House Rules

Preparation

Don’t read all the setting notes, you will die of boredom and you can’t play if you’re dead, and that would be sad. Think “Frigid Northlands, lots of volcanoes, longhouses, and saunas” and you’re good to start. Read this section so you know what the rules are.

Assumptions/Basics

Adventurers are different: If there is a characteristic of a race or culture that does not fit your character concept, we can work with that. If you were a normal person, you’d be a farmer or something, so embrace that.

The world is fairly low magic: Go with the 5e default assumptions here.

You know what your stuff is. Does your “Cloud of Daggers” spell actually produce a swarm of angry bees? Is your “Guiding Bolt” a glowing green arrow? Do you wield your family’s heirloom sword, engraved with the names of all who used it before you? Is your dagger a glittering stiletto, a curved iron sickle, a wickedly sharp obsidian shard wrapped with leather? Cool. As long as you’re not changing any mechanics, don’t ask, just tell.

Know how your character works. It’s ok not to know all the rules for the whole game, that’s the DM’s job. But please know how your character’s special features work. If you are a spellcaster, figure out how your class casts spells, what your spells do, and what you get back on a short or long rest. If you’re a rogue, know how sneak attack works. If you’re a druid, spend some time getting to know wildshaping. Write a note to yourself if you think you might forget about your fighter’s Second Wind. When one person spends ten minutes figuring out what their character does on their turn, it bogs down the game and makes it less fun for everyone. (If you’re looking for easier classes to play, Warlock, Barbarian, Ranger, and Fighter are all good starting points.)

The party works together. Yep, evil campaigns, PVP, treachery and betrayal are very cool and fun to play. But that’s not what I want to run right now, so if that’s what you want to do, find a different game to play. This is not to say there won’t ever be inter-party conflict – that’s a normal thing and should be resolved in-character with the goal of the party working together again. Killing your friends while they sleep and taking their stuff, or having them sold off to slave traders – not ok.

Roleplaying is fun. You are playing a character, and that character should be whoever you want them to be. Don’t worry about “optimizing your build” – you’re not going to die if you don’t take the most mechanically powerful choice every time. Try things that are fun and interesting to you and trust that it will work out in-game. Still keep in mind the whole bit about the party working together – if your idea of fun is being a hooded loner who is only out for themselves, or someone who constantly endangers their friends with their recklessness, you should probably rethink that.

Character Creation

Races

  • No Half-Orcs in this setting. But you can be Beastmen!
  • No Drow. No, not even then.
  • Elves and Half-Elves are replaced with Snow Elves on the island. If you’d rather be a standard elf, that’s ok too, but you’re from Somewhere Else.
  • The campaign will start in the major port city, so it’s ok if you’re not from around here. If you’re a Halfling, Dragonborn, or Tiefling you’re definitely from elsewhere and should think about taking the ‘Sailor’ or ‘Guild Merchant’ backgrounds. You still can’t be a Half-Orc or a Drow, though.

Stats

  • Roll for stats – 4d6 drop lowest. If 3 or more are under 10, player may choose to reroll all stats.

Spells

  • Tenser’s Floating Disc can be tethered to any willing creature, not just the caster.

Character Death

  • It’s recommended, but not required, that players roll a second character and keep them updated to the party’s level. This character will be the heir to the first, so feel free to detail their relationship in any way you want.
  • The character’s heir will receive all of their items upon death, and can join the party at the next short or long rest. The heir will start with an inspiration point due to their burning desire to avenge the death of their loved one. (Or business partner, or whatever. The avenging part is the important bit.)
  • Items can be swapped out for similar items – a character’s longsword could become a rapier, or a shortbow could become a longbow. This goes for magic items as well – a +1 dagger used by a thief could become their barbarian heir’s +1 battleaxe. Consult DM for more complicated cases.

House Rules

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