FablesofElysia Wiki

Welcome to the wiki for the ongoing Fables of Elysia Dungeons & Dragons 5E game.

### C1 - The First-Frontier of Eskarya

The Lord's Alliance has sent a battalion of men & handful of mercenaries, explorers, scholars, warrior etc. and found a new world to the West. Lord Aldwin Thorne is staking his claim to the new land, but it much be explored and a map made. Most of all, it must be rid of monsters so that it can be rebuilt under the Banner of the Eskaryan Empire.

### C2 - The Dawn of Tosima

With the ever expanding Empire of Eskarya halting their expanse beyond the Peaks of the Vale, many of chosen to venture beyond the walls of Badengatt and seek out autonomy in the lands of Old Tosima. Unexplored and unchartered, how Tosima has changed since the Mind Flayer invasion and the War of the Temporal Avulsion is yet to be discovered.

### West Marches

It is a straight up sandbox game, you can do anything you want and explore wherever you want. You will find ruins, hideouts, dungeons and much more from exploring in a hexcrawl. The further you explore, the harder the enemies become. All of the land you explore is unchartered, dangerous and filled with monstrosities.The world is your oyster... just a really dangerous oyster that will try and kill you...

## Rules

1. Healing potions an action to feed to others, bonus action to take yourself.
2. Free action to draw OR sheathe a weapon. You can only sheathe AND draw if you have the dual-wielder feat/archetype.
3. Flanking (Opposite side of enemy for advantage)
4. Outnumbered (3 against 1 for advantage)
5. Half of movement required to stand up from prone (You are prone every time you go unconscious).
6. If you critfail on an attack, roll on the fumble table.
7. If you critsuccess on an attack, roll on the crit table.
8. Magic components with a cost are mandatory, e.g. diamonds for healing etc.
9. PVP is *allowed*, but discouraged.
10. You may have a maximum of three attuned magical items.
11. Don't be a rules lawyer!
12. Don't be a dick!

## The World

You can venture into areas that are well beyond your capabilities, meaning a very high, if not guaranteed chance of death, if you venture too far from the safe zone too quickly. Try not to get too attached to your characters and embrace death as part of the campaign!

In the new world, currency is not so much a thing. There isn't an economy, yet. So general loot and magic items are the currency. There will be a general store and a blacksmith. Everything will be limited, as there will be just one outpost with civilised beings in the very being (this will change as the game goes on).

For every time you leave home base, you will be given a raven to send back to the fort with notes on what you have found, and so everyone becomes aware of what you have explored. The world is persistent. So the same dungeon cannot be explored twice in the same way, with the same loot. Players are responsible to writing up session reports.

There are no quest-givers or 'missions', everything is on YOU! Though, if arcs fall flat, then this may change, in the shape of ‘rumours’.

## Character Creation

1. Everyone will rolls for stats. 4d6 drop the lowest.
2. If you do not like your stats, you may use point buy.
3. If you roll under 70 total points, you may roll again or use point buy.
4. If you choose to roll again, you MUST take one of the sets.
5. Races available from ALL published books.
6. Unearthed Arcana available at DM discretion.
7. Homebrew available at DM discretion.

Once your character is created, your starting gold is 1d10x10.

Starting equipment still applies.

## Character Advancement

Level up will be be XP based, though with some slight adjustments to gain extra XP.