Low Power D&D3-5
- 1 Kingdom of Adventure!
- 2 House Rules and Commentary
- 3 Religion and Gods
- 4 Geography of Barangia and the Surrounding Lands
- 5 Barangia, Kindom of Adventure
- 6 Idioms and Sayings
- 7 Dramatis Personae
- 8 Locations
- 9 Threads
- 10 Reference Links
Kingdom of Adventure!
Welcome to the Kingdom of Adventure! wiki. This wiki site is a resource for a play-by-post tabletop fantasy role-playing game based on a modified version of the D&D3.5 SRD rules being run by Wossisname of RPG.net.
House Rules and Commentary
Rule Changes and Options
Since this game is limited to to level 5 at most, there are a few adjustments to help enhance the versatility of low-level characters, and to make a better fit of certain rule concepts to the game setting.
- There are no prestige classes.
- There are no psionics. General feats from the psionics rules are allowed.
- The domains and general and metamagic feats from the divine rules are allowed.
- Experience points required to level will be 10x normal and the maximum level is 5th.
- Characters start with 2 feats at first level instead of 1. They gain an extra feat at level 3 and 5.
- Skill points due to class or race are doubled. Bonus (or penalty) skill points for INT are not.
- The allowed races are: Human, Elf, Dwarf, and Orc.
- The only alignments are Good, Evil, and Neutral. Neutral is best understood as "self-interested" rather than a preoccupation with an abstract idea of "balance". Any class restrictions or magic keyed to Law or Chaos are ignored.
- Characteristics are bought using the standard point buy system with 25 points. One characteristic can be increased by a point at level 1, 3 and 5
- Standard starting gold is used.
- Characters have maximum HP at first level. Thereafter, they get the high average of their die type (3 on a d4, 4 on a d6, etc.)
- Specific Classs Changes
- Barbarians are literate.
- Bardic music can be used an unlimited number of times per day. All bardic music persists for the round used +1 round per level + the bard's CHR modifier. Bardic music requires a full round action to use.
- Druids may be of any alignment (within the usual 1 step of their god).
Not surprisingly, limiting the maximum level to 5 changes many of the default assumptions about the world. The first main change is the nature of the adversaries. Without powerful heroes to stop them, there can't be any really powereful monsters. Any monster above CR10 is pretty much unheard of or it's a legendary catastrophe when one appears. All monsters from around CR 8-10 are solitary by nature, since if they appeared in groups there'd be little chance of stopping them. The gap between player characters and non-player characters is also less. In particular the lack of 6+ BABs among characters means that multiple attacks are rare. Monsters may have multiple attacks, but since they're usually fending off rabid packs of adventurers, it's only fair.
Magic items are also a bit different. Scrolls are commonplace, as any 1st level caster can make them. Potions are also fairly common as they can be made at 3rd level. Minor wonderous items are also fairly common, since they can also be made at 3rd level. However some things that players might take for granted, such as stat boosters or bags of holding require a CL above 5, so are artifacts or legendary items if they can be found at all. Magic weapons, armor, and wands are very rare, as they can only be made by 5th level casters. Only +1 weapons and armor are available, so there are no flaming swords or similar items. Staves, rods, and rings are all artifacts or legendary items. As a result, masterwork and special material armor and weapons are much more useful. This also means that wands, magic weapons, and magic armor are more valuable than their listed costs, usually by a factor of 5-10, assuming you can find one, or find a buyer who can afford one.
Magical ailments are also a bit more limited, since higher level spells are not available. Any effect that requires a spell higher than 3rd level to remove doesn't exist, or can be removed in a different manner. For example, petrification normally requires a 6th level spell to cure, so in this game, it can be removed by Remove Curse or Dispel Magic instead. Similarly, all ability damage can be healed by Lesser Restoration.
