RoL d20 Dragon RoL d20
PC Gen

Rules of Culture

Connections

Family and Clan

Contacts, Friends, and Enemies

Henchmen, Minions, and Followers

Animal Companion Improvements
CL Str Dex HP DR Att Def AP Traits
+2+1+1+10+2+1+1+2Evasion, lesser
+5+2+2+20+4+2+2+4+4 enh modifier to Will
+8+3+3+30+6+3+3+6
+11+4+4+40+8+4+4+8
+14+5+5+50+10+5+5+10Evasion, greater
+17+6+6+60+12+6+6+12
Divine Mount Improvements
CL Str Int HP DR Att Def AP Traits
+2+1+3+10+4+1+1+2Evasion, greater
+5+2+4+20+6+2+2+4+2 enh modifier to base speed
+8+3+5+30+8+3+3+6Command Similar Creatures (special action)
+12+4+6+40+10+4+4+8+lvl+5 enh modifier to MR
Familiar Improvements
CL Int HP DR Att Def AP Traits
0+2+4+1+1+1+1Evasion, greater
+2+3+8+2+2+2+2Deliver Touch (special action)
+4+4+12+3+3+3+3Speech, with master
+6+5+16+4+4+4+4Speech, with similar creatures
+8+6+20+5+5+5+5
+10+7+24+6+6+6+6+lvl+5 enh modifier to MR
+12+8+28+7+7+7+7
+14+9+32+8+8+8+8
+16+10+36+9+9+9+9
+18+11+40+10+10+10+10
Psicrystal Improvements
CL Int HP DR AP Traits
0612811Self-propulsion Ground 6
Evasion, greater
+2716912Deliver Touch (special action)
+48201013Telepathy, 2-way 6sq; Prereq: Language
+69241114
+810281215Self-propulsion Fly 10
+1011321316+lvl+5 enh modifier to MR
+1212361417
+1413401518
+1614441619
+1815481720

Organizations

Civilization

Civilization Types

Frontiers:

  • Unclaimed territory.
  • Most settlements are thorps and villages isolated by vast tracts of wilderness.
  • Occasional small towns where roads meet or particular resources attract.
  • Nonhumans frequently outnumber humans and other civilized races.
  • Average one town per 5000 km2; typically 3d20+30 km from one town to the next.
  • -20% on the table for randomly generating towns.

Free Cities:

  • Independent cities, counties, or regions. Cantons are independent regions centered around a handful of large villages or small towns. Free cities are similar but are centered on a large town or small city.
  • Terrain between towns consists mostly of farmlands, light woods, and rangeland.
  • Average one town per 1000 km2; typically 3d10+15 km from one town to the next.
  • -15% on the table for randomly generating towns (other than the main settlement).

City-States:

  • Trading powers centered on a large city, typically with a great crossroads or harbor.
  • The city is large and strong enough to support an army and controls an area dozens or hundreds of km in size.
  • Terrain between towns consists mostly of farmlands, light woods, and rangeland.
  • Average one town per 300 km2; typically 3d6+10 km from one town to the next.
  • -10% on the table for randomly generating towns (other than the main city).

Kingdoms and Empires:

  • Single political entity incorporating a number of cities and towns.
  • Typically covers an area of at least 100 km2.
  • Terrain between towns consists mostly of farmlands, light woods, and rangeland.
  • Average one town per 300 km2; typically 3d6+10 km from one town to the next.
Random Town Generation
d% Town Type Adult Population gp Limit1 Power Mod Community Mod Organizations
01-10Thorp20-804 gp-1-30-1 temples
11-30Hamlet81-40010 gp0-21 temple, ruler
31-50Village401-90020 gp1-11-2 temples, ruler
51-65Small town901-2,00080 gp20Temples, guilds, mayor…
66-75Medium town2,001-5,000200 gp22Temples, guilds, nobles, mayor...
76-85Large town5,001-12,000500 gp33Temples, guilds, nobles, mayor...
86-90Small city12,001-30,0001,500 gp+4 (2 rolls)+6 (2 rolls)Temples, guilds, nobles, mayor...
91-95Medium city30,001-75,0004,000 gp+5 (3 rolls)+9 (3 rolls)Temples, guilds, nobles, mayor...
96-99Large city75,001-200,00010,000 gp+6 (4 rolls)+12 (4 rolls)Temples, guilds, nobles, mayor...
100Metropolis200,001+20,000 gp+7 (5 rolls)+15 (5 rolls)Temples, guilds, nobles, royalty...

1gp Limit: Equipment and hirelings costing up to this limit can be found with little or no difficulty. More expensive items may sometimes be found through special connections and difficult skill checks.
1Total cash reserve: gp limit × population / 20
City guard size: Typically 1% of population (divided into three shifts per day)
Militia size: Typically 5% of population

Land Ownership

Most D&D campaigns are based on a feudal system roughly similar to medieval Europe. In essence, this means that land ownership starts with an emperor, empress, king, or queen and then propagates down through a hierarchy of vassals. A feudal lord will typically split his land into parcels and grant rights to those parcels to his vassals. A vassal has the right to farm, mine, or otherwise exploit that land as he chooses. The vassal then pays tax to the lord, usually as a percentage of any income earned from the land, in exchange for protection and possibly other services provided by the lord.

