Been working for some time on properly ordering my notes into an actually functioning setting bible, complete with…

Been working for some time on properly ordering my notes into an actually functioning setting bible, complete with art and all. Finally, the first part is complete, and quite fittingly, it’s the thing that originated a good portion of the setting. The art does need properly cleaning up and digitising, but otherwise it’s done for now.

Let me know what you think! Next part will either be the Alenostran pantheon or Djoside.

I always intended my setting to highly magical, with spirits running amock and wizards able to enchant simple items…

I always intended my setting to highly magical, with spirits running amock and wizards able to enchant simple items at the very least. This was best represented with the Urdjan Academy, with Headmaster Andros being the one who creates all the Knight’s scythes and faerie lamps.

This isn’t exactly possible using the existing rules, as he is neither the required level or has died from the loss of Consitution the base rules can require (depending on luck of course).

It took some time to find rules I thought applicable, and have altered them slightly, but with Urman approaching Level 3, I thought it was about time should he wish to ustilise the option. I’ll probably update this later with altered rules for scroll creation, including Clerical scrolls.

Since this will fast become relevant, with the addition of horses and Batukhan’s particular fighting style, I did…

Since this will fast become relevant, with the addition of horses and Batukhan’s particular fighting style, I did some research into Mounted Combat in AD&D.

Unfortunately, outside of lances and the stats for horses, there isn’t much to offer in the DMG and PHB. Some stuff is covered within the Wilderness Survival Guide, but I wanted to modify it for simplicity, so I’ve taken the time to house-rule it a bit.

Let me know what you think!

Just a few alterations to existing items:

Just a few alterations to existing items:

Berserker’s Blade

-Activating this weapon doubles the effect of attacking aggressively, from +1 to hit and -2 AC, to +2 to hit and -4 AC. Additionally, an extra +2 will be added to the damage roll.

(This comes from me re-reading John’s house rules. I also thought extra damage fit the weapon better, as a payoff for the AC decrease.)

Healing Salve

This paste can be applied to a wound out of combat. Application takes a turn, allowing for proper dressing and the salve to soak into the skin. Each application heals 1d4+1 HP. Additionally, it Slows Poison as if cast by a second level cleric. Only one application may be allowed per day.

(This is to make the item a little less convoluted, and a little more useful.)