In regards to experience points, the idea is that advancing to level 5 should feel like advancing to level 20 in a normal D&D game. However, I will be awarding EXP for completing goals as well as the normal killing monsters and taking their stuff. I'll also be keep an eye on player mood, and may arbitrarily throw in a level up from time to time. I'm working on a system of abilities, like bonus feats or skill points, that can be bought with EXP after hitting level 5.
Bardic music was tweaked a little to make it slightly more useful given the low level of the game, and to not make bards have to waste precious feats on the Extra Music feat.
Religion and Gods
There are 8 gods of Good, 8 of Neutrality, and 8 of Evil, summarized in the tables below.
|Ahdamo||Learning, Building, Wisdom||M||G||Knowledge, Rune, Artifice, Creation||Staff or Hammer|
|Gheffu||Wanderers, Music, Sport||M||G||Travel, Strength, Trickery, Luck||Staff, Club, or Unarmed|
|Honira||Fertility, Farming, Love||F||G||Plant, Animal, Weather, Healing||Sickle, Scythe, or Flail|
|Lirora||Light, Peace, Birth||F||G||Sun, Healing, Charm, Good||Bow|
|Martu||Justice, Death, Mercy||M||G||Death, Repose, Glory, Healing||Scythe or Great Sword|
|Ologo||Feasts, Joy, Friendship||M||G||Community, Creation, Luck, Liberation||Club or Mace|
|Sheffa||Shelter, Protection, Defiance||F||G||War, Protection, Liberation, Good||Sword and Shield|
|Xarcada||Hearth, Family, Healing||F||G||Fire, Healing, Community, Protection||Axe|
|Barutu||Beasts, Freedom, Wind||F||N||Animal, Liberation, Air, Scalykind||Unarmed or Dagger|
|Fauzu||Flames, War, Conflict||F||N||War, Fire, Nobility, Strength||Sword or Polearm|
|Kexuta||Magic, Night, Mystery||F||N||Magic, Darkness, Trickery, Rune||Whip, Spiked Chain|
|Norgolo||Trees, Mountains, Herbs||M||N||Plant, Earth, Strength, Knowledge||Club, Staff, or Sickle|
|Perora||Rivers, Oceans, Weather||F||N||Animal, Water, Weather, Travel||Trident or Net|
|Tortiru||Smithing, Mining, Masonry||M||N||Creation, Artifice, Strength, Earth||Hammer or Pick|
|Uncalo||Madness, Grief, Fate||M||N||Madness, Charm, Knowledge, Magic||Flail or Spiked Chain|
|Vawo||Gambling, Theater, Fools||M||N||Luck, Charm, Trickery, Rune||Rapier|
|Corizu||Disaster, Destruction, Carnage||F||E||Destruction, Fire, Weather, War||Great Axe|
|Davara||Plague, Filth, Famine||M||E||Destruction, Death, Travel, Animal||Morningstar|
|Iaguro||Murder, Betrayal, Blackmail||M||E||Death, Trickery, Darkness, Knowledge||Dagger|
|Jexu||Tyranny, Slavery, Ignorance||M||E||Evil, Charm, Nobility, Trickery||Sword|
|Riama||Secrets, Forbidden Knowledge||F||E||Knowledge, Rune, Magic, Evil||2-Bladed Sword|
|Weffuru||Lust, Depravity, Deceit||M||E||Madness, Trickery, Charm, Darkness||Staff or Whip|
|Ysta||Cruelty, Pain, Despair||F||E||Madness, Evil, Destruction, Darkness||Spiked Armor or Whip|
|Zuporo||Brutality, Fear, Arrogance||F||E||Strength, Darkness, Destruction, Death||Spiked Gauntlet|
Religion in Barangia (and indeed most of the world) revolves around honoring all the gods. Temples contain effigies of all the gods, so that they may be honored and their influence either sought (in the case of the good gods), bargained for (in the case of the neutral gods), or warded against (in the case of the evil gods). Clerics may either be pantheonists, worshiping all the gods but following their own morality, or devotees, following one god specifically. Most clerics at a temple are a mix of pantheonists and devotees (though in Barangia no one openly professes to be a devotee of the evil gods).