Farming and mining are not the only types of income a lord can extract from his land. Tolls from roads, tariffs from ports, and taxes from city guilds are other common examples. Whether these incomes belong to the local lord or not varies from kingdom to kingdom, but in many cases roads, ports, and cities are considered the sole property (and responsibility) of the highest levels in the feudal hierarchy, such as a duke or the king.

In most feudal systems, it is quite common for a lord to occupy multiple levels in the feudal hierarchy. For example, members of the royal family are usually dukes and duchesses of the kingdom's most important duchies, counts and countesses of the key counties in those duchies, and so forth. A side effect of this is that a king or queen is usually able to grant land and titles from their own holdings without having to first revoke those titles from existing vassals.

In most feudal systems, titles and land ownership is hereditary, but there are exceptions to this rule. There are some historical examples where ownership automatically reverted to the lord after a set amount of time or when the vassal died.

World Generation Tools

SRD Fantasy Name Generator
SRD Fantasy World Generator
Kassoon Fantasy World Generator
Country and Settlement Generator
Donjon Town Generator
Kassoon Town Generator
Random Inn Generator
Random Magic Shop Generator

Trading and Economy

In most civilized areas, trade is regulated by the local rulers and guilds. This means that most coins and bars of precious metals have well-defined and constant values, regardless of whether they are used for buying or selling. Gems, art objects, and certain trade goods that are commonly used for bartering also have well-regulated values, leaving little room for haggling.

Manufactured goods, on the other hand, can vary a lot more in quality, condition, and price. The price listed in the equipment lists is the typical price someone has to pay to buy the item from a merchant or craftsman. On the other hand, when a character (or other non-merchant) tries to sell such an item, the typical price is no more than 50% of the listed price.

Most towns will also have a black market, which can be used to discreetly buy or sell illegal equipment and stolen goods. However, the risk involved has a negative effect on prices – when buying something through a black market, you typically pay 200% of the listed price, and when selling, you rarely get more than 25% of the listed price.

For some items, renting or borrowing can be an option. The typical cost should be 5% of the listed price per day, but this can vary a lot based on the perceived risk of damages to, destruction of, or theft of the equipment.

Coins and Gems

For player characters, wealth usually comes in the form of coins. Most common coins are 3 to 4 cm in diameter and weigh 10 g.

Copper Pieces (cp): The least valuable common coin. 10 cp equal 1 sp.
Silver Pieces (sp): For commoners, this is the most prevalent coin. 10 sp equal 1 gp. To get a feel for the worth of a silver piece, it buys approximately as much as 10 US$ in the year 2000.
Gold Pieces (gp): The coin of choice for wealthy individuals. 10 gp equal 1 pp.
Platinum Pieces (pp): The rarest and most valuable of the common coins. It can be found in ancient treasure hoards but is seldom minted or used in daily life.

Merchants and caravans often use trade bars as well as coins. Most trade bars are silver or gold, and they come in 0.5, 1, 2.5, and 5 kg weights. See the trade goods table for the value per weight of trade bars.

Banks

Towns will usually have one or more moneychangers. Their main service is to exchange coins and trade bars of different value, weight, and origin, and they charge a portion of that wealth for the work done. Larger towns and cities will have wealthier moneychangers, offering extended services. These services can include storage of money, transfer of money to other cities and countries, offering loans, and brokering investment opportunities.

Trade Fairs

Medieval civilizations tend to have regular trade fairs, where both local and traveling merchants and craftsmen gather to buy and sell their wares. They also act as festivals for common folk, attracting entertainers as well as pickpockets. Trade fairs are large and messy affairs, commonly held outdoors, and they can often last for one or two weeks at a time.

