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Guild & Crown
Welcome to Ekos: A Land in Mourning
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1. Introduction
](#1._Introduction) - - - [
2
Why Are We Here?
](##Why_Are_We_Here?) - - - [
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Principles of Play
](##Principles_of_Play) - - - [
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Safety
](##Safety) - #### [
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2. The Basics of Play
](#2._The_Basics_of_Play) - - - [
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The Conversation
](##The_Conversation) - - - - [
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Explore Each Scene for Clues
](##Explore_Each_Scene_for_Clues) - - - [
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Prepare to Fight!
](##Prepare_to_Fight!) - - - - [
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Roll for Initiative
](##Roll_for_Initiative) - - - - [
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Making an Attack
](##Making_an_Attack) - - - - [
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Casting a Spell
](##Casting_a_Spell) - #### [
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3. Table Rules
](#3._Table_Rules) - - - [
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Customisation
](##Customisation) - - - [
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Improvisation
](###Improvisation) - - - [
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Resting
](##Resting) - - - [
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Soft Level Cap
](##Soft_Level_Cap) - - - [
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Supplies
](##Supplies) - - - [
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Variant Cantrips
](##Variant_Cantrips) - #### [
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4. The Campaign
](#4._The_Campaign) - - - [
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Welcome to Ekos
](##Welcome_to_Ekos) - - - [
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A Land in Mourning
](##A_Land_in_Mourning) \columnbreak - #### [
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5. Who Are You?
](#5._Who_Are_You?) - - [
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The Party
](###The_Party) - - [
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Your Character in One Sentence
](###Your_Character_in_One_Sentence) - - [
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Before You Begin
](##Before_You_Begin) - #### [
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6. How to Build a Character
](#6._How_to_Build_a_Character) - - [
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Choose a Community
](##Choose_a_Community) - - [
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Choose a Class
](##Choose_a_Class) - - [
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Choose a Background
](##Choose_a_Background) - - [
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Assign Your Ability Scores
](##Assign_Your_Ability_Scores) - - [
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Choose Your Equipment
](##Choose_Your_Equipment) - - #### [
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6a. Communities
](#6a._Communities) - - - [
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Nomad
](####Nomad) - - - [
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Settler
](####Settler) - - #### [
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6b. Classes
](#6b._Classes) - - - [
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With Steel
](##With_Steel) - - - [
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With Ancient Magic
](##With_Ancient_Magic) - - - [
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With Arcane Magic
](##With_Arcane_Magic) - - - [
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With Celestial Magic
](##With_Celestial_Magic)
**A low fantasy survival hack of D&D 5e by ZelleD6**
**Art: [artstation.com/tohad](https://artstation.com/tohad) / [artstation.com/castaguer](https://www.artstation.com/castaguer)**
\pagebreakNum # 1. Introduction ## Why Are We Here? #### To Tell Cool Stories with Cool People **As Dungeon Master (DM), think of me as the narrator**. I set the scene and bring the world to life but ultimately **you, as a group, are the main characters**. You can't have a story without both! #### The Dice Giveth & the Dice Taketh Away **We use dice to create dramatic tension** when there's a risk of failure. I don’t know what’s going to happen any more than you do! **This means there's no winning or losing**—the fun comes from finding out what happens together. ## Principles of Play *To be read aloud by players.* #### Fiction First, Rules Second During play, **describe what your character does**. The DM will ask for rolls when appropriate. #### Always Ask Questions If you don't know, **ask**. If someone asks you, answer. #### Be Honest to Yourself Whether it's saving the world or winning a bake off, **everyone wants something**. Your PC is no different! If you're unsure of what to do, look at your PC’s Drive and Flaw and **try to be honest to your character**. #### Be the Hero Remember, failure creates drama. **If in doubt, make the interesting choice**—even if it seems risky! #### Be Collaborative It’s your responsibility to make a character that co-operates with the group. **Ask yourself why your PC needs the party, and why the party needs your PC**. #### Be Engaged The more you put in, the more you'll get out. **Support each other by taking an interest in other PCs** and the story as a whole, even when you're not talking. #### Don’t Steal the Spotlight... When another player is taking action, let them. If they don’t know what to do you can give a suggestion, but **remember that it’s their turn to shine, not yours**. #### ... But Shine When You Have It... When you have the spotlight, use it. **It doesn’t matter what you do, so long as you do something**! #### ... And Then Swing it On **Make sure everyone has a moment to shine**. Ask your fellow PCs what they think or how they're feeling!