Shrines, in contrast to temples, are dedicated to a specific god. Often they are little more than a statue or ritual marker. Shrines can be found scattered across the countryside, where ever a devotee was moved to erect one. Most are not formally attended, though nearby villagers or road wardens usually care for them so as to not offend the god of the shrine.
As special note should be made of devotees of Martu. They can extract energy from the dying and animate dead bodies. However this is not seen as evil, and indeed Martu is a god of good. They are judged by how they use their Martu-given abilities, rather than merely whether they use them, with the ultimate arbitrator being Martu himself.
Geography of Barangia and the Surrounding Lands
Barangia is the main kingdom of the Eistoru region. It is bisected by the great Lieffa River, which meanders down from Lake Ustana, high in the Yttria Mountains to the northeast, to the Bay of Hrongo in the southwest. It is bounded to the east by the Yttria Mountains, and to the west by Bay of Hrongo. There is no firm boundary to the north, but the border is generally seen as where the forests of Barangia give way to the grasslands of Kefti. To the south is the Great Foustro Swamp. Barangia is a heavily forested and somewhat hilly country. The only clear areas are farmland, and villages.
The grasslands of Kefti are home to several tribes of nomads. The main clans are the Mataffi (orc), Lythu (human), Vahkuni (human), Beredaga (orc), and Ferriyana (elf). They intermittently trade and war with each other and with Barangia. It has been years since a major invasion, but Barangia still maintains watch towers along the northern frontier.
The Yttria Moutains are home to no one, though a few hardy souls seek there fortune there. Most are never seen from again. Watch towers are manned along the one pass over the mountains leading to the Syffufo region and the Grand Empire of the Carizzat.
The Great Foustro Swamp is home to several small communities. They tend to be very insular and shun outside contact. They are divided into numerous clans, which feud with each other. Outsiders can rarely untangle the web of feuds, vendettas, and alliances. Dwarves, Humans, and Orcs can all be found among the clans.
The Weffta Isles in the Bay of Hrongo are home to Elvish , Human, and Orcish pirates. The Barangian navy does what it can to protect shipping, but it is still a treacherous passage for ships sailing across the Mirani Sea to the far-off region of Asymockhev.
Far to the north, past the grass,lands of Kefti is the land of the Giants, or foreboding place where the scattered tribes of the peoples of the world live at the mercy of their Giant overlords.
Far to the south, past the Great Foustro Swamp is the Sorcerinity of Marabohl, a land suffering under the rule of the Sorcerer-Kings.
The world as a whole is rather old, and the Eistoru region has been host to numerous kingdoms and empires over the millenia. Ancient ruins, cairns, and dungeons dot the landscape, providing a constant source of trouble as well as opportunity.
Barangia, Kindom of Adventure
A Brief History of Barangia
Barangia is both a very old and a very new country. Until 20 years ago, it was ruled by a council of dukes. The dukes could rarely agree, and open warfare was common. The fighting was ended when Jorizzun (now King Jorizzon), a human Carizzatan mercenary captain, became disgusted with the fighting and conquered all four of the duchies an declared himself king. He was embraced by the common folk, who welcomed the prospect of a lasting peace. Roughly half the counts and barons revolted and were subsequently crushed. The survivors were sent into exile. The most loyal of the remaining nobles were elevated to dukes under King Jorizzon and set about rebuilding the country. King Jorrizon and Queen Nafturi (his former war-wizard) now rule a prosperous kingdom largely at peace.
The King and Queen are aided in their rule by the Council of Nobles, which comprises all the ruling barons, counts, and dukes. The Council has no power, but advises the King, and he often grants them the power to address specific issues. In the Council, a baron has 1 vote, a count has 10 votes, and a duke has 50 votes. In practice, the barons tend to vote with their count, and the counts tend to vote with their duke. The council usually meets twice a year, or as requested by the King.
