Rules of Culture
Connections
Family and Clan
Contacts, Friends, and Enemies
Henchmen, Minions, and Followers
| CL | Str | Dex | HP | DR | Att | Def | AP | Traits |
|---|---|---|---|---|---|---|---|---|
| +2 | +1 | +1 | +10 | +2 | +1 | +1 | +2 | Evasion, 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 | +10 | Evasion, greater |
| +17 | +6 | +6 | +60 | +12 | +6 | +6 | +12 |
| CL | Str | Int | HP | DR | Att | Def | AP | Traits |
|---|---|---|---|---|---|---|---|---|
| +2 | +1 | +3 | +10 | +4 | +1 | +1 | +2 | Evasion, greater |
| +5 | +2 | +4 | +20 | +6 | +2 | +2 | +4 | +2 enh modifier to base speed |
| +8 | +3 | +5 | +30 | +8 | +3 | +3 | +6 | Command Similar Creatures (special action) |
| +12 | +4 | +6 | +40 | +10 | +4 | +4 | +8 | +lvl+5 enh modifier to MR |
| CL | Int | HP | DR | Att | Def | AP | Traits |
|---|---|---|---|---|---|---|---|
| 0 | +2 | +4 | +1 | +1 | +1 | +1 | Evasion, greater |
| +2 | +3 | +8 | +2 | +2 | +2 | +2 | Deliver Touch (special action) |
| +4 | +4 | +12 | +3 | +3 | +3 | +3 | Speech, with master |
| +6 | +5 | +16 | +4 | +4 | +4 | +4 | Speech, 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 |
| CL | Int | HP | DR | AP | Traits |
|---|---|---|---|---|---|
| 0 | 6 | 12 | 8 | 11 | Self-propulsion Ground 6 Evasion, greater |
| +2 | 7 | 16 | 9 | 12 | Deliver Touch (special action) |
| +4 | 8 | 20 | 10 | 13 | Telepathy, 2-way 6sq; Prereq: Language |
| +6 | 9 | 24 | 11 | 14 | |
| +8 | 10 | 28 | 12 | 15 | Self-propulsion Fly 10 |
| +10 | 11 | 32 | 13 | 16 | +lvl+5 enh modifier to MR |
| +12 | 12 | 36 | 14 | 17 | |
| +14 | 13 | 40 | 15 | 18 | |
| +16 | 14 | 44 | 16 | 19 | |
| +18 | 15 | 48 | 17 | 20 |
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.
| d% | Town Type | Adult Population | gp Limit1 | Power Mod | Community Mod | Organizations |
|---|---|---|---|---|---|---|
| 01-10 | Thorp | 20-80 | 4 gp | -1 | -3 | 0-1 temples |
| 11-30 | Hamlet | 81-400 | 10 gp | 0 | -2 | 1 temple, ruler |
| 31-50 | Village | 401-900 | 20 gp | 1 | -1 | 1-2 temples, ruler |
| 51-65 | Small town | 901-2,000 | 80 gp | 2 | 0 | Temples, guilds, mayor… |
| 66-75 | Medium town | 2,001-5,000 | 200 gp | 2 | 2 | Temples, guilds, nobles, mayor... |
| 76-85 | Large town | 5,001-12,000 | 500 gp | 3 | 3 | Temples, guilds, nobles, mayor... |
| 86-90 | Small city | 12,001-30,000 | 1,500 gp | +4 (2 rolls) | +6 (2 rolls) | Temples, guilds, nobles, mayor... |
| 91-95 | Medium city | 30,001-75,000 | 4,000 gp | +5 (3 rolls) | +9 (3 rolls) | Temples, guilds, nobles, mayor... |
| 96-99 | Large city | 75,001-200,000 | 10,000 gp | +6 (4 rolls) | +12 (4 rolls) | Temples, guilds, nobles, mayor... |
| 100 | Metropolis | 200,001+ | 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
| Deity Name | Rank1 | Alignment | Domains2 | Favored Weapon(s)3 | Portfolio | Symbol |
|---|---|---|---|---|---|---|
| Abbathor | I | NE | Dwarf, Evil, Luck, Trade, Trickery | Dagger ("Heart of Avarice") | Greed | Jeweled dagger |
| Aerdrie Faenya | I | CG | Air, Animal, Chaos, Elf, Good, Storm | Quarterstaff ("Thunderbolt") | Air, weather, avians, rain, fertility, avariels | Cloud with bird silhouette |
| Akadi | G | N | Air, Illusion, Travel, Trickery | Heavy flail | Elemental air, movement, speed, flying creatures | White cloud on blue background |
