MisterB's D&D 5e Handbook

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MisterB's D&D 5e Handbook

Post by MisterB » Sat Nov 10, 2018 4:22 am

Welcome to my thread for 5th edition Dungeons & Dragons. This will be a repository for all my D&D stuff from 2nd Edition, which is the system i played the most when I was still gaming on a table. The Index will include, races, magic items, classes, and monsters appropriate to the worlds I got trapped in my head. This thread should probably be in settings, oops :oops: !

Realms of Karmyth
Karmyth is a low fantasy campaign world, magic is slightly less common in this world as can be seen in many of the posts on this thread. Races don't live so long, feats do not exist in full. The biggest change to concept of this world is that lower levels mean more. And reaching level 13 or higher is for epic and legendary individuals.

Realms of Magnor
The world of Magnor is a very high magic setting, that has more possibilities to it. Races are more varied and distinct from each other. Magic is extremely common in this world, and dealing with celestial and demonic threats are much more common.

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Re: Fantastic Heroes & Witchery Rules Encyclopedia

Post by MisterB » Sat Nov 10, 2018 4:38 am

Place holder for index

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Alternative attribute scaling

Post by MisterB » Sat Nov 10, 2018 5:01 am

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Post by MisterB » Mon Nov 12, 2018 11:45 pm


Dwarves are the most technically inclined of the races, as the saying goes "Dwarves have minds of grinding gears and metal". Always trying to improve on things, however all of this engineering genius they lack in the magical departments. Save in the arts of Rune Magic, allowing them to make magical artifacts and raw Elemental forces. And mages are very rare to see in dwarf fortresses. Dwarves are generally though are solitary species, and prefer to keep their noses out of the business of other races. However despite this, they enjoy an alliance with humans and seem to work well together. Dwarves in general tend to live in mountainous are hill like terrain, and build their great halls and fortresses into the very earth itself. They are also broken up into Clans, for Dwarves make bonds of friendship and loyalty that seems extreme to others.

Starting Age/Lifespan: Most Dwarves reach the age of maturity by the time they are 30 years of age. Dwarves are a sturdy long lived folk and can generally live almost three times longer than most humans can (140 to 200 years of age).
Description: Dwarves vary in size from 4'2" to 4'10" in height, with men being two inches taller than women. And in general Dwarves are a hardy and sturdy race, broad of chest and shoulders. Though despite their smaller size are deft of hand, and great runners.
Native Language: Dwarves speak Noldan, and often write in their own variation of Runic called " Duwar".

Base Speed 25'
Attribute Adjust: +2 Constitution
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. Vou can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Vou can't discern color in darkness, only shades of gray.
Dwarven Resilience.You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Combat Training.You have proficiency with the battleaxe, handaxe, throwing hammer,and warhammer.
Tool Proficiency. You gain proficiency with the artsan tools of your choice. Smith's tools, Brewer's supplies, or Masonry tools.
Stone Cunning. Whenever you make an Intelligence(History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Hill Dwarves (Iron dwarves)
Iron Dwarves live much close to the ground, and are quite open to working with other races. They ply the hill ranges of the Khavarundin Mountains.
Ability score bonus. Your wisdom score is increased by 1.
Dwarven Toughness. You hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Mountain Dwarves ( Steel dwarves)
Steel dwarves are strong and hardy, and accustomed to living in the rugged terrain that mountains have to offer. Your taller and fairer in complexion.
Ability Score Bonus. Your strength score is increased by 2.
Dwarven Armor Training. You have proficiency with light and medium armor.

Deep Dwarves. (Mithril dwarves)
Mithril dwarves live in deep dark tunnel, with keen intellect and a deep intuition for the earth. They are the most reclusive of the dwarves.
Ability score bonus. Your Intelligence score is increased by 1.
Deep Rune Lore. You know how to cast one cleric based cantrip of your choice, once per day. This spell however is based on Intelligence instead of wisdom.