Commoners are tied to the land in part. However, they can petition a lord to be allowed to move to the lord's land. Their current lord has no authority to stop this, and a lord that mistreats his commoners will find himself with an empty land. To ensure that petitions are heard, the King's Justicars ride a circuit of the lands, hearing petitions and grievances in every village along the way. Being a King's Justicar is a hard task, requiring an incorruptible heart and a keen intellect. Needless to say, they are chronically undermanned and often the target of ambushes.
Alternately, a commoner can declare that they intend to seek their fortune, becoming a freeman. They forswear any allegiance to a lord and give up the right to a home or to work the land. In exchange, they are free to travel and make their living as best they can. Most skilled craftsmen choose this route, as do freeswords, peddlers, tinkers, and merchants by the score. Foreigners who aren't nobles fall into this category as well.
There are three classes of law: Common Law, for the commoners, Free Law, for the freemen, and High Law for the nobles.. In practice, the difference between Common Law and Free Law is minimal. The main distinction is that only a commoner's lord may pass judgment on him, while any lord can pass judgment on a freeman. Under High Law, a noble can only be judged by his lord, but may petition to the Council of Nobles or request a trial by combat. The King may overrule any judgment under Common, Free, or High Law. Members of the royal family answer only to the King, though he may at his discretion refer the case to the Council of Nobles for trial.
Punishments vary as well. Minor crimes are punished by public flogging (for commoners and freemen) or by fines (for nobles). If they have the money, commoners and freemen may buy their way out of a flogging. Restitution to the victims or their families is also required. If the criminal can't pay, they are forced into servitude. As the family may not want the criminal around, they are often leased out as soldiers or laborers, with their wages going to the victims until their debt is repaid.
Serious crimes are punished by fines (and servitude if the criminal can't pay), maiming or exile (the criminal's choice), or death. A noble, so long as the crime wasn't treason against the King may, at the King's discretion, buy his way out of even a death sentence.
Truly heinous crimes, where even death is seen as a too light a punishment, are punishable by undeath. The criminal is killed and a devotee of Martu animates his corpse to be used as a mindless slave until such time as all the flesh falls from his bones.
Peoples of Barangia
All four of the peoples of the world are found in Barangia: orcs, humans, elves, and dwarves. The Eistoru region has long been the site of battles, invasions, shipwrecks and other forces of nature that tend to sweep disparate peoples together. As such it can be hard to describe the typical Brangian. They can be of any hue found in their race, from midnight black to bone white.
The humans are perhaps not dissimilar from humans found across the world. They can be greedy and generous, loving and hateful, noble and base, often at the same time.
The orcs likewise are not untypical for their kind. To an orc, “thick as brick” is a compliment, for bricks are indeed strong and enduring, forming the foundation of many worthwhile things. They may be at times violent and brutish, but rarely without reason, for though orcs may not be deep thinkers by nature, their hearts are not malevolent in the main.
The dwarves are perhaps the most dissimilar from their cousins elsewhere. Whereas most dwarves are of a dour disposition, the dwarves of Barangia tend toward boisterousness and at times shocking levels of flamboyance in their speech and dress. Perhaps it is due to the fact that most live above ground rather than in the deep oppressive vaults of their kinfolk.
The elves have, for as long as Barangia has existed, negotiated the treacherous shoals of Barangian politics. It is not for nothing that the saying “sharp as an elf's ear” is popular in Barangia, and, more than any other race, elves are notorious for taking the long view of events. It is a foolish human who commits an offense against an elf and thinks that a few fleeting decades might be sufficient for his ire to wane. Elves in Barangia, perhaps more than elsewhere in the world, are a secretive people. Even those that seem friendly and outgoing are, for the most part, merely presenting a false facade.
