Humans are the most adaptable and ambitious
people among the common races. They have widely
varying tastes, morals and customs in the many
different lands they settled. Though in general their
societies are very welcoming and inclusive.
_±80 years_ . . . . _1.45 - 1.9m_ . . . . _50 - 120kg_
### Half-Elves

Half-Elves are a rare hybrid race, a breed between Elves
and Humans. They walk in two worlds, but truly
belonging to neither. They rarely find others of
their kind. Some tend to avoid company and
wander the wilds, while others prefer to throw
themselves into the thick of society.
Most are found in cities where Humans and
Elves mingle. Partaking in city life as any Human
or Elf would.
_±180 years_ . . . . _1.5 - 1.8m_ . . . . _50 - 110kg_
\columnbreak
.
### Dragonborn

One of the most prevalent races on Avoane and the
current rulers of the Anafyst kingdom. Most align
with the royal family, ruling the lands with an iron fist.
Born of dragons, as their name proclaims, the
Dragonborn walk proudly through a world that often
still greets them with fearful incomprehension. To any
Dragonborn, the clan is more important than life itself.
Honor binds them to it. They continuously strive for self
improvement and value skill and excellence.
_±225 years_ . . . . _1.7 - 2.1m_ . . . . _80 - 160kg_
### Elves

Elves meddle little in the affairs of the other races and
prefer living in their hidden woodland realms. They
are a magical people of otherworldly grace, living in the
world but not entirely part of it. Elves can live well over
700 years, giving them a broad perspective on events
that might trouble the shorter lived races more deeply.
They still seem more concerned with the Rain of
Chaos and disappearance of the Aasimar than present
day conflicts and politics.
_±750 years_ . . . . _1.4 - 1.8m_ . . . . _35 - 80kg_
### Halflings

A great war between Halflings, Dwarves and Gnomes got settled 53
years ago after decades of conflicts. These are also known as the
Wars of the Little People. Due to events from the wars, Halflings are
still wanted death or alive by several Dwarven Kings who
feel entitled to revenge.
Otherwise, Halflings are a friendly people who prefer
the comforts of their peaceful homes. A place with a
blazing fire, a generous meal, plenty of drinks and fine
conversations. Most live in quaint villages in the country
side, though some can also be found in major cities.
_±150 years_ . . . . _0.8 - 1m_ . . . . _15 - 21kg_
### Tieflings

One of the most common races on Avoane, yet still often
greeted with suspicion and mistrust. They have infernal
bloodlines, being descendants from the demons
themselves. They are self reliant and not quick to trust,
yet will do so when trusted. Once they give their loyalty,
they are a firm friend or ally for life.
They are an integral part to every city, yet avoid
public roles. You'll always find some involved in any
wars, trade routes, charities and most businesses.
_±180 years_ . . . . _1.45 - 1.8m_ . . . . _50 - 110kg_
### Half-Orcs

