House Rules

Set up rules and game background information.
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GM Fenrir
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House Rules

Post by GM Fenrir »

Here's a few things I thought of that will be slightly different for some of you from some of the other games (forum or otherwise) that you may have played. It's a couple rules I use in most of my campaign worlds and will continue to do so with this one.

GAINING EXP: I use the typical experience awards given for creatures but also hand out additional experience for tough encounters. If you fight a group of enemies at or below your own abilities it won't apply, but if you best a superior group, especially one with a leader with exceptional abilities and/or magic, then there will be a bonus should the group succeed. I don’t give experience for treasure as it’s just sitting there waiting to be found. Now if it’s trapped and the thief disarms the trap safely, he or she will get some experience. Same with using other class abilities and some NWPs. The amount for each success isn’t massive but every little bit will add up. Also spell casters will be getting experience for casting spells. Now if you’re casting spells into the air just to get experience, you won’t. This will be for using spells in appropriate settings (not just combat) and successfully. There will also be a small gain of experience for traveling. Crossing terrain and exploring may not always result in a random encounter, but you’re still experiencing the world and that’s worth something. Now before you single class fighters start complaining because you don’t have as many ways to gain this extra experience, don’t worry, you will be gaining a bonus for doing what you do best, defeating enemies.

DIVINE INTERVENTION: Some gods will be more involved in the affairs of the mortal realm and others will remain quite distanced. However, there is a chance when something dire or extremely important is occurring that the gods will take notice and may wish to bend things to their favor. This doesn’t mean that they will appear all on their own, but if one of their devout followers (especially their clerics or druids) calls for aid, there is a tiny chance they might respond. For the typical NPC farmer or merchant you can basically figure it will never happen, but for an adventurer PC or high level NPC it could. The intervention could be anything; an omen or sign, an animal favored by the deity appearing to lead the way or help in a fight, or even an avatar if the need is great enough. Again this chance is very small as I have no desire to turn the world into a god’s playground on every quest. The mortals have to do some things for themselves. If the need is there though, it might just be the thing the adventurers need to overcome an overly challenging obstacle.

RANDOM SPECIAL TRAIT: This is already explained in the character creation rules, so only a brief recap will appear here. For a certain amount of points from one of the character point pools, one may choose to try a random trait. There is quite an extensive list of them that will be rolled randomly (by me!) on a table depending on the character’s class. Most have a benefit and a side effect or disadvantage paired together to keep them balanced. It’s completely optional but a good way to add a unique perk or twist to a character that would otherwise not occur for those interested in such things.


Those are the biggest house rules I use. If anyone has any further questions about any or all of them I will gladly provide more info.
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GM Fenrir
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Additional House Rules

Post by GM Fenrir »

CURRENCY: This is one of those topics that should have been discussed earlier, so before we get too much further, here is the way currency is handled in the New Kingdoms.

10 copper pieces (CP) = 1 silver piece (SP)
10 silver pieces = 1 gold piece (GP)
10 gold pieces = 1 electrum piece (EP)
10 electrum pieces = 1 platinum piece (PP)

Everything is nice and easy and divisible by ten. Don’t worry about any inconsistencies with starting equipment purchases as I believe everyone had more than enough gold for what they wished to purchase. This system will be used going forward.

One thing about the electrum piece (EP). It was minted by the ancient Akorians and is no longer in circulation. There simply isn’t enough left to mine and use for new currency. However, these coins are still valuable and may be found in ancient treasure troves or lost in the numerous ruins. Dwarves and grey elves especially will gladly take any that might be found. However, most common merchants have no idea what these coins are and will not accept them. Money changers in capitals and some towns, especially in Immater, will trade them out for very close to what their value is gauged at.

Another thing to note is that coins may be freely used almost anywhere regardless of where they were minted. Maletar and Barivain coins are interchangeable and Rhidhelmark doesn’t mint their own coins so they accept anything. The high and sylvan elves, along with the gnomes are open as well. The only two areas where mandatory currency exchange is enforced is in Immater and with the dwarves. The dwarves simply just want their own coins circulating in their holds since they rarely leave.

Immater however is for a completely different reason. Their coins, especially gold, are heavier. Most of the increased weight is negligible, but their gold coins are definitely noticeable. An Immater gold coin is roughly 1 1/10 more gold than any other gold coin. While someone from Immater can purchase something in a non-kingdom town costing 1 GP and use their kingdom’s coin they shouldn’t expect change. A typical merchant simply isn’t going to do this. One GP is one GP as far as they’re concerned, even if secretly they are pleased to be getting the more valuable Immater coins. This means that slowly someone using Immater coins will run out of money before someone using the correct currency. The only way to avoid this, unless the person is extremely skilled at haggling, is to visit a money changer. The reverse is true as well. There is no Immater merchant that will allow something costing 1 GP to be purchased with anything but Immater coin. Again a trip to the money changer is required.

Of course a money changer may charge 5-10% to exchange your coins, so it may not be worth the effort in the long run. Unfortunately if you’re visiting Immater and making purchases, you’re going to have to get the correct coin AND pay the money changing fees. Just a part of doing business in the Shining Coast.


DREAMS: Everyone dreams, well except maybe elves, but they still can get dreams in their reverie although it's much, much rarer. Most dreams are nothing more than images, quick flashes, or things bordering on the silly or bizarre. On occasion though a really important dream will occur. Could it be a portent of things to come or a whisper from a spirit or even a gift of insight from a deity? It’s difficult to say for sure, but everyone should keep an eye on their private messages on the forum in case their character does have such a dream.
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GM Fenrir
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Coins of the Kingdoms

Post by GM Fenrir »

There are many different types of coins even though they can all be considered coppers, silvers, gold pieces, etc. Each kingdom typically uses their own coins with stamps or markings upon them while most of the lesser regions and strongholds use whatever passes to their hands. This is true even though most of the kingdoms are unable to mint their own coin. Some were crafted by the dwarves after the fall of the Akorian Empire while other kingdoms have begun using far older treasures as their common coins. Here is a list of the more common types seen:

Akorian - These ancient coins come in all varieties: Platinum Crowns, Electrum Stars, Gold Shields, Silver Rods and Copper “Wheats”(basically a bundle of wheat). Many of the coins are used by the dwarves of Stormfist and the Kingdom of Immater. The Platinum Crowns have a depiction of one of their ancient Priest Kings on the other side indicating in whose reign they were forged.

Immater - As noted, this kingdom uses the ancient Akorian coins the most but also has others in circulation: the heavier, and much sought after, Gold Crowns, as well as Silver Galleons. They mint no other coins.

Maletar and Barivain - They share the same coins and were minted by the neighboring dwarves of Steadfast. They are: Gold Towers, Silver Stallions and Copper Foxes.

Rhidhelmark - This kingdom has no minting of its own but uses coins from a time before the Akroians unified the whole of the continent. They are: Gold Paws (or "Bears") and Silver Stags. They have no other currency types and so use other kingdoms’ coins to supplement.

Stormfist - These dwarves mint their own coins and are: Platinum Hammers, Gold Anvils, Silver Axes, and Copper Fists.

Steadfast - These dwarves just use the coins of Maletar and Barivain that they minted for those kingdoms.

Daeyshir - The elven kingdom uses coins forged long ago by the Stormfist dwarves when the grey elves still ruled. They are: Gold Suns, Silver Trees, and Copper Fish.
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