## Safety * **No alcohol, drugs, etc.** during play. * Keep it **PG-13**. * I have a **zero tolerance policy** on bullying, racism, queerphobia, sexual violence, etc. * Conflict between characters can be fun, conflict between players isn’t. **If in doubt, check in and get narrative consent first**. * If another player does something to make you uncomfortable, approach me out of game—**if I don’t know, I can’t help**. Please don’t suffer in silence. * *At first, **I’ll address the issue with the player**.* * *If nothing changes, **I’ll address the issue once more**.* * *If it’s still an issue after that point, **the player will be asked to leave**.* * If at any point you find a subject topic triggering or upsetting, **simply make an X with your hands or type an X in the chat** and we’ll move on to the next scene. \pagebreakNum
# 2. The Basics of Play ## The Conversation **You play the game by having a conversation**, like so: 1. **First, the DM describes the scene** to help you imagine the world and what is happening nearby. 2. **Next, you say what your character does**. You can do anything you want, like interact with the environment, talk to other characters, or attack. 3. **Then, if there's a risk of failure, the DM may ask for a roll**. If so, you resolve the roll and **then they describe what happens next**. #### Explore Each Scene for Clues ___ You will find yourself in strange, fantastical places. **Use what you sense in each scene to help you decide what to do**. Always think about the details the DM gives you, and ask for more if you need it. **You can start by asking what you sense**, like “What does it smell like in here?” **Or you can ask something more specific**, like “Do I see anything I can set on fire?” Don't forget, **Non-Player Characters (NPCs) can be useful sources of information too!** >##### The D20: Your New Best Friend >*The majority of uncertainties are resolved by **rolling a d20 and adding the relevant bonuses**. Most common of these are **Skill Checks** & **Saving Throws**, which can be found on your character sheet.* > >*The higher the number you roll, the higher your chance of success!*
##### Useful Terms **Ability Scores** represent your PC's characteristics, from 1 to 20. ___ An **Ability Modifier (Mod)** is to the number you add to a roll, from -5 to +5. ___ **Proficiency Bonus (PB)** is the number you add to a roll **when you are Proficient in something**, such as a weapon or skill. At lower levels, this is +2. ___ Certain circumstances might make a task easier or harder, in which the DM will ask you to **roll the d20 twice** and either use the **higher roll (Advantage)** or **lower roll (Disadvantage)**.
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## Prepare to Fight! Usually, the action in the game will flow freely while players speak, act, and think about what to do next. But in combat, **everyone takes turns**. During your turn, **your PC can move around and take an Action**. Most of the time your Action will be used to either Attack or Cast a Spell, but these aren't your only options! #### Roll for Initiative When combat starts, we determine who goes first by rolling for initiative. **Everyone rolls a d20 and adds their Dexterity modifier**. #### Making an Attack 1. **Choose a target** within your weapon's range. 2. **Roll a d20 and add your Attack Bonus**. 3. On a hit, **roll a d20 and add either your Strength or Dexterity Modifier** to determine the damage. #### Casting a Spell 1. **Choose a target or area** within your spell's range. 2. If the spell requires an Attack Roll, **roll a d20 and add your Spell Attack Bonus**. If the spell requires a Saving Throw, **tell the DM your Spell Save DC**. 3. If you succeed and if necessary, **roll the number of dice described in the spell** to determine damage.
##### Useful Terms Cont. **Attack Bonus** = Strength/Dexterity Mod + PB ___ **Spell Attack Bonus** = Spellcasting Mod + PB ___ **Spell Save DC** = 8 + Spellcasting Mod + PB ___ **Armor Class (AC)** is the number you're trying to beat when you make an Attack Roll. ___ **Difficulty Class (DC)** is the number you're trying to beat when you make a Skill Check or Saving Throw.