Half-Orcs are a rare hybrid race, a breed between
Orcs and Humans. Often still disregarded for their
Orc Half, they live in the shades of the more civilized
world. Or as chieftains of their Orc tribes as the more
intelligent of the bunch.
Although not involved with politics, Half-Orcs are
often seen on the battlefield as mercenaries.
Experienced ones are the best ally on the
battlefield and always sought after.
_±75 years_ . . . . _1.5 - 1.95m_ . . . . _65 - 130kg_
\pagebreakNum
# The World of Avoane
Several bodies are visible in Avoane's skies. The obvious one is the sun. Yet one can also see the rising and setting of the massive planet which Avoane orbit's. Each eight week this planet completely blocks out the sun, causing a week long eclipse. In the west another massive moon can be seen, always in the same spot. This moon is tidally locked to Avoane.
Spread across Avoane are a multitude of continents. You find yourselves on and from Grænalea. A massive continent located in the northern hemisphere.
## Grænalea
Grænalea is a mostly peaceful continent once ruled by the Grænalon Empire. The first empire to rule the entire continent and seemingly eternal. Then the sky came down in an event called the Rain of Chaos. This destroyed large portions of the continent and killed over half the population. Since then people rebuilt and the Anafyst kingdom rose to power in the east. The west remained scattered in separate city states, with the lands completely destroyed.
#### The Anafyst Kingdom
In the present day, the Anafyst Kingdom encompasses the eastern and central part of the continent. Most peoples live here under peaceful dragonborn rule, who brought an end to the wars and chased of dangerous monsters and bandits.
\columnbreak
.
The kingdom is home to all races. Mountain Dwarves can be found in their underground kingdoms, forest Elves in their woodland realms. The countryside is littered with villages of Gnomes, Dragonborn and Halflings. More villages exist where any few races have built a home together. And the cities are home to all. Seats of power and society where all work and live together.
#### The Trampled Barrens
In the west, the Trampled Barrens buries the ruins of the Grænalon empire underneath an inhospitable desert. The land is flat, barren and desolate, fractured with wild rivers in deep chasms. There are only a few remaining cities sprinkled about, having turned into independent city states. A trading route across the rivers connects the cities and the rest of the continent.
#### The Northern Barrier Mountains
The northern barrier mountains stretch all the way across the western and central north side of the continent. The area is mostly uninhabited and not part of any established rule. There are several monasteries found in the mountain range forming a a refuge for travelers and the training ground of Monks.
#### Southern Ocean
The vast expanse to the south is called the Southern Ocean. It stretches out far beyond the horizon and encompasses the entire continent. Ships often traverse these waters, yet always with the coast in view.
.
- **Success**: You make it back
- **Failure**: Roll on the table below to see what happens
##### Failed Escape
Roll a D10 to see what happens. Note that some of these effects might change depending on the situation.
| d10 | Result |
|:----:|:-----------|
| 1 | *You escape unharmed.* |
| 2 | *You escape, yet suffer a lingering injury, madness, or other permanent effect.* |
| 3 | *You escape, but have been injured taking x damage.* |
| 4 | *You escape, but not without losing several possessions along the way.* |
| 5 | *You are captured, petrified, or otherwise trapped. Roll the D100 again to see if your companions have any clue where you are.* |
| 6-7 | *You have become lost.* |
| 8 | *You have been transformed into a monster in some way.* |
| 9 | *You have died. Roll the D100 again to see if your companions know where the corpse is.* |
| 10 | *Opportunity for Betrayal: you can reroll this table or betray a comrade who would otherwise escape. If you choose betrayal, roll a D6; 1-4 you escape and they must roll on this table; 5-6 both you and your victim suffer the fate they roll.*|
### Downtime and Factions
These are optional to partake in, yet provide benefits. See the following chapters for more.
#### Lifestyles Overview
| Lifestyle | Cost / week | Notes |
|:--------------|:--------:|:--------|
| Deprived | 0 sp | Live as a beggar on the streets |
| Squalid | 5 sp | Live in decrepit circumstances |
| Poor | 10 sp | Live in the slums |
| Modest | 100 sp | Live with no more than you need |
| Comfortable | 200 sp | Live a middle class life |
| Wealthy | 400 sp | Live a life of luxury |
| Aristocratic | 1000+ sp | Live like the rich and famous |
These pertain to staying in town and paying for food, shelter, maintaining equipment, etc.
Getting a house, factions benefits and other things can make your lifestyle expenses cheaper.