Religion

Deities

Deities
Deity Name Rank1 Alignment Domains2 Favored Weapon(s)3 Portfolio Symbol
AbbathorINEDwarf, Evil, Luck, Trade, TrickeryDagger ("Heart of Avarice")GreedJeweled dagger
Aerdrie FaenyaICGAir, Animal, Chaos, Elf, Good, StormQuarterstaff ("Thunderbolt")Air, weather, avians, rain, fertility, avarielsCloud with bird silhouette
AkadiGNAir, Illusion, Travel, TrickeryHeavy flailElemental air, movement, speed, flying creaturesWhite cloud on blue background
AngharradhGCGChaos, Elf, Good, Knowledge, Plant, Protection, RenewalSpear ("Duskshaft")Spring, fertility, planting, birth, defense, wisdomThree interconnecting rings on a downward-pointing triangle
AnhurLCGChaos, Good, Strength, Storm, WarFalchion ("Warhawk")War, conflict, physical prowess, thunder, rainHawk-headed falchion bound with a cord
ArvoreenILGGood, Halfling, Law, Protection, WarShortsword ("Aegisheart")Defense, war, vigilance, halfling warriors, dutyTwo short swords
AurilLNEAir, Evil, Storm, WaterBattleaxe ("Icemaiden's Caress")Cold, winterWhite snowflake on gray diamond with white border
AzuthLLNIllusion, Magic, Knowledge, Law, SpellQuarterstaff ("The Old Staff")Wizards, mages, spellcasters in generalHuman left hand pointing upward outlined in blue fire
Baervan WildwandererINGAnimal, Gnome, Good, Plant, TravelHalfspear ("Whisperleaf")Illusions, deception, traps, wardsCloak and dagger
BahgtruLCEChaos, Evil, Orc, StrengthSpiked gauntlet ("Crunch")Loyalty, stupidity, brute strengthBroken thighbone
BaneILEDestruction, Evil, Hatred, Law, TyrannyMorningstar ("The Black Hand of Bane")Strife, hatred, tyranny, fearGreen rays squeezed forth from a black gauntleted fist
Baravar CloakshadowLNGGnome, Good, Illusion, Protection, TrickeryDagger ("Nightmare")Forests, travel, natureRaccoon's face
Berronar TruesilverILGDwarf, Family, Good, Healing, Law, ProtectionHeavy mace ("Wrath of Righteousness")Safety, honesty, home, healing, the dwarven family, records, marriage, faithfulness, loyalty, oathsTwo silver rings
BeshabaICEChaos, Evil, Fate, Luck, TrickeryScourge ("Ill Fortune")Random mischief, misfortune, bad luck, accidentsBlack antlers on a red field
BrandobarisLNHalfling, Luck, Travel, TrickeryDagger ("Escape")Stealth, thievery, adventuring, halfling roguesHalfling's footprint
Callarduran SmoothhandsINCavern, Craft, Earth, GnomeBattleaxe ("Spiderbane")Stone, the Underdark, mining, the svirfneblinGold ring with star symbol
ChaunteaGNGAnimal, Earth, Good, Plant, Protection, RenewalScytheAgriculture, farmers, gardeners, summerBlooming rose on a sunburst wreath of golden grain
Clangeddin SilverbeardILGDwarf, Good, Law, Strength, WarBattleaxe ("Giantbane")Battle, war, valor, bravery, honor in battleTwo crossed battleaxes
Corellon LarethianGCGChaos, Elf, Good, Magic, Protection, WarLongsword ("Sahandrian")Magic, music, arts, crafts, war, the elven race, poetry, bards, warriorsCrescent moon
CyricGCEChaos, Destruction, Evil, Illusion, TrickeryLongsword ("Razor's Edge")Murder, lies, intrigue, deception, illusionWhite jawless skull on black or purple sunburst
CyrrollaleeILGFamily, Good, Halfling, LawClub ("Camaradestave")Friendship, trust, the hearth, hospitality, craftsOpen door
Deep DuerraDLEDwarf, Evil, Law, Mentalism, WarBattleaxe ("Mindshatter")Psionics, conquest, expansionBroken illithid skull
Deep SashelasICGChaos, Elf, Good, Knowledge, Ocean, WaterTrident ("Trifork of the Deeps")Oceans, sea elves, creation, knowledgeDolphin
DeneirLNGGood, Knowledge, Protection, RuneDaggerGlyphs, images, literature, scribes, cartographyLit candle above purple eye with triangular pupil
Dugmaren BrightmantleLCGChaos, Craft, Dwarf, Good, Knowledge, RuneShortsword ("Sharptack")Scholarship, invention, discoveryOpen book
DumathoinINCavern, Craft, Dwarf, Earth, Knowledge, Metal, ProtectionMaul ("Magmahammer")Buried wealth, ores, gems, mining, exploration, shield dwarves, guardian of the deadFaceted gem inside a mountain
EilistraeeLCGChaos, Charm, Drow, Elf, Good, Moon, PortalBastard sword ("The Moonsword")Song, beauty, dance, swordwork, hunting, moonlightLong-haired drow woman dancing before a full moon
EldathLNGFamily, Good, Plant, Protection, WaterNetQuiet places, springs, pools, peace, waterfallsWaterfall plunging into a still pool
Erevan IlesereICNChaos, Elf, Luck, TrickeryShortsword ("Quickstrike")Mischief, change, roguesStarburst with asymmetrical rays