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# 3. Table Rules ## Customisation Reskinning existing mechanics is an easy way of making your character feel unique while still maintaining balance. As such, **spells and weapons can be permanently given a different damage type and renamed** so long as you don't alter any other mechanics. ## Improvisation Just because you have a list of weapons, spells and features in front of you doesn't mean you can't do other things. Improvising an action can sometimes be riskier, but also more rewarding! **When you describe an action not covered by the rules, the DM will tell you if it's possible and if so, any requirements.**
##### Examples & Requirements ___ **A major magical effect e.g. summoning winter's wrath** = A Spell Slot + a Spellcasting Ability Check ___ **Disarming an enemy** = Contested Strength or Dexterity Checks
## Resting **Short Rests take 8 hours while camping**. **Long Rests take a week in a non-hostile community**. If you have a positive relationship with a certain community, they may offer to cover your supply costs for a Long Rest. ___ **During a Short Rest, your PC may**: * Gather 1 supply if proficient with Nature or Survival. ___ **During a Long Rest, your PC may do one of the following**: * Earn 3 supplies if proficient with an Artisan's Tool, a Gaming Set or a Musical Instrument. * Make a Charisma (Persuasion) Check to pick up rumours and information. * Expend 1 supply to regain all your Hit Dice. * Expend 1 supply towards learning something new. Once you've expended 10 supplies in this way, you may learn one of the following: * An Old Language * A [Tool](http://dnd5e.wikidot.com/tools) Proficiency * A Weapon Proficiency \columnbreak ## Soft Level Cap **Characters do not receive the regular benefits such as Hit Dice, Class Features and Proficiency Bonuses past level 5.** They instead select a Feat. ## Supplies Supplies are a catchall for rations, healing kits, crafting materials, herbal ingredients, etc. which are shared by the party. **They are used as currency in place of gold, as well as when Short and Long Resting and levelling up** as a representation of donating to communities.
| Task | Supply Cost | |:---:|:-----------:| | Short Rest | 1 | | Long Rest | 3 per PC | | Task | Supply Cost | |:---:|:-----------:| | Level Up | 20 per PC | | Barter | 1 supply = 1gp |
## Variant Cantrips To encourage improvisation, Cantrips have been replaced with at will minor magical effects, though some may require a Spellcasting Ability Check. As an action you may make a 120ft Ranged or Melee Spell Attack against a single target that deals 1d6 of your choice of damage type. >##### Fiction First, Rules Second > >*Remember, **your character is a living creature and not a piece of paper**—they don't know what a Skill Check is.* \pagebreakNum
# 4. The Campaign ## Welcome to Ekos #### A Fantastical World ___ **Clashing swords and flying arrows**. **Untamed lands and forgotten ruins**. **Wild magix and even wilder monsters**. These are the sights and sounds of Ekos. #### Human Stories ___ **Survival and demise**. **Compassion and greed**. **Comedy and tragedy**. These are at the beating heart of Ekos. >##### Influences >* *The Legend of Zelda: Breath of the Wild* >* *The Elder Scrolls & Fallout Series* >* *The Last of Us* >___ >##### Shades of Gray >*Unlike traditional fantasy, **Ekos is a land without inherent good and evil**—simply people trying to survive and the feral monsters that roam the lands.* > >***For any features or spells that mention Evil (inc. Fiends, Undead, etc.), Evil is replaced by Monsters** e.g. Detect Monsters.* \columnbreak ## A Land in Mourning 1. Some say the Mourning happened in a flash of blinding light, whereas others describe a foul mist that swept over the lands. Either way, **today marks 100 years since almost all of humanity was lost**. 2. **Most who are left eke out a living in small, scattered settlements or nomadic groups**. 3. **A select few live like old-world royalty in magically-reinforced fortresses called Crowns**. Each Crown is ruled by a different Monarch, and they horde wealth and resources to form a fragmented oligarchy. 4. **Resistance has formed in the shape of the Guild, a collective of adventurers from all walks of life**. They oppose the authoritarian rule of the Crowns as a loose network of adventuring parties across Ekos. 5. **From humble beginnings, these adventurers explore the wilds with whatever rusty equipment they can find**. Whilst no match for a well-armed Crown Knight they can triumph through their grit, determination and cunning. 