The Outcast.
The outcast are a cursed race of dwarves that have banded together for relative safety. They live were they can, but most dwarves distrust the outcast at the best of time. The Outcast are best known as thieves and brigands. Outcast do't have hair, or any form of body hair because of their curse. Instead the adorn their bodies with tattoo's.
Ability score bonus. Your Dexterity score is increased by 1.
Outcast. You are at a disadvantage when it comes to charisma based skills when dealing with other Dwarf types.
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Elves (RoK)

Post by MisterB » Wed Nov 14, 2018 2:58 am


Elves are perhaps the most magically inclined of all the races. And in general are a creative, and artistic people. And this can be seen in just about everything that they create. Elves are generally thought of as a prideful and boastful people, and generally turn their noses down on more simple people, such as dwarfs. However despite this they also enjoy an alliance with humans, and in some cases dwarfs. But it becomes obvious that elves and dwarfs have some kind of friction between themselves. Elves generally live in heavily forested areas, one of which is the forest of Vaelenwood where the High elves reside. And Riverwood, where the wood elves reside. They live in not only the tree's but anything, that they can fashion from the world around them. As long as it does not disrupt the harmony of nature. 

There is a certain level of tolerance and disdain that the High elves have for their wood Elf kin, who they see as more simple and wild in their eyes. But it is with wood elves that humans often deal with the most, being far more agreeable with them.

Starting Age/Life Span: Most elves reach the age of maturity by the time they are 50 years of age. Elves are a gentle but long lived race, and can live up to 5 times longer than most humans could. (200-300 years of age) 
Description: Elves range in height from 5'4" to 6'6" in height. Skin tone can be pale, fair, tanned, or even a dusky olive. What is true of all the elven races is their grace and beauty which they all share. Elves can have a variety of eye and hair colors, though black, silver, gold, and red are more common for hair tones. While greens and blues, are most common for eye colors. While both species of elves possess pointed ears, wood elves have darker complexions with ears that point away from the face almost vertically. While high elven ears point upwards horizontally.
Native Languages: Elves speak Vaelen
Religious Beliefs: Elves worship many gods, Feren (god of woods and animals), Galliel (Goddess of dance and wine), Amdar (Moon god, lord of illusions and mysteries), 

Speed 30'
Attribute Adjust.: +2 Dexterity
Darkvision. Accustomed to twilight forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discerne color in darkness, only shades of grey.
Keen senses. You have proficiency in the Perception Skill.
Fay Ancestry. You have advantage on saving throws against being charmed and magic can't put you to sleep. You are also immune to the paralyzing touch of Ghouls.

High Elf.
High elves have a keen mind and a mastery of the basics of magic. They are more reclusive then wood elves, and generally tend to look down on lesser races. They live in great cities hidden deep at the center of woods or in great forested valleys where few are daring to tread.
Ability score Increase. Your Intelligence score is increased by 1.
Elf weapon training. You have proficiency with the long sword, short sword, and long bow.
Innately Magical. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Trance. Elves don't need to sleep. Instead they meditate deeply, remaining semiconscious for 4 hours a day.

Wood Elf.
As a wood elf you have keen senses and intuition, and a fierce heart. You can move quickly and stealthily through your native forests.
Ability score bonus. Your Wisdom score is increased by 1.
Elf Weapon Training. You have proficiency with the longsword, shortsword, and long bow.
Fleet of Foot. Your base walking speed increase to 35.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena.

Dark Elves.
The dark elves are a sub-race of elves that live in great kingdoms underground or in mountains. They have fair pale skin, and often have dark hair. Their eyes however are an intense pale color of blue or green. They are a fair race, with a decadent culture. They are adept in the arts of cunning and manipulate, and often make skilled assassins or mediators.
Ability Score bonus. Your charisma score is increased by 1.
Elf weapon training. You have proficiency with the rapiers, daggers and hand crossbows.
Superior Darkvision. Your darkvision has a radius of 10 feet.
Cunning. You have proficiency in Deception, and gain advantage when using Stealth in the darkness.

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Re: My fantasy world's for fifth edition DnD.

Post by MisterB » Sat Nov 17, 2018 5:07 pm

Dwarf and Elven races updated.