| Angharradh | G | CG | Chaos, Elf, Good, Knowledge, Plant, Protection, Renewal | Spear ("Duskshaft") | Spring, fertility, planting, birth, defense, wisdom | Three interconnecting rings on a downward-pointing triangle |
| Anhur | L | CG | Chaos, Good, Strength, Storm, War | Falchion ("Warhawk") | War, conflict, physical prowess, thunder, rain | Hawk-headed falchion bound with a cord |
| Arvoreen | I | LG | Good, Halfling, Law, Protection, War | Shortsword ("Aegisheart") | Defense, war, vigilance, halfling warriors, duty | Two short swords |
| Auril | L | NE | Air, Evil, Storm, Water | Battleaxe ("Icemaiden's Caress") | Cold, winter | White snowflake on gray diamond with white border |
| Azuth | L | LN | Illusion, Magic, Knowledge, Law, Spell | Quarterstaff ("The Old Staff") | Wizards, mages, spellcasters in general | Human left hand pointing upward outlined in blue fire |
| Baervan Wildwanderer | I | NG | Animal, Gnome, Good, Plant, Travel | Halfspear ("Whisperleaf") | Illusions, deception, traps, wards | Cloak and dagger |
| Bahgtru | L | CE | Chaos, Evil, Orc, Strength | Spiked gauntlet ("Crunch") | Loyalty, stupidity, brute strength | Broken thighbone |
| Bane | I | LE | Destruction, Evil, Hatred, Law, Tyranny | Morningstar ("The Black Hand of Bane") | Strife, hatred, tyranny, fear | Green rays squeezed forth from a black gauntleted fist |
| Baravar Cloakshadow | L | NG | Gnome, Good, Illusion, Protection, Trickery | Dagger ("Nightmare") | Forests, travel, nature | Raccoon's face |
| Berronar Truesilver | I | LG | Dwarf, Family, Good, Healing, Law, Protection | Heavy mace ("Wrath of Righteousness") | Safety, honesty, home, healing, the dwarven family, records, marriage, faithfulness, loyalty, oaths | Two silver rings |
| Beshaba | I | CE | Chaos, Evil, Fate, Luck, Trickery | Scourge ("Ill Fortune") | Random mischief, misfortune, bad luck, accidents | Black antlers on a red field |
| Brandobaris | L | N | Halfling, Luck, Travel, Trickery | Dagger ("Escape") | Stealth, thievery, adventuring, halfling rogues | Halfling's footprint |
| Callarduran Smoothhands | I | N | Cavern, Craft, Earth, Gnome | Battleaxe ("Spiderbane") | Stone, the Underdark, mining, the svirfneblin | Gold ring with star symbol |
| Chauntea | G | NG | Animal, Earth, Good, Plant, Protection, Renewal | Scythe | Agriculture, farmers, gardeners, summer | Blooming rose on a sunburst wreath of golden grain |
| Clangeddin Silverbeard | I | LG | Dwarf, Good, Law, Strength, War | Battleaxe ("Giantbane") | Battle, war, valor, bravery, honor in battle | Two crossed battleaxes |
| Corellon Larethian | G | CG | Chaos, Elf, Good, Magic, Protection, War | Longsword ("Sahandrian") | Magic, music, arts, crafts, war, the elven race, poetry, bards, warriors | Crescent moon |
| Cyric | G | CE | Chaos, Destruction, Evil, Illusion, Trickery | Longsword ("Razor's Edge") | Murder, lies, intrigue, deception, illusion | White jawless skull on black or purple sunburst |
| Cyrrollalee | I | LG | Family, Good, Halfling, Law | Club ("Camaradestave") | Friendship, trust, the hearth, hospitality, crafts | Open door |
| Deep Duerra | D | LE | Dwarf, Evil, Law, Mentalism, War | Battleaxe ("Mindshatter") | Psionics, conquest, expansion | Broken illithid skull |