6. **Many riches from the old-world are still to be found in the barren lands where people once thrived**. Some folk see the Guild as avenging angels, others as greedy opportunists— some simply as home. **What stories will they tell about you?**
\pagebreakNum # 5. Who Are You? ## The Party **Despite having different backgrounds, you came together to adventure as a group**. You may have known each other before joining the Guild or met through it, but the point is that **you have at least some shared history**. **Decide together on how you came together** before making characters. ## Your Character in One Sentence ***[Name]** (pronouns) is a **[adjective]** **[type]** who wants to **[drive]** but **[flaw]**.* * **Adjective** - a word that describes your character’s personality/appearance *e.g. snarky, elderly, naïve.* * **Type** - a noun that reflects your character *e.g. farmer, gymnast, mother of two.* * **Drive** - an actionable instinct that drives your character forward *e.g. to protect people, to show off, to learn of the old ways.* * **Flaw** - an undesirable quality that often conflicts with your character's Drive, *e.g. I want to get rich but my recklessness always gets me in trouble, I want to solve the mysteries of the universe but I’m terribly unorganised.*
##### Examples **Panna** (she/her) is a proud warrior who wants to become a legend but always puts her foot in her mouth. ___ **Rekhi** (they/them) is a cheerful healer who wants to help people but has a terrible memory. ___ **Ulun** (he/they) is a passionate scholar who wants to be brave but overthinks everything.
> ##### Backstory >*Developing your character’s backstory from here is a simple question of **asking why**.* > >***Why is Ulun a scholar?** Why do they want to be brave? Why do they overthink everything?* \columnbreak ## Before You Begin * **Available character options are detailed in Chapter 6**. Links highlighted in blue are homebrew additions or replacements of official material. * **Ability scores are determined by group rolling**. Each player takes it in turns to roll 3d6 until we have an array of six ability scores.
\pagebreakNum # 6. How to Build a Character ## Choose a Community **You are not defined by your community**, though it will have shaped your upbringing. > ##### Tell Us About Your People > *No one knows your people better than you do. You are the arbiter of your people's lore and their place in this world.* > >***When you introduce your character, tell us three truths about their people, their culture, or the world they live in**.* *If both you and another player choose to be from the same community, work together to decide on these truths.* ## Choose a Class **Your Class is more than just a profession—it's how you interact with the world**. How will you respond to the call to adventure? >##### The Three Magix >___ >***Ancient Magic** relates to nature and **is invoked by Druids and Rangers with Wisdom**.* >___ >***Arcane Magic** relates to the laws of reality and **is invoked by Arcanist Fighters and Wizards with Intelligence**.* >___ >***Celestial Magic** relates to the sun, moon and stars and **is invoked by Clerics and Paladins with Charisma**.* >___ >##### The Hero's Journey >___ >*Remember that **regardless of age, this is only the beginning of your adventure**. You won't be performing superhuman feats of strength or magic—at least, not yet!* \columnbreak ## Choose a Background ___ **Every story has a beginning**. Your character’s background reveals where you came from, how you became an adventurer, and your place in the world. You may choose to base your background on your family's role in your community, or a previous profession or hobby. **Choose one of the following:** * an [Artisan's Tool](http://dnd5e.wikidot.com/tools) proficiency and one Artistan's Tool * a [Gaming Set](http://dnd5e.wikidot.com/tools) proficiency and one Gaming Set * a [Musical Instrument](http://dnd5e.wikidot.com/tools) profiency and one instrument * proficiency in an Old Language (detailed in chapter 6a)
##### Examples **Panna**'s mother taught her how to use Smith's Tools. ___ **Rekhi** learned the lute and uses simple melodies to remember the words to spells. ___ **Ulun** discovered a spellbook and taught themselves Arca to understand the spells inside.
## Assign Your Ability Scores Once you have an array of ability scores, assign them as you like to your character. **You may not increase an ability score above 18**. Refer to your class to see which abilities you rely on, but bear in mind that Constitution is vital for any character to survive. ## Choose Your Equipment Refer back to the Starting Equipment options in your Class and add your choices to your inventory. ___ **As a party, you begin with 5 supplies**.