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Currency in RoK

Post by MisterB » Sat Nov 17, 2018 5:18 pm

The economy was widely varied for a time, but it became reasonable to create a standard rate of exchange. The two nations which influenced this the most were Galenor and Endria. Though many adopted the standard coinage of Endria which is shown below.

The Standard rate of Exchange
1 Gold Crown is the equivalent of 20 Silver Marks. And 1 Silver Mark is the equivalent of 20 Brass Pennies. The use of brass became increasingly popular as the use of copper became far too expensive and more difficult to make. Two additional coins were adopted from the Galenor City-states. The Silver Guilder, which is the equivalent of 4 Silver Marks and has become the "Common Coin" of mercantile business. And then you have the Copper Bar (which is rarely used), has the value of 4 Brass Pennies, as it can be split into four segments of value. Perhaps the most expensive form of coinage is the Platinum Star which was adopted from Kesh. Platinum seems far more common in these colder regions. And has the value of five Gold Crowns. Among the Landish folk, you can find Bronze being used as coinage. The Bronze Ring is valued at 10 brass pennies and is often carried on strings of thin leather for easy storage and counting.

In almost every case when people are giving a value of an item they list it in Brass Pennies.

Coinage Exchange
1 Platinum Star = 1600 Brass Pennies (80 gp)
1 Gold Crown = 400 Brass Pennies (20 gp)
1 Silver Guilder = 80 Brass Pennies (4 gp)
1 Silver Mark = 20 Brass Pennies (1 gp)
1 Bronze Ring = 10 Brass Pennies (5 sp)
1 Copper Bar = 4 Brass Pennies (2 sp)
1 Brass Penny (5 cp in DND)
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Halflings (RoK)

Post by MisterB » Sat Nov 17, 2018 5:31 pm

Halflings are a almost as prolific as humans, but they are a group of diminutive and resilient folk that live in rolling hills and plains. They are broken up into two distinct cultures, Way folk. A group of nomadic Halflings who have adopted the teachings and ways of the Ellian. And the Shire Folk, who live in the south eastern part of the realms. They are perhaps the most likeable race besides humans, charming and delightful in demeanor usually. Though the Way folk, are roguish in nature.

Starting Age/Life Span: Most Halflings reach the age of maturity by the time they reach 20 years of age. Their life span’s are slightly longer than human’s, and can range anywhere from 90 to 110 years of age. But there are reports that some Halflings might even reach the age of 130.
Descriptions: Most Male Halflings range in size from 3’6 to 4’0” in height, while females are two inches shorter. Their physiques are perfectly proportioned to their size, and do not suffer the normal strength loss many would for their size. The are quick, silent, and light of feet however. Skin tones are distinctly Caucasian, but tend to have fair to light tan colorations. Hair is normally curly, and generally earthy in color. Brown, Black, Gold Blonde, and a smattering of strawberry blonde. While eye colors are very bright, ranging from hazel, green, and blue. Though brown is not unheard of.
Social Class: Halflings live a very simple life, and do not own servants or slaves. Royalty is unheard of in Halfling society, since they prefer to have large bodied councils. Wayfolk do not even have nobility.
Native Language: All Halflings speak Waylen as their native language.
Ability Score Increase. Your Dexterity score increases by 2
Speed. Your base walking speed is 25 feet.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Shire Folk
Most Shire folk are very down to earth, and simple. The enjoy the quiet life, eating and drinking food, and are very pleasant to be around. If they have a fault, its their gullibility to take people at face value.
Ability Score Increase. Your charisma is raised by 1.
Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Uncanny Wisdom. You gain advantage when using the Insight Proficiency.