Fenmarel MestarineLCNAnimal, Chaos, Elf, Plant, TravelDagger ("Thornbite")Feral elves, outcasts, scapegoats, isolationPair of elven eyes in the darkness
Finder WyvernspurDCNChaos, Charm, Renewal, ScalykindBastard sword ("Sword of Songs")Cycle of life, transformation of art, saurialsWhite harp on gray circle
Flandal SteelskinINGCraft, Gnome, Good, MetalWarhammer ("Rhondang")Mining, physical fitness, smithing, metalworkingFlaming hammer
Gaerdal IronhandLLGGnome, Good, Law, Protection, WarWarhammer ("Hammersong")Protection, humor, trickery, gem cutting, gnomesGold nugget
GaragosDCNChaos, Destruction, Strength, WarLongsword ("The Tentacus")War, skill-at-arms, destruction, plunderA counterclockwise pinwheel of five snaky arms clutching swords
GargauthDLECharm, Evil, Law, TrickeryDagger ("Corruptor")Betrayal, cruelty, political corruption, powerbrokersBroken animal horn
Garl GlittergoldGLGCraft, Gnome, Good, Law, Protection, TrickeryBattleaxe ("Arumdina")Vigilance, combat, martial defenseIron band
GebLNCavern, Craft, Earth, ProtectionQuarterstaff ("Stonemantle")The earth, miners, mines, mineral resourcesMountain
GhaunadaurLCECavern, Chaos, Drow, Evil, Hatred, SlimeWarhammerOozes, slimes, jellies, outcasts, ropers, rebelsPurplish eye on purple, violet, and black circles
GondINCraft, Earth, Fire, Knowledge, Metal, PlanningWarhammer ("Craftmaster")Artifice, craft, construction, smithworkA toothed metal, bone, or wood cog with four spokes
Gorm GulthynLLGDwarf, Good, Law, Protection, WarBattleaxe ("Axegard")Guardian of all dwarves, defense, watchfulnessShining bronze mask with eyeholes of flame
GrumbarGNCavern, Earth, Metal, TimeWarhammerElemental earth, solidity, changelessness, oathsMountains on purple
GruumshGCECavern, Chaos, Evil, Hatred, Orc, Strength, WarSpear ("The Bloodspear")Orcs, conquest, survival, strength, territoryUnwinking eye
Gwaeron WindstromDNGAnimal, Good, Knowledge, Plant, TravelGreatsword ("Flameheart")Tracking, rangers of the NorthWhite star and brown pawprint on dark red "S"
Haela BrightaxeDCGChaos, Dwarf, Good, Luck, WarGreatsword ("Flamebolt")Luck in battle, joy of battle, dwarven fightersUnsheathed sword wrapped in two spirals of flame
Hanali CelanilICGChaos, Charm, Elf, Good, Magic, ProtectionDaggerLove, romance, beauty, enchantments, magic item artistry, fine art, artistsGold heart
HathorLNGFamily, Fate, Good, MoonShortswordMotherhood, folk music, dance, the moon, fateHorned cow's head wearing a lunar disk
HelmILNLaw, Planning, Protection, StrengthBastard sword ("Ever Watchful")Guardians, protectors, protectionStaring eye with blue pupil on upright left war gauntlet
HoarDLNFate, Law, Retribution, TravelJavelin ("Retribution's Sting")Revenge, retribution, poetic justiceBlack-gloved hand holding a coin with a two-faced head
Horus-ReGLGGood, Law, Nobility, Retribution, SunKhopeshThe sun, vengeance, rulership, kings, lifeHawk's head in pharaoh's crown before a solar circle
IlmaterILGGood, Healing, Law, Strength, SufferingUnarmedEndurance, suffering, martyrdom, perseverancePair of white hands bound at the wrist with a red cord
IlnevalLNEDestruction, Evil, Orc, Planning, WarLongsword ("Foe Smiter")War, combat, overwhelming numbers, strategyBloodied longsword
IsisINGFamily, Good, Magic, Storm, WaterPunching daggerWeather, rivers, agriculture, love, marriage, good magicAnkh and star on a lunar disk
IstishiaGNDestruction, Ocean, Storm, Travel, WaterWarhammerElemental water, purification, wetnessCresting wave
JergalDLNDeath, Fate, Law, Rune, SufferingScytheFatalism, proper burial, guardian of tombsJawless skull and writing quill on scroll
KelemvorGLNDeath, Fate, Law, Protection, TravelBastard sword ("Fatal Touch")Death, the deadUpright skeletal arm holding the golden scales of justice
KiaransaleeDCEChaos, Drow, Evil, Retribution, UndeathDagger ("Cold Heart")Undead, vengeanceFemale drow hand wearing silver rings
KossuthGN (LN)Destruction, Fire, Renewal, SufferingSpiked chainElemental fire, purification through fireA twining red flame
Labelas EnorethICGChaos, Elf, Good, Knowledge, TimeQuarterstaff ("The Timestave")Time, longevity, the moment of choice, historySetting sun
LaduguerILECraft, Dwarf, Evil, Law, Magic, Metal, ProtectionWarhammer ("Grimhammer")Magic weapon creation, artisans, magic, gray dwarvesBroken crossbow bolt on a shield
LathanderGNGGood, Nobility, Protection, Renewal, Strength, SunMace ("Dawnspeaker")Spring, dawn, birth, youth, vitality, athleticsSunrise made of rose, red, and yellow gems