| Deep Sashelas | I | CG | Chaos, Elf, Good, Knowledge, Ocean, Water | Trident ("Trifork of the Deeps") | Oceans, sea elves, creation, knowledge | Dolphin |
| Deneir | L | NG | Good, Knowledge, Protection, Rune | Dagger | Glyphs, images, literature, scribes, cartography | Lit candle above purple eye with triangular pupil |
| Dugmaren Brightmantle | L | CG | Chaos, Craft, Dwarf, Good, Knowledge, Rune | Shortsword ("Sharptack") | Scholarship, invention, discovery | Open book |
| Dumathoin | I | N | Cavern, Craft, Dwarf, Earth, Knowledge, Metal, Protection | Maul ("Magmahammer") | Buried wealth, ores, gems, mining, exploration, shield dwarves, guardian of the dead | Faceted gem inside a mountain |
| Eilistraee | L | CG | Chaos, Charm, Drow, Elf, Good, Moon, Portal | Bastard sword ("The Moonsword") | Song, beauty, dance, swordwork, hunting, moonlight | Long-haired drow woman dancing before a full moon |
| Eldath | L | NG | Family, Good, Plant, Protection, Water | Net | Quiet places, springs, pools, peace, waterfalls | Waterfall plunging into a still pool |
| Erevan Ilesere | I | CN | Chaos, Elf, Luck, Trickery | Shortsword ("Quickstrike") | Mischief, change, rogues | Starburst with asymmetrical rays |
| Fenmarel Mestarine | L | CN | Animal, Chaos, Elf, Plant, Travel | Dagger ("Thornbite") | Feral elves, outcasts, scapegoats, isolation | Pair of elven eyes in the darkness |
| Finder Wyvernspur | D | CN | Chaos, Charm, Renewal, Scalykind | Bastard sword ("Sword of Songs") | Cycle of life, transformation of art, saurials | White harp on gray circle |
| Flandal Steelskin | I | NG | Craft, Gnome, Good, Metal | Warhammer ("Rhondang") | Mining, physical fitness, smithing, metalworking | Flaming hammer |
| Gaerdal Ironhand | L | LG | Gnome, Good, Law, Protection, War | Warhammer ("Hammersong") | Protection, humor, trickery, gem cutting, gnomes | Gold nugget |
| Garagos | D | CN | Chaos, Destruction, Strength, War | Longsword ("The Tentacus") | War, skill-at-arms, destruction, plunder | A counterclockwise pinwheel of five snaky arms clutching swords |
| Gargauth | D | LE | Charm, Evil, Law, Trickery | Dagger ("Corruptor") | Betrayal, cruelty, political corruption, powerbrokers | Broken animal horn |
| Garl Glittergold | G | LG | Craft, Gnome, Good, Law, Protection, Trickery | Battleaxe ("Arumdina") | Vigilance, combat, martial defense | Iron band |
| Geb | L | N | Cavern, Craft, Earth, Protection | Quarterstaff ("Stonemantle") | The earth, miners, mines, mineral resources | Mountain |
| Ghaunadaur | L | CE | Cavern, Chaos, Drow, Evil, Hatred, Slime | Warhammer | Oozes, slimes, jellies, outcasts, ropers, rebels | Purplish eye on purple, violet, and black circles |
| Gond | I | N | Craft, Earth, Fire, Knowledge, Metal, Planning | Warhammer ("Craftmaster") | Artifice, craft, construction, smithwork | A toothed metal, bone, or wood cog with four spokes |
| Gorm Gulthyn | L | LG | Dwarf, Good, Law, Protection, War | Battleaxe ("Axegard") | Guardian of all dwarves, defense, watchfulness | Shining bronze mask with eyeholes of flame |
| Grumbar | G | N | Cavern, Earth, Metal, Time | Warhammer | Elemental earth, solidity, changelessness, oaths | Mountains on purple |
| Gruumsh | G | CE | Cavern, Chaos, Evil, Hatred, Orc, Strength, War | Spear ("The Bloodspear") | Orcs, conquest, survival, strength, territory | Unwinking eye |