Way Folk
The Way folk are natural runners, but are also skilled riders on ponies. They do not suffer the same penalties as Shire Folk do either. They are more gruff with others, and much more wiser. Way folk often travel with Ellian tribes.
Ability Score Increase. Your Wisdom is raised by 1.
Brave. You have advantage on saving throws against being frightened.
Weapon Proficiency. You have proficiency with spears, shortbows, and slings.
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Half Elves (RoK)

Post by MisterB » Sat Nov 17, 2018 5:33 pm

Half Elves
Half elves are the combination of a human, and elven parenting. Despite their popularity with almost every race out there, there is a measure of alienation because of their inability to fit it. Stuck between two worlds. Not long enough to live a full life by elven measure, and to long a life span to pass by most humans. Many live in what ever place their parents live in, learning those languages and cultural skills. Half Elves are an extremely rare occurance these days, but can more than likely happen among the Dark Elves and Wood Elves. Dark Elves almost always given up their children and put them in human settlements, while the wood elves are more likely to raise a child of mixed races.

Starting Age/Lifespan: Half elves reach maturity by the time they reach 18 for women, and 20 for men. Many half elves can live anywhere from 140 to 180 years of age, but there are reports of half elves living as much as 230 years of age.
Description: Height ranges from 5’2” to 6’0” tall for most women, while men are three inches taller in comparison. Physical descriptions and colorations generally tend to range between their stock races, and generally tend to fit into each society rather well.
Social Restrictions: None
Native Language: Both his parent languages.
Speed 30
Ability score bonus. Your charisma is increased by 2 points. You may increase any other ability by 1 point.
Darkvision. Thanks to you Elf blood you have superior senses in dark and dim conditions. You can see in dim conditions within 60 feet of you, as if it were bright light. And in darkness as if it was dim light. You can't discern color in darkness only shades of grey.
Fey ancestry. You gain advantage on saving throws against charming, sleep spells, or ghoul paralysis.
Skill versatility. You gain proficiency in two skills of your choice.
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Re: My fantasy world's for fifth edition DnD.

Post by MisterB » Sat Nov 17, 2018 5:36 pm

Humans are the most prolific race known to exist in the world of Karmyth, though the shortest in lifespan compared to the other races. They make up for this with their pension for adaptability, and to live life to its fullest. More resilient and resolute than us today, they are used to hardships and labor. Depending of course on the culture with which a human has grown up in, humans are also quite popular and are able to get along well with all races regardless.

Starting Age/Lifespan: Most humans reach the age of maturity by the time they are 16, but this can vary from culture to culture. So anywhere from 14-18 is the usual starting age for most. Their life span’s are much shorter, and can life anywhere from 70 to 90 years in age. Though reports of rare humans having lived as great as 100, or 110 years of age are known to occur.
Descriptions: Humans can have a wide variety of eye, hair, and skin tone variations depending on where they live. This also includes cultural influences as well. In the Western kingdoms, which most of games take place. Many humans are Caucasian in appearance, though skin tones can vary from pale to a deep tan or swarthy olive tone.
Social Class Restrictions: Vary from Culture to Culture, but in general they can run the gamut of positions in society.
Native Language: The native tongue of humans vary from culture to culture.
Speed. 30'
I use the optional rules for playing a human as you will see below. But I do not allow the Free Feat, instead a player may choose between one of three Race Features

Endrian Culture
-Humans of Endrian stock are tall, fair folk. With light blonde hair, and hazel eyes. Though, they can have light brown hair colors, and black is known in a rare few. Eyes can also vary from blue, to green as well. The Endrian stock are the main line of migrations from the ancient T`khan to the east. Their culture is more like that of medieval Europe than any other human culture in the west. Endrian’s vary from five to six feet in height, and vary from 100 to 250 lbs in weight. The Age of maturity for Endrian’s is 18.
Native Languages: Endrian
Ability score modifier. You may raise two abilities of your choice.
Proficiency. You may choose from the following as a free proficiency: Cosmopolitan, History, Persuasion.
Race Features. You may choose between one of these three race features.
  • Learned. You may learn one additional language.
  • Druidcraft. You have learned to cast the cantrip, DruidCraft once per day. This spell uses Wisdom.
  • Cultivator. You gain advantage when using the Artisan Tools (Farming tools) proficiency.