LliiraLCGChaos, Charm, Family, Good, TravelShuriken ("Sparkle")Joy, happiness, dance, festivals, freedom, libertyA triangle of three six-pointed stars (orange, yellow, red)
LolthICEChaos, Darkness, Destruction, Drow, Evil, Spider, TrickeryDaggerSpiders, evil, darkness, chaos, assassins, drowBlack spider with female drow head hanging from a spiderweb
LoviatarLLEEvil, Law, Retribution, Strength, SufferingScourge ("Painbringer")Pain, hurt, agony, torment, suffering, tortureNine-tailed barbed scourge
LurueDCGAnimal, Chaos, Good, HealingShortspearTalking beasts, intelligent nonhumanoid creaturesSilver-horned unicorn head before a crescent moon
LuthicLNECavern, Earth, Evil, Family, Healing, OrcClaw bracerCaves, orc females, home, wisdom, fertility, healing, servitudeOrc rune for home
MalarLCEAnimal, Chaos, Evil, Moon, StrengthClaw bracerHunters, stalking, bloodlust, evil lycanthropesBestial claw with brown fur and curving bloody talons
Marthammor DuinLNGDwarf, Good, Protection, TravelHeavy mace ("Glowhammer")Guides, explorers, expatriates, travelers, lightningUpright mace in front of a fur-trimmed leather boot
MaskLNEDarkness, Evil, Luck, TrickeryLongsword ("Stealthwhisper")Thieves, thievery, shadowsBlack velvet mask tinged with red
MielikkiINGAnimal, Good, Plant, TravelScimitar ("The Hornblade")Forests, forest creatures, rangers, dryads, autumnGolden-horned, blue-eyed unicorn's head facing left
MililLNGCharm, Good, Knowledge, NobilityRapier ("Sharptongue")Poetry, song, eloquenceFive-stringed harp made of silver leaves
MoradinGLGCraft, Dwarf, Earth, Good, Law, ProtectionWarhammer ("Soulhammer")Dwarves, creation, smithing, protection, metalcraft, stoneworkHammer and anvil
MystraGNG (LN)Good, Illusion, Knowledge, Magic, Rune, SpellShurikenMagic, spells, the WeaveCircle of seven blue-white stars with red mist flowing from the center
NephthysICGChaos, Good, Protection, TradeWhipWealth, trade, protector of children and the deadAnkh above a golden offering bowl
NobanionDLGAnimal, Good, Law, NobilityHeavy pickRoyalty, lions and feline beasts, good beastsMale lion's head on a green shield
OghmaGNCharm, Knowledge, Luck, Travel, TrickeryLongsword ("Mortal Strike")Knowledge, invention, inspiration, bardsBlank scroll
OsirisILGDeath, Good, Law, Plant, RetributionFlail ("Just Reward")Vegetation, death, the dead, justice, harvestWhite crown of Mulhorand over crossed crook and flail
Red KnightDLNLaw, Nobility, Planning, WarLongsword ("Checkmate")Strategy, planning, tacticsRed knight chess piece with stars for eyes
Rillifane RallathilICGChaos, Elf, Good, Plant, ProtectionQuarterstaff ("The Oakstaff")Woodlands, nature, wild elves, druidsOak tree
SavrasDLNFate, Knowledge, Law, Magic, SpellDagger ("The Eye of Savras")Divination, fate, truthCrystal ball containing many kinds of eyes
SebekDNEAnimal, Evil, Scalykind, WaterSpear ("The Sorrowful Spear")River hazards, crocodiles, werecrocodiles, wetlandsCrocodile head wearing horned and plumed headdress
Segojan EarthcallerINGCavern, Earth, Gnome, GoodHeavy mace ("Earthcaller")Earth, nature, the deadGlowing gemstone
Sehanine MoonbowICGChaos, Elf, Good, Illusion, Knowledge, Moon, TravelQuarterstaff ("Moonshaft")Mysticism, dreams, death, journeys, transcendence, the moon, the stars, the heavens, moon elvesMisty crescent above a full moon
SelûneICGChaos, Good, Moon, Protection, TravelHeavy mace ("The Wand of Four Moons")Moon, stars, navigation, prophecy, questers, good and neutral lycanthropesPair of female eyes surrounded by seven silver stars
SelvetarmDCEChaos, Drow, Evil, Spider, WarHeavy mace ("Venommace")Drow warriorsSpider on a crossed sword and mace
SetILEAir, Darkness, Evil, Hatred, Law, Magic, ScalykindSpear ("The Spear of Darkness")The desert, destruction, drought, night, rot, snakes, hate, betrayal, evil magic, ambition, poison, murderCoiled cobra
SharGNECavern, Darkness, Evil, KnowledgeChakram ("The Disk of Night")Dark, night, loss, forgetfulness, unrevealed secrets, caverns, dungeons, the UnderdarkBlack disk with deep purple border
SharessDCGChaos, Charm, Good, Travel, TrickeryClaw bracerHedonism, sensual fulfillment, festhalls, catsFeminine lips
ShargaasLCEChaos, Darkness, Evil, Orc, TrickeryShortsword ("Nightblade")Night, thieves, stealth, darkness, UnderdarkSkull on a red crescent moon