| Gwaeron Windstrom | D | NG | Animal, Good, Knowledge, Plant, Travel | Greatsword ("Flameheart") | Tracking, rangers of the North | White star and brown pawprint on dark red "S" |
| Haela Brightaxe | D | CG | Chaos, Dwarf, Good, Luck, War | Greatsword ("Flamebolt") | Luck in battle, joy of battle, dwarven fighters | Unsheathed sword wrapped in two spirals of flame |
| Hanali Celanil | I | CG | Chaos, Charm, Elf, Good, Magic, Protection | Dagger | Love, romance, beauty, enchantments, magic item artistry, fine art, artists | Gold heart |
| Hathor | L | NG | Family, Fate, Good, Moon | Shortsword | Motherhood, folk music, dance, the moon, fate | Horned cow's head wearing a lunar disk |
| Helm | I | LN | Law, Planning, Protection, Strength | Bastard sword ("Ever Watchful") | Guardians, protectors, protection | Staring eye with blue pupil on upright left war gauntlet |
| Hoar | D | LN | Fate, Law, Retribution, Travel | Javelin ("Retribution's Sting") | Revenge, retribution, poetic justice | Black-gloved hand holding a coin with a two-faced head |
| Horus-Re | G | LG | Good, Law, Nobility, Retribution, Sun | Khopesh | The sun, vengeance, rulership, kings, life | Hawk's head in pharaoh's crown before a solar circle |
| Ilmater | I | LG | Good, Healing, Law, Strength, Suffering | Unarmed | Endurance, suffering, martyrdom, perseverance | Pair of white hands bound at the wrist with a red cord |
| Ilneval | L | NE | Destruction, Evil, Orc, Planning, War | Longsword ("Foe Smiter") | War, combat, overwhelming numbers, strategy | Bloodied longsword |
| Isis | I | NG | Family, Good, Magic, Storm, Water | Punching dagger | Weather, rivers, agriculture, love, marriage, good magic | Ankh and star on a lunar disk |
| Istishia | G | N | Destruction, Ocean, Storm, Travel, Water | Warhammer | Elemental water, purification, wetness | Cresting wave |
| Jergal | D | LN | Death, Fate, Law, Rune, Suffering | Scythe | Fatalism, proper burial, guardian of tombs | Jawless skull and writing quill on scroll |
| Kelemvor | G | LN | Death, Fate, Law, Protection, Travel | Bastard sword ("Fatal Touch") | Death, the dead | Upright skeletal arm holding the golden scales of justice |
| Kiaransalee | D | CE | Chaos, Drow, Evil, Retribution, Undeath | Dagger ("Cold Heart") | Undead, vengeance | Female drow hand wearing silver rings |
| Kossuth | G | N (LN) | Destruction, Fire, Renewal, Suffering | Spiked chain | Elemental fire, purification through fire | A twining red flame |
| Labelas Enoreth | I | CG | Chaos, Elf, Good, Knowledge, Time | Quarterstaff ("The Timestave") | Time, longevity, the moment of choice, history | Setting sun |
| Laduguer | I | LE | Craft, Dwarf, Evil, Law, Magic, Metal, Protection | Warhammer ("Grimhammer") | Magic weapon creation, artisans, magic, gray dwarves | Broken crossbow bolt on a shield |
| Lathander | G | NG | Good, Nobility, Protection, Renewal, Strength, Sun | Mace ("Dawnspeaker") | Spring, dawn, birth, youth, vitality, athletics | Sunrise made of rose, red, and yellow gems |
| Lliira | L | CG | Chaos, Charm, Family, Good, Travel | Shuriken ("Sparkle") | Joy, happiness, dance, festivals, freedom, liberty | A triangle of three six-pointed stars (orange, yellow, red) |