Cities and Towns of Barangia
There are four main cities in Barangia, each with a population of between 10,000 and 15,000 souls. They are the capitol Druzka, ruled by King Jorrizon and nestled against the Yttria Mountains; Grouffu, ruled by Duke Hrunda (human) in the Northern Forest; Stolchuka, ruled by Duchess Iltherinna (elf) on the Bay of Hrongo; and Kaftoru, ruled by Duke Osmudo (human), in the center of Brangia, along the southern banks of the Lieffa River. Each of the four cities serves as the capitol for duchies (or in the case of Druzka, the royal lands). Each duchy is divided into 5 counties. The counts rule towns of perhaps 2,000-5,000 people. Each county is further subdivided into 10 baronies. The barons rule over villages of no more than 1000 people in all cases.
Magic in Barangia
Spellcasters are not tremendously uncommon; most villages will have at least one cleric or druid and usually a few. Paladins, Rangers, Sorcerers and Bards are the next most common. Wizards are the least common, mainly because of the expense of researching spells and scribing spells into a spellbook, though as the only arcane casters capable of casting 3rd level spells they are both sought after and a little bit feared. It's not hard to find someone capable of casting a 1st level spell. In general they are respected for their power, but not seen as being above other people (though some casters may have a different opionion).
Threats to the Peace
Despite being ostensibly at peace, Barangia is still a hotbed of adventure. Plots, intrique, monsters, and treasures abound.
There's the ever present prospect of the northern nomads raiding or actually launching an invasion. The pirates of the Wuffta Isles are a threat to commerce but not the kingdom itself (unless they cut off too much trade). The surviving exiled nobles who lost to King Jorizzon are out there. Some have resigned themselves to their fate, but some are probably plotting ways to overthrow the king and retake Barangia. For the moment the Grand Empire of the Carrizat is busy, but the governor of the province nearest Barangia has long coveted the kingdom and it's access to the western sea. To the south, on the other side of the great Swamp is the Sorcerinity of Marabohl, but they're typically paralyzed by political infighting. To the far north is the land of Giants, but they're a threat only insofar as if they invade the grasslands, the nomads might flee towards Barangia. Travelers and traders from the east and the west bring the possibility of new plagues.
Once out of the light of the villages and manors, Barangia is still a fairly wild land. Brigands - a mix of freemen who failed to make their mark, common thieves, and veterans of losing side from 20 years ago are prevalent. There are all manner of monsters as well that lurk in the woods and occasionally a village may come under attack. Nobles with a grudge against another noble may send out their troops without colors to act as 'brigands' against a neighbor's lands, or to waylay the King's Justicars if the noble mistreats his commoners. There are also plenty of nobles dissatisfied with the king, and work secretly to help any force that might unseat him, usually with covert support from the exiled nobles. The numerous ruins, dungeons, and cairns from ancient times are like so many unexploded landmines, just waiting for a fool-hardy person to stumble in and unleash whatever's been lurking there, whether some sort of sealed away monster, a disruptively powerful magic item, or some sort of curse. In the cities, rival trade guilds operate not so differently from organized crime.
Idioms and Sayings
Liora's Face - The Sun
Kexuta's Face - The Moon
Davara's Flies - Corpse flies
Fauzu's Bells - The ring of steel against steel in a battle
Lady of the Turning Wheel - Epithet of Fauzu, alluding to her role as the goddess of turmoil and change
Lirora and Kexuta gazed at each other - Twilight, when the Sun and the Moon are on opposite horizons
Uncalo's Chains - Destiny
Lord of the Rule of Iron - Epithet of Jexu, alluding to his role as the god of slavery
- The Players
- People of Note
- King Jorizzon, Hero of Barangia and Stalwart of the East
- Queen Nafturi, Mistress of 1000 Burning Petals
- Duke Hrunda, Warden of the North
- Duchess Iltherinna, Guardian of the Waters
- Duke Osmudo, Protector of the South