SharindlarICGChaos, Charm, Dwarf, Good, Healing, MoonWhip ("Fleetbite")Healing, mercy, romantic love, fertility, dancing, courtship, the moonFlame rising from a steel needle
ShaundakulLCNAir, Chaos, Portal, Protection, Trade, TravelGreatsword ("Sword of Shadows")Travel, exploration, caravans, portalsA wind-walking bearded man in traveler's cape and boots
Sheela PeryroylINAir, Charm, Halfling, PlantSickle ("Oakthorn")Nature, agriculture, weather, song, dance, beauty, romantic loveDaisy
ShevarashDCNChaos, Elf, Retribution, WarLongbow ("The Black Bow")Hatred of the drow, vengeance, crusades, lossBroken arrow above a teardrop
ShialliaDNGAnimal, Good, Plant, RenewalQuarterstaff ("Forest's Friend")Woodland glades, woodland fertility, the High Forest, Neverwinter WoodGolden acorn
SiamorpheDLNKnowledge, Law, Nobility, PlanningLight mace ("Noble Might")Nobles, rightful rule of nobility, human royaltySilver chalice with a golden sun on the side
SilvanusGNAnimal, Plant, Protection, Renewal, WaterMaul ("The Great Mallet of Silvanus")Wild nature, druidsGreen living oak leaf
Solonor ThelandiraICGChaos, Elf, Good, Plant, WarLongbow ("Longshot")Archery, hunting, wilderness survivalSilver arrow with green fletching
SuneGCGChaos, Charm, Good, ProtectionWhipBeauty, love, passionFace of a red-haired, ivory-skinned beautiful woman
TalonaLCEChaos, Destruction, Evil, SufferingUnarmedDisease, poisonThree amber teardrops on a purple triangle
TalosGCEChaos, Destruction, Evil, Fire, StormSpearStorms, destruction, rebellion, conflagrations, earthquakes, vorticesAn explosive lightning strike
TempusGCNChaos, Protection, Strength, WarBattleaxe ("Battle Prowess")War, battle, warriorsA flaming silver sword on a blood-red shield
Thard HarrLCGAnimal, Chaos, Dwarf, Good, PlantSpiked gauntletWild dwarves, jungle survival, huntingTwo crossed scaly clawed gauntlets of silvery-blue metal
ThothINCraft, Knowledge, Magic, Rune, SpellQuarterstaff ("Knowledge Keeper")Neutral magic, scribes, knowledge, invention, secretsAnkh above an ibis head
TiamatLLEEvil, Law, Scalykind, TyrannyHeavy pickEvil dragons, evil reptiles, greed, ChessentaFive-headed dragon
TormLLGGood, Healing, Law, Protection, StrengthGreatsword ("Duty's Bond")Duty, loyalty, obedience, paladinsRight-hand gauntlet held upright with palm forward
TymoraICGChaos, Good, Luck, Protection, TravelShurikenGood fortune, skill, victory, adventurersSilver coin with Tymora's face surrounded by shamrocks
TyrGLGGood, Knowledge, Law, Retribution, WarLongsword ("Justiciar")JusticeBalanced scales resting on a warhammer
UbtaoGNPlanning, Plant, Protection, ScalykindHeavy pickCreation, jungles, Chult, the Chultans, dinosaursMaze
UlutiuDLNAnimal, Law, Ocean, Protection, StrengthSpear ("Harpoon of the Cold Sea")Glaciers, polar environments, arctic dwellersNecklace of blue and white ice crystals
UmberleeICEChaos, Destruction, Evil, Ocean, Storm, WaterTrident ("Drowning Death")Oceans, currents, waves, sea windsBlue-green wave curling left and right
UrdlenICEChaos, Earth, Evil, Gnome, HatredClaw bracerGreed, bloodlust, evil, hatred, uncontrolled impulse, spriggansWhite mole
UrogalanDLNDeath, Earth, Halfling, Law, ProtectionFlail ("Doomthresher")Earth, death, protection of the deadSilhouette of a dog's head
UthgarDCNAnimal, Chaos, Retribution, Strength, WarBattleaxeThe Uthgardt barbarian tribes, physical strengthBeast totem spirit symbols
ValkurDCGAir, Chaos, Good, Ocean, ProtectionCutlass ("The Captain's Cutlass")Sailors, ships, favorable winds, naval combatCloud with three lightning bolts on a shield
VelsharoonDNEDeath, Evil, Magic, UndeathQuarterstaff ("Skull Staff of the Necromancer")Necromancy, necromancers, evil liches, undeathA crowned laughing lich skull on a black hexagon
VergadainINDwarf, Luck, Trade, TrickeryLongsword ("Goldseeker")Wealth, luck, chance, nonevil thieves, suspicion, trickery, negotiation, sly clevernessGold piece
VhaeraunLCEChaos, Drow, Evil, Travel, TrickeryShortsword ("Shadowflash")Thievery, drow males, evil activity on the surfaceA pair of black glass lenses that form a mask
WaukeenLNKnowledge, Protection, Trade, TravelNunchakuTrade, money, wealthGold coin with Waukeen's profile facing left
YondallaGLGFamily, Good, Halfling, Law, ProtectionShortsword ("Hornblade")Protection, bounty, halflings, children, security, leadership, wisdom, creation, family, traditionCornucopia on a shield
YurtrusLNEDeath, Destruction, Evil, Orc, SufferingUnarmedDeath, diseaseWhite hands on dark background