| Lolth | I | CE | Chaos, Darkness, Destruction, Drow, Evil, Spider, Trickery | Dagger | Spiders, evil, darkness, chaos, assassins, drow | Black spider with female drow head hanging from a spiderweb |
| Loviatar | L | LE | Evil, Law, Retribution, Strength, Suffering | Scourge ("Painbringer") | Pain, hurt, agony, torment, suffering, torture | Nine-tailed barbed scourge |
| Lurue | D | CG | Animal, Chaos, Good, Healing | Shortspear | Talking beasts, intelligent nonhumanoid creatures | Silver-horned unicorn head before a crescent moon |
| Luthic | L | NE | Cavern, Earth, Evil, Family, Healing, Orc | Claw bracer | Caves, orc females, home, wisdom, fertility, healing, servitude | Orc rune for home |
| Malar | L | CE | Animal, Chaos, Evil, Moon, Strength | Claw bracer | Hunters, stalking, bloodlust, evil lycanthropes | Bestial claw with brown fur and curving bloody talons |
| Marthammor Duin | L | NG | Dwarf, Good, Protection, Travel | Heavy mace ("Glowhammer") | Guides, explorers, expatriates, travelers, lightning | Upright mace in front of a fur-trimmed leather boot |
| Mask | L | NE | Darkness, Evil, Luck, Trickery | Longsword ("Stealthwhisper") | Thieves, thievery, shadows | Black velvet mask tinged with red |
| Mielikki | I | NG | Animal, Good, Plant, Travel | Scimitar ("The Hornblade") | Forests, forest creatures, rangers, dryads, autumn | Golden-horned, blue-eyed unicorn's head facing left |
| Milil | L | NG | Charm, Good, Knowledge, Nobility | Rapier ("Sharptongue") | Poetry, song, eloquence | Five-stringed harp made of silver leaves |
| Moradin | G | LG | Craft, Dwarf, Earth, Good, Law, Protection | Warhammer ("Soulhammer") | Dwarves, creation, smithing, protection, metalcraft, stonework | Hammer and anvil |
| Mystra | G | NG (LN) | Good, Illusion, Knowledge, Magic, Rune, Spell | Shuriken | Magic, spells, the Weave | Circle of seven blue-white stars with red mist flowing from the center |
| Nephthys | I | CG | Chaos, Good, Protection, Trade | Whip | Wealth, trade, protector of children and the dead | Ankh above a golden offering bowl |
| Nobanion | D | LG | Animal, Good, Law, Nobility | Heavy pick | Royalty, lions and feline beasts, good beasts | Male lion's head on a green shield |
| Oghma | G | N | Charm, Knowledge, Luck, Travel, Trickery | Longsword ("Mortal Strike") | Knowledge, invention, inspiration, bards | Blank scroll |
| Osiris | I | LG | Death, Good, Law, Plant, Retribution | Flail ("Just Reward") | Vegetation, death, the dead, justice, harvest | White crown of Mulhorand over crossed crook and flail |
| Red Knight | D | LN | Law, Nobility, Planning, War | Longsword ("Checkmate") | Strategy, planning, tactics | Red knight chess piece with stars for eyes |
| Rillifane Rallathil | I | CG | Chaos, Elf, Good, Plant, Protection | Quarterstaff ("The Oakstaff") | Woodlands, nature, wild elves, druids | Oak tree |
| Savras | D | LN | Fate, Knowledge, Law, Magic, Spell | Dagger ("The Eye of Savras") | Divination, fate, truth | Crystal ball containing many kinds of eyes |
| Sebek | D | NE | Animal, Evil, Scalykind, Water | Spear ("The Sorrowful Spear") | River hazards, crocodiles, werecrocodiles, wetlands | Crocodile head wearing horned and plumed headdress |
| Segojan Earthcaller | I | NG | Cavern, Earth, Gnome, Good | Heavy mace ("Earthcaller") | Earth, nature, the dead | Glowing gemstone |