Landish Culture
- The Landish folk are a harder and tall folk, much taller than their Endrian Cousins. During the original migration of humans thousands of years ago, the Landish splintered off to live in the more aggressive and harsher environments. So the Landish are often labeled as Barbarians when compared to more civilized folk. Skin complexion is darker, more tan in tone. Hair is also darker, with variations in brown, black, and red. Though blonde is rare, it is not unheard of. Eye color is also earth, amber, green, hazel, and black are common. It is from this stock, that the Galen and Ellian people’s can draw their heritage to. Landish folk vary from 5’4” to 6’4” inches in height, and are broader in build. Weighing anywhere from 130 to 240 lbs. The age of maturity for Landish folk is 16.
Native Languages: Landish
Ability score modifier. Increase your strength and Constitution by 1 point.
Proficiency. You may choose from the following as a free proficiency: Athletics, Perception, or Survival.
Race Features. You may choose between one of these three race features.
  • Enduring. Gain a +5 bonus to your Passive Constitution Save.
  • Tough. You may add your proficiency bonus to your maximum hit points at first level.
  • Mountainer. You gain advantage on strength (Athletics) tests when climbing in mountainous terrain.

Galen Culture
- The Galen are a swarthy folk, darker in complexion than others often with Olive tones. Hair is almost always black, though a rare red coloration is possible. Eyes are also black, brown, or amber in color. They are slightly smaller than their Endrian cousins’ by two inches. Descendants of the Landish folk, the Galen are a decadent folk living in feudal city states (each city having its own ruler). The borders of the Galen are constantly changing, since different city states are constantly battling for more land. Mercantile Trade, the raising of horses, and sailing , are some of the few things they are rather good at. Though their reputation as dishonest swindlers tends to get the better of them with outsiders. Laws are strict, but enforcement is lax or corrupt usually. But they have good treatment for their elders. The age of maturity for Galen is 14.
Native Languages: Galen
Ability score modifier. You may raise your Dexterity and Charisma by one point.
Proficiency. You may choose on free proficiency from the following: Horsemanship, Mercantile, or Deception.
Race Features. You may choose between one of these three race features.
  • Fencing. You gain a free weapon proficiency with a rapier. And if you wield only a rapier you may add a +1 Ac bonus in combat.
  • Decadent. You gain advantage on saving throws involving the sanity rules option, or spells that twist the mind ( such as Geas, Confusion, Feeblemind, etc...).
  • Sailor. You can move as easily upon a boat as you can on land. You gain advantage on strength (Athletics) proficiency checks while upon a boat, and on wisdom (Navigation) tests when it comes to Navigating open water.

Keshlite Culture
- The Kesh/Keshlite are a proud folk, with a rich heritage. Living north of the kingdoms of Endria, in colder climes and rocky areas. They have had to scratch their living in a normally harsh cold environment, and have done so to create a very resilient folk. Magic seems to flow through out the land, and is virtually innate within the people. Their society has turned into a Magiocracy, ruled by a council of great Arch Mages. They have pale complexions usually, though a fair tone or a light tan are possible. Hair is almost always dark in color. They range anywhere from 5’2” to 6’2” in height, while the age of maturity is 18. The Keshlite are one of the few, that still seems to have a bit of the T`khan influence in their blood. As is shown by their gifts with magic.
Native Languages: Kesh
Ability score modifier. You may raise your Intelligence and Constitution by 1 point.
Proficiency. You may choose one free proficiency from the following: Arcane, Religion, and Perception.
Race Features. You may choose between one of these three race features.
  • Resistance to Cold. You gain advantage on constitution saving throws when resisting the effects of cold, and resistant to cold damage.
  • The blood of Ancients. Choose one cantrip to have as a special ability, you may cast this spell twice per day. The spells level is considered as being a 2nd level spell if it can be empowered, and difficulty to resist the spell is 2 points higher.
  • Shrewd. You gain advantage on Intelligence (Mercantile) proficiency checks.

