Dungeons & Dragons
This website is used in Thesunshineffect's Dungeons & Dragons campaign "Raven'sVille, A Story of Home" and also serves as the players unofficial handbook, the ENCHIRIDION.
This is the third time Thesunshineffect has been a dungeon master. He designed this world pulling from many recourses like video games and t.v. shows.
- We meet on wednesdays between 6 and 7:30 and play for a maximum of 2 hours.
- This is a casual game, roleplay is encouraged and rewarded, but not necessary
- Most people don’t care that much of the outside world.
- A majority of people care more about family values and are central to themselves.
- Some are brave, seeking great treasure and strive to grow bigger and larger than life
- Monsters are everywhere. The world is just teeming with them. Nobody knows where they come from, but it is assumed that many of these creatures either are basically wild animals with magic imbued into them (i.e. giant bee’s), or they are civil creatures but their society is merely against ours. (i..e. goblins and bugbears.)
- The player’s country (Aluria) is at war with Gruntal a neighboring kingdom. War has been going on for 82 years. Populous was conscripted into war, both male and female, ages 25-35. Which includes most of the player’s parents.
- World is a ring world, ring is very large but thinner (I will have a picture sketch sooner or later. World is large and vast but relatively unexplored and very uncivilized. Monarchy kingdoms are the only type of government that has lasted any amount of time worth mentioning.
- Their is no sexual discrimination. Women are expected to get jobs and earn money the exact same as men who are cleaning the house and taking care of kids. Combat is no exception.
- Their is discrimination. Racism is not a popular concept, but does exist in some outlier towns and communities.
- This is the player's home.
- ~600 people
- Magic academy, makes up very small number of people. Has couple of mid-level wizards, but no one over the top.
- Market hub, this is where a lot of farming villages come to get supplies. Mostly made up of shopkeepers. No nobles or anyone overly rich.
- Village is not terribly old, but older than all players and their grandparents.
- Gaurds make money from guard guild.
- More creatures slain = the more money is given.
- Special contracts are given out when there is immediate danger or when their is a long standing issue.
- For the most part the guardsmen earn a living by preventative measures and taking care of bounties.
- Magic is extremely prevalent in this world. So much so that many people learn magic on their own as a hobby.
- Magic spells can be created with enough time and trial.
- Magic flows naturally through all beings and harnessing it is just a matter of focus.
- Magic’s source is the world, and magic is found in all elements of nature, some more prevalent than others.
- Enchantments are found in the form of runes.
Runes and Enchantments:
~Instead of the traditional weapons enchantments~
- Weapons have small slots in them for enchantment runes. The slots are hexagonal in shape, and are about the size of a penny.
- Runes are tiny stones or gems of various types with small one word paintings on them to indicate what the enchantment is. Some enchantments need multiple runes. All runes are interchangeable and can replaced at any time.
- Some Weapons will have more slots than others. The weapons that have these slots cannot be made. They are only found. So they are fairly rare and expensive.
- More basic weapons will have fewer slots. For instants a simple dagger may have a maximum of one but a Orc double ax would have a max of 5. The more expertise and skill required to use an item the more slots the item has as a max. 5 is the max.
- The same rules apply for armour.
- Runes are sold generally at rune merchants, and are much more common than weapons with slots, but are also still very expensive. As it takes a very specific field of magical research to learn.
- The Gaurd's guild hands out a cover of the Monster Manual.
- The Monster Manual has a lot of pages, but many of them are hard to come by and are fairly expensive.
- The starting manual has a few pages but the one's a player can buy are blank. If they want info on a something they have to put the creatures blood (or equivalent) onto the page. The blood is also for sale.
- Monster Manuals are indestructible, they have a magic spell on them that makes them impervious to any sort of harm, they cannot burn or get wet. If it were to receive any damage the book becomes ethereal for a brief moment, then becomes corporeal when danger passes.