| Sehanine Moonbow | I | CG | Chaos, Elf, Good, Illusion, Knowledge, Moon, Travel | Quarterstaff ("Moonshaft") | Mysticism, dreams, death, journeys, transcendence, the moon, the stars, the heavens, moon elves | Misty crescent above a full moon |
| Selûne | I | CG | Chaos, Good, Moon, Protection, Travel | Heavy mace ("The Wand of Four Moons") | Moon, stars, navigation, prophecy, questers, good and neutral lycanthropes | Pair of female eyes surrounded by seven silver stars |
| Selvetarm | D | CE | Chaos, Drow, Evil, Spider, War | Heavy mace ("Venommace") | Drow warriors | Spider on a crossed sword and mace |
| Set | I | LE | Air, Darkness, Evil, Hatred, Law, Magic, Scalykind | Spear ("The Spear of Darkness") | The desert, destruction, drought, night, rot, snakes, hate, betrayal, evil magic, ambition, poison, murder | Coiled cobra |
| Shar | G | NE | Cavern, Darkness, Evil, Knowledge | Chakram ("The Disk of Night") | Dark, night, loss, forgetfulness, unrevealed secrets, caverns, dungeons, the Underdark | Black disk with deep purple border |
| Sharess | D | CG | Chaos, Charm, Good, Travel, Trickery | Claw bracer | Hedonism, sensual fulfillment, festhalls, cats | Feminine lips |
| Shargaas | L | CE | Chaos, Darkness, Evil, Orc, Trickery | Shortsword ("Nightblade") | Night, thieves, stealth, darkness, Underdark | Skull on a red crescent moon |
| Sharindlar | I | CG | Chaos, Charm, Dwarf, Good, Healing, Moon | Whip ("Fleetbite") | Healing, mercy, romantic love, fertility, dancing, courtship, the moon | Flame rising from a steel needle |
| Shaundakul | L | CN | Air, Chaos, Portal, Protection, Trade, Travel | Greatsword ("Sword of Shadows") | Travel, exploration, caravans, portals | A wind-walking bearded man in traveler's cape and boots |
| Sheela Peryroyl | I | N | Air, Charm, Halfling, Plant | Sickle ("Oakthorn") | Nature, agriculture, weather, song, dance, beauty, romantic love | Daisy |
| Shevarash | D | CN | Chaos, Elf, Retribution, War | Longbow ("The Black Bow") | Hatred of the drow, vengeance, crusades, loss | Broken arrow above a teardrop |
| Shiallia | D | NG | Animal, Good, Plant, Renewal | Quarterstaff ("Forest's Friend") | Woodland glades, woodland fertility, the High Forest, Neverwinter Wood | Golden acorn |
| Siamorphe | D | LN | Knowledge, Law, Nobility, Planning | Light mace ("Noble Might") | Nobles, rightful rule of nobility, human royalty | Silver chalice with a golden sun on the side |
| Silvanus | G | N | Animal, Plant, Protection, Renewal, Water | Maul ("The Great Mallet of Silvanus") | Wild nature, druids | Green living oak leaf |
| Solonor Thelandira | I | CG | Chaos, Elf, Good, Plant, War | Longbow ("Longshot") | Archery, hunting, wilderness survival | Silver arrow with green fletching |
| Sune | G | CG | Chaos, Charm, Good, Protection | Whip | Beauty, love, passion | Face of a red-haired, ivory-skinned beautiful woman |
| Talona | L | CE | Chaos, Destruction, Evil, Suffering | Unarmed | Disease, poison | Three amber teardrops on a purple triangle |
| Talos | G | CE | Chaos, Destruction, Evil, Fire, Storm | Spear | Storms, destruction, rebellion, conflagrations, earthquakes, vortices | An explosive lightning strike |