Ellian Stock
Ellian folk are a nomadic people, with no particular look to them. They seem to be a mixture of every human stock, since they often marry outsiders and incorporate them into their society. The wander from kingdom to kingdom with no permanent home to call, preferring to live in the wild next to nature. One thing is certain and common, and vivacious love for life and little need for other people’s rules. They treat any and all with respect, though their ways might make them seem more roguish in nature than others. The stand anywhere from 5’0 to 6’0 in height, and reach maturity by the time they are 14.
Native Languages: Ellian
Ability score modifier. You may increase your Dexterity and Wisdom by 1 point.
Proficiency.You may choose one free proficiency from the following: Sleight of Hand, animal Handling, or Performance.
Race Features. You may choose between one of these three race features.
  • The Gift. You may cast the Divination spell as a innate ability, once per week. Using this ability causes 1 level of exhaustion.
  • Celerity. You may add 5' to your base movement speed.
  • Alertness. Being a wanderer has improved your alertness, allowing you advantage when being surprised, and adding your proficiency bonus to your initiative rolls if not surprised.
Last edited by MisterB on Tue Nov 20, 2018 3:12 am, edited 25 times in total.

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New Proficiencies for DnD 5e

Post by MisterB » Sun Nov 18, 2018 12:43 am


• Horsemanship. You know how to control and ride horses. Without this proficiency, you are at a disadvantage when using ranged combat from horse back. Using an untrained horse requires a DC 15 Dexterity (Horsemanship) test to control.


• Cosmopolitan. You can recall the knowledge and lore of the city or town you live in, along with information and history about the local area.
• Mercantile. You can recall knowledge about the economy, estimate the price of items, or getting a better deal.

• Navigation. You can navigate on open water as well as orient yourself day or night on a successful proficiency test.



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Re: MisterB's D&D Handbook

Post by MisterB » Tue Nov 20, 2018 3:13 am

Alright, all the player races for my world Karmyth are completed. Plus I added a few more new Proficiencies.

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The evil Races of Karmyth

Post by MisterB » Tue Nov 20, 2018 3:53 pm

The Hokar
The Hokar are a race of beings that tend to be slightly taller than men and broadly built with powerful muscles. They are often called green-skins by the other races as a derogatory term, even though the Hokar doesn't have green skin at all. Mostly because of their servant race which is actually the traditional goblin that most are familiar with. Hokar, Hob-goblin, or Orc, work more than fine for them. They are a militant species that is governed by the most powerful among them. They tend to be a very war-like species. Their territory is beyond the northernmost tip of the Khavarundin mountain range and often fights with the Landish and the Kesh along their borders.
Native Language: Hokar
Capitol: Welkor

The Geb
The Geb live along the southern reaches of the Khavarundin mountain range, in a dry arid region that cuts off the nations of Rhond and Northern Galenor. The Geb are a strange mongrel species that are smiliar in appear to Hyena's or Jackals, but humanoid in appearance. They also seem to have a servant species like the Hokar, called Kobolds. If anything they are a chaotic species with no centralized government, they tend to cluster in large tribes that fight for territory.
Native Language: Gebbek
Capitol: None

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Time and Birthsign (Karmyth)

Post by MisterB » Tue Nov 20, 2018 3:56 pm

The Elder-Scrolls inspired me back in my early twenties, and I wanted to incorporate something like that into my own fantasy world. Originally my world has 16 months to the year, with 4 weeks that contained 8 days. It ended up being far too complex to keep track of, so I simplified it to our own world equivalents.

The first official calendar was created by a group of monks who studied the stars and measured the times. They created a twelve month year and correlated their significance to a person's life with the gods. The chart below lists not only the months but a specific constellation in the sky. Each month for simplicity sake has a seven-day week, with four weeks to every month. Every two months a day is added between the months to indicate significant seasonal holiday. Making the year measure 342 days.

Roll 3d10 to determine your character's Birth-sign. Or choose if the GM allows.