#### Poor
You have sufficient to survive, though unpleasant, without the comforts of a stable community. You still often contend with violence, crime and disease.
Simple food and lodging, cannot maintain gear, no legal protection, low social status, and a chance for misfortunes. Associate with unskilled laborers, costermongers, peddlers, thieves, mercenaries, etc.
#### Modest
Keeps you out of the slums with sufficient food and clean living conditions, if simple. Usually in a room, inn or temple in an older part of town.
Can maintain gear, legal rights, no misfortunes.
Associate with laborers, students, priests, soldiers with families, etc.
#### Comfortable
You can afford nicer things; food, clothing, lodging. You live in the middle class neighborhoods in a small cottage or private room in a fine inn.
Can maintain gear, etc. Associate with merchants, skilled tradespeople, military officers, etc.
#### Wealthy
You live a life of luxury in respectable lodging, usually a spacious home in a good part of town or a comfortable suite in a fine in. Though not yet with the social status that comes with old money of nobility and royalty.
You may have a few servants at extra cost of 40 sp per week per servant.
Associate with merchants, skilled tradespeople, military officers, etc.
#### Aristocratic
Live a life of plenty and comfort. You have excellent lodging, dine in the finest restaurants, retain the most killed tailor. You have servants attending your every need.
You receive invitations to social gatherings of the rich and powerful; politicians, guild leaders, high priests and nobility. Though you must also content with the highest level of deceit and treachery.
\pagebreakNum
### Relaxing
Adventurers can sustain a variety of diseases, poisons, lingering injuries and other detrimental effects that aren't simply restored by a long rest. To better restore from these it is best to take time relaxing.
**Requires:** Modest lifestyle or better
After a week you get the following **benefits**:.
> ### Dividing Loot
>
> There will be a **discord channel** for each session to divide loot and wrap up other stuff (XP, quest reward, food bill, etc.).
>
> You will get an offer / value per item to divide or sell the spoils. When selling, consider to:
>
• Sell for the standing offer.
>
• Sell to **other players** in the _Trades-and-Services_ discord channel.
>
• Sell magic items to the **adventurers guild** for less. Then other players can **rent or buy** from there.
>
• Spend **downtime** to search better offers.
### Religious Service
Spend time in service of a temple, potentially winning the favor of the temple's leaders.
**Requires** knowledge about the specific religion
Uses Intelligence, Charisma, or Spellcasting Modifier.
### Self Sufficient
Some may prefer to spend their **lifestyle** away from the city, sustaining themselves by surviving in the wild.
Uses Wisdom and Charisma.
### Profession
When all else fails, an adventurer can turn to an honest trade to earn a living, or just some extra coin. The more ambition may attempt to set up their own businesses.
**Requires** finding a job based on your proficiencies
Uses the job related proficiency.
.
# Do'Urm
You gently wake up in the inn and get out of bed. It feels like a cool desert morning, about 20°C. You are greeted by sunlight as you open the shutters. The sun itself is still blocked from view by the massive cliff wall just east of town. You brush the desert sand from the windowsill, probably from a sandstorm atop the cliff. Or a rockstorm, given the rumbling last night. The streets are noisy, with many caravans and merchants preparing for departure. Making way for todays arrivals. You don your armor and grab your gear. Stuff the rest inside the chest in your room and your valuables in a secret floor compartment underneath. As you lock the room behind you, you can see your friends waiting downstairs from the balustrade. Together you head out for another day of adventure..
### Staying in Do'Urm
There are plenty of inns, taverns and other establishments tailored to the many adventurers living in Do'Urm. They can be found in all neighborhoods and in a variety of price classes.
A list of inns, neighborhoods and lifestyles taken into account. Main benefit is lifestyle / area of town and private room vs other.
Also note the potential for buying something, getting a house / apartment
> #### Storing valuables
>
> Most adventurers don't bring everything they have along for each quest.
>
> New people, such as craftsmen, vendors, etc. can be persuaded to move to Do'Urm and set up shop there, given enough incentives and save travel.
### Shops in Do'Urm
The main shopping places around town and price lists for commonly sought stuff.
Also includes craftsmen taking commissions and their specialties (e.g. Blacksmith that can work with Lodestone)
**Will be expanded in future update**
### Services in Do'Urm
Things like renting horses / animals, hiring adventurers, healing places, etc.
**Will be expanded in future update**