| Tempus | G | CN | Chaos, Protection, Strength, War | Battleaxe ("Battle Prowess") | War, battle, warriors | A flaming silver sword on a blood-red shield |
| Thard Harr | L | CG | Animal, Chaos, Dwarf, Good, Plant | Spiked gauntlet | Wild dwarves, jungle survival, hunting | Two crossed scaly clawed gauntlets of silvery-blue metal |
| Thoth | I | N | Craft, Knowledge, Magic, Rune, Spell | Quarterstaff ("Knowledge Keeper") | Neutral magic, scribes, knowledge, invention, secrets | Ankh above an ibis head |
| Tiamat | L | LE | Evil, Law, Scalykind, Tyranny | Heavy pick | Evil dragons, evil reptiles, greed, Chessenta | Five-headed dragon |
| Torm | L | LG | Good, Healing, Law, Protection, Strength | Greatsword ("Duty's Bond") | Duty, loyalty, obedience, paladins | Right-hand gauntlet held upright with palm forward |
| Tymora | I | CG | Chaos, Good, Luck, Protection, Travel | Shuriken | Good fortune, skill, victory, adventurers | Silver coin with Tymora's face surrounded by shamrocks |
| Tyr | G | LG | Good, Knowledge, Law, Retribution, War | Longsword ("Justiciar") | Justice | Balanced scales resting on a warhammer |
| Ubtao | G | N | Planning, Plant, Protection, Scalykind | Heavy pick | Creation, jungles, Chult, the Chultans, dinosaurs | Maze |
| Ulutiu | D | LN | Animal, Law, Ocean, Protection, Strength | Spear ("Harpoon of the Cold Sea") | Glaciers, polar environments, arctic dwellers | Necklace of blue and white ice crystals |
| Umberlee | I | CE | Chaos, Destruction, Evil, Ocean, Storm, Water | Trident ("Drowning Death") | Oceans, currents, waves, sea winds | Blue-green wave curling left and right |
| Urdlen | I | CE | Chaos, Earth, Evil, Gnome, Hatred | Claw bracer | Greed, bloodlust, evil, hatred, uncontrolled impulse, spriggans | White mole |
| Urogalan | D | LN | Death, Earth, Halfling, Law, Protection | Flail ("Doomthresher") | Earth, death, protection of the dead | Silhouette of a dog's head |
| Uthgar | D | CN | Animal, Chaos, Retribution, Strength, War | Battleaxe | The Uthgardt barbarian tribes, physical strength | Beast totem spirit symbols |
| Valkur | D | CG | Air, Chaos, Good, Ocean, Protection | Cutlass ("The Captain's Cutlass") | Sailors, ships, favorable winds, naval combat | Cloud with three lightning bolts on a shield |
| Velsharoon | D | NE | Death, Evil, Magic, Undeath | Quarterstaff ("Skull Staff of the Necromancer") | Necromancy, necromancers, evil liches, undeath | A crowned laughing lich skull on a black hexagon |
| Vergadain | I | N | Dwarf, Luck, Trade, Trickery | Longsword ("Goldseeker") | Wealth, luck, chance, nonevil thieves, suspicion, trickery, negotiation, sly cleverness | Gold piece |
| Vhaeraun | L | CE | Chaos, Drow, Evil, Travel, Trickery | Shortsword ("Shadowflash") | Thievery, drow males, evil activity on the surface | A pair of black glass lenses that form a mask |
| Waukeen | L | N | Knowledge, Protection, Trade, Travel | Nunchaku | Trade, money, wealth | Gold coin with Waukeen's profile facing left |
| Yondalla | G | LG | Family, Good, Halfling, Law, Protection | Shortsword ("Hornblade") | Protection, bounty, halflings, children, security, leadership, wisdom, creation, family, tradition | Cornucopia on a shield |
| Yurtrus | L | NE | Death, Destruction, Evil, Orc, Suffering | Unarmed | Death, disease | White 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.