1Rank: From highest to lowest, (G)reater, (I)ntermediate, (L)esser, (D)emigod
2Domains: Affinity skills typically available to the deity's clerics
3Favored weapon: Weapons associated with the deity and the deity's clerics

Philosophies

Technology

This table lists key technologies and the approximate year that they become available to a normal human civilization. Certain future technologies are entirely hypothetical, and they can easily be moved to a different point in history or even removed completely.

Technology Levels
TL Year Technologies
0PrehistoryOnly natural tools, hunting and gathering
150,000 BCWooden tools and weapons, simple spoken language, burial
220,000 BCBow and arrow, hide armor, trading, pottery, fire
310,000 BCStone tools and weapons, leather armor, simple agriculture, levers, canoes, slavery, primitive religion, husbandry and domestication, simple arithmetic, basic selective breeding
45,000 BCBronze and copper tools, masonry, wind and water power, written language, wheel, beer, riding, sail, code of laws, geometry, government, taxation
53,000 BCMetal armor, feudalism, currency, astronomy, map making, bridge building, skis
61,500 BCGlass, first use of iron and steel, papyrus
70Iron and steel tools, siege engines, use of sulfur and pitch in warfare, cement, paper, distilled liquor, amputations, simple prosthetics, sewers
8500Compass, stirrups, Greek fire
91000First explosives, petroleum, navigation, banking and paper money, simple chemistry
101400Matchlock firearms, steel crossbows, cannons, printing, global exploration, colonization, magnetism, simple physics, telescope, microscope, mechanical clocks, glass mirrors
111700Flintlock firearms, simple steam engines, electricity, ironclad ships, lighter-than-air flight, compasses, anesthetics, sanitation, theory of natural selection
121800Percussion firearms, dynamite, airguns, rubber, steam engines, industrialization, telegraphy, airships, parachute, alternating current electricity, simple batteries, propellers, vaccines, refrigeration, machine tools, theory of evolution
131900Cartridge firearms, machine guns, explosive warheads, missile launchers, aluminum, concrete, combustion engines, airplanes, automobiles, submarines, radio, electricity network, telephony, primitive computers, radar, steam turbines, primitive jet engines, plastic surgery, antibiotics, mass production, induced mutations
141930Submachine guns, flechette ammunition, nuclear fission, nuclear weapons, plastic, electronic computers, television, jet engines, hovercraft, solar energy, rangefinders, rotary-wing aircraft, electron microscope
151960Light assault rifles, bullpup rifles, submunition warheads, hydrogen bomb, Kevlar, bulletproof glass, reactive armor, gas turbines, fuel cells, homopolar generators, laser, satellites, orbital spacecraft, composite materials, IR sensors, ramjets, organ transplants, industrial robotics, DNA discovered
161980Autoburst firearms, rifle grenades, proximity mines, guided missiles, tasers, orbital shuttles, microchips, cellular phone network, global computer network, fiberoptics, legged vehicles, laser communicators, ladar, thermal sensors, sandcasters, magnetohydrodynamic turbines, turbofans, artificial skin growth, stealth materials, primitive cloning, primitive geneering, basic gene therapy, genome mapping, DNA forensics, robotic vehicles, orbital research
172000Caseless ammunition, human cloning, inferior artificial organs, UAVs, airfoils
182010Large laser weapons, large railguns, wireless tasers, electrostatic armor, robotic soldiers, powered exoskeletons, artificial organs, cybernetic limbs, organ cloning, designer drugs, 3D displays, nanotech materials, geneering, nerve splicing, Magnus spheres, millimeter wave scanners, detection of Earth-like planets
192020Supercomputer AI, orbital laser weapons, large particle weapons, powered armor, self-repairing materials, robotic servants, ballistic airplanes, primitive vectorjets, cure for cancer, neural interface, biochips, 3D entertainment, autonomous cars, insectile UAVs, hive robotics, adaptive camouflage, orbital factories, solar sails, maglev trains, neutrino sensors, vat-grown meat, discovery of extraterrestrial life
202030Personal AI, personal railguns, personal laser weapons, room-temperature superconduction, virtual "telepathy", VR entertainment, artificial wombs, growth tanks, morphing materials, biotech, advanced geneering, cold fusion, quantum entanglement communication (FTL), simple gravity manipulation, EMS radar, microscopic sensors, vectorjets, smart pathogens, private orbital stations
212040Reflec armor, full immersion VR, software-based AI, brain scanning, non-invasive neural interfaces, nanotech robotics, memory enhancement, intelligence enhancement, nanoboosted immune system, antiagathics, universal vaccine, domed arkologies, underwater colonies, space elevator, didactic imprinting, cryogenic hibernation, vactrains, fusion energy
222050Personal particle weapons, memory scanning, skill imprinting, cloaking, artificial gravity, contra-gravity, geneered animals, early star system colonization, monofilaments, simple androids, densitometers
232060Universal fabricators, DNA reconstruction, inertial dampening
242070Experimental jump drive, superdense materials
252080Antimatter production, asteroid mining, jump drives, nuclear dampers
262090Meson screens, tractor beams, meson weapons, nanoviruses
272100Smart dust, neural activity sensors, wormhole detector
282110Experimental stargate
292120Gas giant refineries, jump drive tracker
302130Stargates
31Chrysalis machines, wormhole interdiction
32Meson communication
33Black force fields
34Repulsor beams
35Teleportation
36White force fields
37Dimensional manipulation
38Terraforming
39Dyson ringworlds
40Dyson sphereworlds
41Star manipulation
42Singularity manipulation
43Ascension
44Time travel
Metaphysical Technology Levels
MTL Year Technologies
0Prehistory
150,000 BC
220,000 BC
310,000 BC
45,000 BC
53,000 BC
61,500 BC
70Mithril
8500
91000
101400Adamantium
111700
121800
131900
141930
151960
161980
172000
182010
192020
202030
212040
222050
232060
242070
252080
262090
272100
282110
292120
302130