BIRTH SIGN ----------------SYMBOL----------------MEANING-------------------------------------------ABILITY MODIFIERS

3) One Moon-------------------None-------------------Beginning of the Spring Season. ------------------------ +1 to any three abilities
4-5)The Queen----------------Dove-------------------Peace, Light, Love, and Rebirth (March)................ +1 Constitution and +2 Charisma
6-7) The Lover----------------Chalice-----------------Dance, Life, and Beauty. (April).......................... +1 Dexterity and +2 Charisma
8-9) The Knight----------------Shield-----------------Guardian, Protection. (May)............................... +1 Strength and +2 Constitution
10) Two Moon------------------None-------------------Beginning of Summer--------------------------------------- +1 to any three abilities
11-12)The Dragon-------------Dragon----------------Power and Strength. (June)................................ +2 Strength, +1 Constitution
13-14)The Duke----------------Scales-----------------Business, Wealth, Luck, and Adventure. (July).......... +1 Intelligence and +2 Charisma
15-16)The King-----------------Crown-----------------Nobility, Law, and Justice. (August)...................... +1 Intelligence and +2 Wisdom
17) The Eye-------------Three Moons Aligned--------Beginning of Autumn------------------------------------- +1 to any three abilities
18-19) The Farmer-------------Sickle-----------------Autumn, Time and Harvest. (September)...............+1 Strength and +2 Wisdom
20-21) The Thief---------------Dagger---------------Trickster, Mischief, and Thieves. (October)............. +2 Dexterity and +1 Wisdom
22-23) The Wizard-------------Wand-----------------Magic and Mystery. (November)...........................+2 Intelligence, and +1 Wisdom
24) The Void---------------An Empty Space----------Beginning of Winter---------------------------------------- +1 to any three abilities
25-26) The Gate------------A door frame------------Winter, Cold, Death. (December)........................ +2 Wisdom, +1 Constitution
27-28) The Mother------------Acorn------------------Hearth, Home, and Travel. (January)................... +1 Wisdom, Constitution and Charisma.
29-30)The Hunter----------------Wolf---------------------Nature, Hunting, Animals. (Febuary).................... +2 Dexterity and +1 Wisdom

The Second most important part of your Birthsign was how the moons of Karmyth affected your destiny. There are three moons that orbit about the orb of Karmyth in steady cycles. The first and closest Moon is called Myros, the second moon and next out is Undo, and the third moon which is farthest out is known as Kelis. If the moon Kelis was in prominence in the night sky, your Birth sign was assumed to be of minor influence. If the moon Undo was in prominence your Birthsign was considered to be a major influence in your life. And if Myros was in prominence your Birthsign was said to be of great influence upon your life.

The stronger your Birthsign Influence, the greater your destiny, and the more "special" you are. At least according to the Monks.
Last edited by MisterB on Tue Nov 20, 2018 4:03 pm, edited 1 time in total.

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The Lands, Politics and Trade

Post by MisterB » Tue Nov 20, 2018 4:01 pm

The World of Karmyth
The world of Karmyth is the idea for a game setting that has been in development ever since my early twenties. But I guess I am terrible at recording information, or structuring my thoughts all that well. Its main focus is on a less magical setting than the standard D&D game. I am not sure where to begin exactly, so I'll start with a run down on the main campaign setting and area.

Endria in the old tongue means "A bountiful land", and shows its beginnings in druidic lore. Endria is the typical western medieval kingdom, and also the largest considering its location as the center of trading between each and every other nation that surrounds it. To the east is the Endless sea, and to the west, the mountains of Khavarundin creates an almost wall to the barbarian lands beyond. It has your typical medieval Europe hierarchy, with a king and queen, and its religion is based on a duo-diety pantheon. The Queen is symbolized as the goddess of goodness and light. And The King is symbolized as the god of Justice and Righteousness. The Endrian culture is often seen as the most open minded of the cultures in the surrounding region.
Capitol: Temmeck
Native Language: Endrian

Kesh is the nation to the north of Endria and expands into much colder regions that can often see snow 3 months out of the year almost consistently. Its is a harsh climate and creates a rugged people with a strong will, which is consistent with their naturally given talent for magical study. If one were to learn Magic, it's the colleges of Kesh one would go to. If you were to compare this culture to something from our own world, it would be something similar to the Russia. Naturally, their religious belief and hierarchy are based on magic use, Magiocratic in nature they worship Myrr, all father of magic.
Capitol: Starlendoff
Native Language: Keshlik