\pagebreakNum # 6a. Communities ___ **Ability Score Increase.** Increase one ability score by 2 or increase two different ability scores by 1. ___ **Age**. Humans reach adulthood in their late teens and can live to see anywhere from seventy to one-hundred years. ___ **Size**. Humans vary in size, from barely 5 feet to well over 6 feet tall. Regardless of your height, your size is Medium. ___ **Speed**. Your base walking speed is 30 feet. ___ **Languages**. You can speak, read, and write Ekon. ___ **Determination**. When you make an ability check, attack roll, or saving throw without advantage, you can give yourself advantage on that roll. Once you do so, you must finish a short or long rest before you can use this feature again. #### Nomad ___ *Some believe that staying in one place for too long brings unwanted attention, and prefer to travel in small groups.* ___ **Wandering.** You gain proficiency in one Wisdom skill. #### Settler ___ *Some believe in safety in numbers, with pockets of civilisation scattered across Ekon.* ___ **Society.** You gain proficiency in one Charisma skill. >##### Faith >___ >***Faith in Ekos is abstract and individual, based on values and philosophies** as opposed to demonstrable deities or organised religion.* > >***Consider your PC's relationship to faith**. Even if you don't wield magic you might honour a specific constellation, or pray to the winds to guide you.*
\columnbreak >##### Dialects >___ >***Ekon is the primary language spoken in Ekos but each community has their own dialect, as determined by you**. You don't have to do an accent, but you might think of words and idioms unique to your people.* >___ > ##### Old Languages >___ >***Though not spoken today, the old languages are kept alive to remind us of our past**.* > >* ***Arca** is found in arcane texts.* >* ***Astrali** is found in celestial texts.* >* ***Old Ekon** is the language of our ancestors.* >* ***Villt** is found in ancient texts.*
##### Examples Every morning, **Panna** lifts her sword towards the sun and prays for the day she no longer needs it. She values warmth and compassion. ___ Despite their terrible memory, **Rekhi** never forgets the Villt prayer for the dead. They value life and dignity. ___ Even **Ulun's** devotion to the study of Arcane Magic is a kind of faith. They value order and education, and spend their downtime teaching others simple cantrips.
\pagebreakNum # 6b. Classes ## With Steel #### [Fighter](http://dnd5e.wikidot.com/fighter) ___ **Fighters are disciplined warriors**. You rely on Strength or Dexterity, and Arcane Knights also rely on Intelligence. * **Arcanist** (Eldritch Knight) * **Vanguard** (Samurai) #### [Rogue](http://dnd5e.wikidot.com/rogue) ___ **Rogues are cunning warriors**. You rely on Dexterity. * **Scout** * **Swashbuckler** ## With Ancient Magic #### [Druid](http://dnd5e.wikidot.com/druid) ___ **Druids invoke Ancient Magic through meditation**. You rely on Wisdom. * **Circle of The Beast** (Moon) * [**Circle of The Land**](https://www.gmbinder.com/share/-M0iZqG1CjdCXsEKFKnc) (Alternate Land) #### [Ranger](https://www.gmbinder.com/share/-M7iu19Af89SH2G_5RGa) ___ **Rangers invoke Ancient Magic through their devotion to nature**. You rely on Dexterity and Wisdom. * **Beast Master** * **Hunt Master** (Hunter) >##### Subclasses >*Though some classes may not get their subclass features until later levels, **you're encouraged to choose a subclass during character creation**.* \columnbreak ## With Arcane Magic #### [Wizard](http://dnd5e.wikidot.com/wizard) ___ **Wizards invoke Arcane Magic through study**. You rely on Intelligence. * **Battlemage** (War Magic) * [**Sage**](http://dnd5e.wikidot.com/wizard:order-of-scribes-ua) (UA Scribes) ## With Celestial Magic #### [Cleric](http://dnd5e.wikidot.com/cleric) ___ **Clerics invoke Celestial Magic through prayer**. You rely on Charisma **(*)**. * **Voice of The Moon** (Twilight) * **Voice of The Sun** (Light) #### [Paladin](http://dnd5e.wikidot.com/paladin) ___ **Paladins invoke Celestial Magic through their devotion to others**. You rely on Strength and Charisma. * **Hand of The Moon** (Redemption) * **Hand of The Sun** (Vengeance) >**(*)** - *Replace any features that mention Wisdom with Charisma.*