Entertainment

Tournaments

  • Melee: Battle between multiple knights simultaneously. "Last man standing".
  • Team: Two or more teams fight each other simultaneously.
  • List: One knight against another. Opponents can be selected randomly or by challenge.
  • Pageant: Teams compete for a quest-like objective.

Most tournaments focus on jousting. In a typical joust, unhorsed knights may choose to continue the fight with their sword (or other melee weapon).

Tournament prices can be up to several thousand gold pieces for the really big tournaments.

Spell Duels

From time to time, wizards and other spellcasters agree to meet in formal duels rather than fight it out in the chaos of regular battles. A set of ancient and honorable rules has evolved over time to resolve such conflicts in a relatively fair manner. Note, however, that no magic automatically enforces compliance, and dishonorable spellcasters can and do break the rules.

Typical ground rules and prerequisites:

  • Most spell duels are one-against-one affairs, taking place between two single spellcasters without companions, familiars, etc.
  • The two duelists agree on a time and place, but the challenged party is traditionally given the choice of dueling ground.
  • The two duelists agree on whether the duel will be lethal or nonlethal.

Dueling procedure:

  1. Neither party may be under the effect of active spells or magic items at the start of the duel.
  2. At the appointed time, the presiding judge or official gives a sign that the duel has begun. The participants roll initiative.
  3. Round 1: The participants may only cast spells that target themselves.
  4. Round 2: The participants may cast spells that target themselves, and they may also prepare one spell as a "ready action".
  5. Round 3+: The participants may cast any spell or spells, resolve their readied actions (if any), and generally act freely.
  6. End of duel: The duel traditionally ends when one combatant yields, dies, is knocked unconscious, or otherwise rendered unable to continue.

Using Social Characteristics

Social Class

Social Class is a measure of a character's or organization's relative power in society. In most medieval societies, a character is born into a certain social class and will remain within that class. Still, those of noble rank (SC 3 or higher) can generally promote others to any rank below their own or demote anyone who is below their own rank.

Which other privileges, responsibilities, laws, etc. that apply to each rank will typically vary from society to society. For example, some societies may only allow those above SC 1 to own and carry weapons.

Social Class of an organization is a reflection of its power relative to nobles and other individuals as well as to other organizations. The leader or leaders of an organization will often have SC equal to the organization's, but other members typically have lower SC.

Wealth Class

Wealth Class is a somewhat abstract measure of a character's, organization's, or community's wealth. It represents access to assets, incomes, and resources rather than being a simple pile of coins and possessions. This means that WC of 1 or higher generates a certain amount of income every day. In most societies, a high WC will also make it easier to borrow money from other wealthy individuals and organizations.

Reputation

An individual’s reputation will affect other people’s attitudes and may give bonuses or penalties to certain action checks (Psychology skill checks in particular). Note that a reputation will only have an effect on people who know and believe in the reputation. It is up to the DM to decide whether a reputation should apply to an action check, and also whether it should be a bonus or penalty. In general, a reputation should be a benefit more often than a hindrance.

When you apply a reputation to an action check, you should generally use one half or one third of the reputation as a modifier, although the actual fraction is ultimately up to the DM. When multiple reputations apply to the same check, start with one half or one third of the highest of them, and then add 20% or 25% of the remaining ones. It is also possible for one reputation to counteract or lessen another one.

Influence

Influence is a measure of your power over another individual or an organization. This power can be used to request favors, mobilize military forces, gather economic resources, etc.

In many ways, an influence check can be used to achieve effects similar to those you achieve with Psychology-based skill checks. However, while the Psychology checks try to improve the target’s attitude towards you, an influence check instead tries to force the target to help you (for reasons of duty or debt).

Influence can also be used to determine the effects and results of power struggles within an organization. Assume, for example, that a lieutenant in a thieves’ guild assassinates his boss. If there are no other members with a higher or similar level of influence, he can then easily take over the guild. On the other hand, if several members have similar levels of influence, internal warfare is likely to ensue.

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