The barbarian lands of Rhond are beyond the Khavarundin mountains to the west of Endria are home to a rugged men known as the Landish. Its native language is "Landish" and their culture is broken up into "Clans" instead of any one structured social order. They are a tall and robust people, and the land is wild and varied. Snowy pines to the north, rugged and grassy lands in the center of the region, and a sparsely vegetated region to the south. Their religion is broken up into four main deities broken up by element and season. A goddess of spring and water. A god of summer and fire. Deragor, A god of autumn and earth, and a goddess of winter and air.
Capitol: None, but there are several prominant clans through out the region which tend to hold sway and power.
Native Language: A root language of Endrian, known as Landish

The Galenor City-states
Galenor is located south of Rhond and Endria and is broken up into two distinct regions, a northern region, and a southern region. The Northern regions of Galenor seem to be more structured than its neighbors to the south. The northern regions seem to be more decadent in nature and it relates to the nature of the people that live there. One of the most predominant regions of the Northern states is Shar a female dominant society. In the southern region, you find a mishmash of city states, but one of the most southern cities is known for its decadent practice and worship of a sexually based goddess known as Horlia. In either case, one could compare the people in our real world to the Spanish and french people. They have a large maritime trade with far off regions, such as El'shiema, the deserts of Nueva, and the jungles of Jothn. But their greatest trade is of silk and they are famous for their ability to breed and train horses. If there is any standard religion in this chaotic region, the most popular are Deim, god of business, trade, and gold. And Sheilah, mistress of luck.
Capitol: None
Native Language: Galen

The Ellian Plains
The Ellian plains are a small region to the south, located between Endria and the Galenor city-states. Home to a nomadic people called the Waylandee. A short and diminutive people half the size of humans often called halflings which they often consider a derogatory term. They are similar in our own world to the wandering gypsy people. If they worship any deities it is often to the goddess Ananna, goddess of safety and travel. The Waylandee are a very open minded culture, but also distrusted at large as being mischievous and trouble makers. You can often find Half-elves among the waylandee or anyone else who has decided to live a wandering and carefree life. Though a rigorous life to say the least.
Capitol: None
Native Language: None, but generally known both Galen and Endrian.

The Khavarundin Mountains
The Khavarundin mountains are home to a somewhat reclusive people called the Duwar, they are slightly taller than the Waylandee but just as broad as human men. Their skin tones are ruddier than normal folk which some often think comes from being one that lives under the earth, in what they call a "Hold". They are a proud, solemn and stern lot, and often considered stubborn to the bitter end. They also are shrewd business men and seem to have a gift for craftsmanship. For they possess deft fingers and keen eyesight. Their social structure is clannish in nature, and if they worship anything they have a deep reverence for the past and their ancestors. The Duwar are known for their secret fires from which they create Dwarf-Iron, and Adamantium which is said to be the strongest metal known to exist.
Capitol: None, But there are great Dwarven Houses that create a council of leaders.
Native Language: Runic

Endria is one big melting pot, and is open to just about anyone as long as they follow the laws of the land. It's neighbor Kesh, though somewhat solitary in nature, they share much in trade with. The dwarves will get along with anyone really, as long as they can make a buck from the deal. The men of rhond prefer dealing with their own, though the fact they are pretty much surrounded by the Hokar and Geb on either side, they have to keep friendly with the dwarves and the men of galen and Endria.

Perhaps the one neighbor everyone watches out for are the city states of galenor. The southern region is a chaotic mesh, as many baron kings vie for control and power in their own regions of state. And the Ellian are somewhat welcomed by all, though grudgingly as their wandering nature many think of them as rogues and thieves.

Kesh exports Platinum, and magical implements.
Endria exports wood, stone, food stuffs, and other resources.
Dwarves export precious metals and stones.
Galen exports Horses.

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