| TL | Year | Technologies |
|---|---|---|
| 0 | Prehistory | Only natural tools, hunting and gathering |
| 1 | 50,000 BC | Wooden tools and weapons, simple spoken language, burial |
| 2 | 20,000 BC | Bow and arrow, hide armor, trading, pottery, fire |
| 3 | 10,000 BC | Stone tools and weapons, leather armor, simple agriculture, levers, canoes, slavery, primitive religion, husbandry and domestication, simple arithmetic, basic selective breeding |
| 4 | 5,000 BC | Bronze and copper tools, masonry, wind and water power, written language, wheel, beer, riding, sail, code of laws, geometry, government, taxation |
| 5 | 3,000 BC | Metal armor, feudalism, currency, astronomy, map making, bridge building, skis |
| 6 | 1,500 BC | Glass, first use of iron and steel, papyrus |
| 7 | 0 | Iron and steel tools, siege engines, use of sulfur and pitch in warfare, cement, paper, distilled liquor, amputations, simple prosthetics, sewers |
| 8 | 500 | Compass, stirrups, Greek fire |
| 9 | 1000 | First explosives, petroleum, navigation, banking and paper money, simple chemistry |
| 10 | 1400 | Matchlock firearms, steel crossbows, cannons, printing, global exploration, colonization, magnetism, simple physics, telescope, microscope, mechanical clocks, glass mirrors |
| 11 | 1700 | Flintlock firearms, simple steam engines, electricity, ironclad ships, lighter-than-air flight, compasses, anesthetics, sanitation, theory of natural selection |
| 12 | 1800 | Percussion firearms, dynamite, airguns, rubber, steam engines, industrialization, telegraphy, airships, parachute, alternating current electricity, simple batteries, propellers, vaccines, refrigeration, machine tools, theory of evolution |
| 13 | 1900 | Cartridge 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 |
| 14 | 1930 | Submachine guns, flechette ammunition, nuclear fission, nuclear weapons, plastic, electronic computers, television, jet engines, hovercraft, solar energy, rangefinders, rotary-wing aircraft, electron microscope |
| 15 | 1960 | Light 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 |
| 16 | 1980 | Autoburst 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 |
| 17 | 2000 | Caseless ammunition, human cloning, inferior artificial organs, UAVs, airfoils |
| 18 | 2010 | Large 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 |
| 19 | 2020 | Supercomputer 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 |
| 20 | 2030 | Personal 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 |
| 21 | 2040 | Reflec 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 |
| 22 | 2050 | Personal particle weapons, memory scanning, skill imprinting, cloaking, artificial gravity, contra-gravity, geneered animals, early star system colonization, monofilaments, simple androids, densitometers |
| 23 | 2060 | Universal fabricators, DNA reconstruction, inertial dampening |
| 24 | 2070 | Experimental jump drive, superdense materials |
| 25 | 2080 | Antimatter production, asteroid mining, jump drives, nuclear dampers |
| 26 | 2090 | Meson screens, tractor beams, meson weapons, nanoviruses |
| 27 | 2100 | Smart dust, neural activity sensors, wormhole detector |
| 28 | 2110 | Experimental stargate |
| 29 | 2120 | Gas giant refineries, jump drive tracker |
| 30 | 2130 | Stargates |
| 31 | Chrysalis machines, wormhole interdiction | |
| 32 | Meson communication | |
| 33 | Black force fields | |
| 34 | Repulsor beams | |
| 35 | Teleportation | |
| 36 | White force fields | |
| 37 | Dimensional manipulation | |
| 38 | Terraforming | |
| 39 | Dyson ringworlds | |
| 40 | Dyson sphereworlds | |
| 41 | Star manipulation | |
| 42 | Singularity manipulation | |
| 43 | Ascension | |
| 44 | Time travel |
| MTL | Year | Technologies |
|---|---|---|
| 0 | Prehistory | |
| 1 | 50,000 BC | |
| 2 | 20,000 BC | |
| 3 | 10,000 BC | |
| 4 | 5,000 BC | |
| 5 | 3,000 BC | |
| 6 | 1,500 BC | |
| 7 | 0 | Mithril |
| 8 | 500 | |
| 9 | 1000 | |
| 10 | 1400 | Adamantium |
| 11 | 1700 | |
| 12 | 1800 | |
| 13 | 1900 | |
| 14 | 1930 | |
| 15 | 1960 | |
| 16 | 1980 | |
| 17 | 2000 | |
| 18 | 2010 | |
| 19 | 2020 | |
| 20 | 2030 | |
| 21 | 2040 | |
| 22 | 2050 | |
| 23 | 2060 | |
| 24 | 2070 | |
| 25 | 2080 | |
| 26 | 2090 | |
| 27 | 2100 | |
| 28 | 2110 | |
| 29 | 2120 | |
| 30 | 2130 |
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:
- Neither party may be under the effect of active spells or magic items at the start of the duel.
- At the appointed time, the presiding judge or official gives a sign that the duel has begun. The participants roll initiative.
- Round 1: The participants may only cast spells that target themselves.
- Round 2: The participants may cast spells that target themselves, and they may also prepare one spell as a "ready action".
- Round 3+: The participants may cast any spell or spells, resolve their readied actions (if any), and generally act freely.
- 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.