Notes

## World

* Most of the world is untamed, unexplored, and savage. Play starts on the frontier. A fort some eighty miles from Thantis (Small City, Population 11,000) and it's vassal state to the west that encompasses several mining towns. These small villages, of which there are several, each house less than 1,000 people. Trade with the dwarves are common here.
* The mercenary guild, among other things, gets money from Thantis by keeping the rode safe and enforcing their laws beyond their city walls. If one of their villages challenges an edict from Thantis, it's the mercenaries first who are tasked with dealing with it. Military action is reserved for real threats, of which there are many.
* Dragons are mythic beasts.

## Character Options (DM specific)

* 4d6b3 or 32 point buy. You can roll, then decide.
* Half-Human races get a floating +1 to any stat
* Level Adjustment for some races are reduced per the forums
* Cannot select a second base class or a prestige class until five consecutive levels of your first class are finished. Every selected class or prestige class must be taken for five consecutive levels (minimum).
* If you have stayed in the same class for your first ten levels and wish to multiclass or select a prestige class, the next two levels will gestalt with your original class and your new one.
* Artificers get access to 1st level infusions at level 3. Their entire infusion list is delayed by 2 levels. In order to access the action point feature of their class they must select a feat that grants them action points.
* Fighter Fix
* Sorcerer Fix
* Each character will start with 1,000gp and an adventurer's kit consisting of a backpack, 5 torches, flint & steel, 50' hempen rope, a waterskin, and clothing of your choice (excluding courtier's outfit, noble's outfit, and royal outfit).
* Pixie Druid

## Character Options/Restrictions (setting specific)

* Races tend to stick to their own. The smaller races (gnomes, halflings) usually live with or by the larger races for safety.
* Crusaders are called by one of the five. They have different names to identify their calling. True Paladins are rare and are beacons of hope for the common folk. They put aside politics and religion in their calling. They are usually not devoted to any deity. True Paladins have the any good alignment.
* Most prestige classes have different requirements or flavor to fit the setting.
* Psionics are unheard of. Binders and Incarnuum classes are considered soul mages. Soul magic is viewed as horrifying although some people who know what it is realize this is a misconception.
* An Artificers guild exists, worshipping Half-Staff and composed primarily of gnomes. Their infusion list progresses slower and must select a feat to get access to action points. Some view their infusions as science while others argue they deal with soul magic and are horrified by their machinations.
* Races of mixed blood have mixed reactions. Real racism exists and mixed blooded humanoids can be met with hatred or distrust. It's rare for a follower of Vinnick to be of mixed blood in civilized lands. Orc followers of Vinnick have a long tradition of taking advantage of half-orc/ogres or half-orc/humans in their armies and have no qualms about mixed blooded races.
* Any base class or prestige class you take, you must take at least five levels and they must be taken consecutively. If you only have one class, and you have at least 10 levels in that class, and you plan on multiclassing into another base class or prestige class, you may gestalt between your original class and your 2nd class for the next two levels. A gestalt level gets the benefits of both classes at the same time, where benefits are different for the same thing you take the better option.
* Most classes have alignment restrictions either changed or removed with the notable exception of paladins.
* Most view undead as an abomination in the civilized world, although necromantic cults that worship Urbash as their patron god do exist.
* This world is a low magic, low powered world. Most magical weapons are holy relics and not created with arcane magic. Artifice is a new craft and has not had a marked effect on the world.

## The Five

Few gods have revealed themselves to the world. The following are referred to as "The Five" and have guided both man and monster since well before recorded history. Clerics usually revere two of the five but not always. There are no alignment restrictions although as a group clerics tend to lean towards lawful behavior, mystics tend towards chaotic behavior. Some aspects of a god's portfolio may not make as much sense (A chaotic worshipper of Urbash would focus on his pragmatism side over order for example). A cleric of any deity may select good, evil, law, and chaos as one of their domains. Larger cities of humans are swayed more by Urbash, Half-Staff, and Brutus. Although Vinnick, as the judge is still prominent. Smaller cities are swayed more by Vinnick, Half-Staff, and Urbash. Although even in such small communities, a cleric of Brutus or a Voice for the Guilty is allowed to speak. Cities where Vinnick is prominent tend to be superstitious, close minded, and xenophobic. Cities where Brutus is dominant tend to be unrealistic, gullible, and soft. Cities where Urbash is dominant can be unforgiving and issues dealt with too expeditiously. Cities where Half-Staff is dominant can be warmongers or create an underclass of those left behind. Cities where Shala is dominant tend to be fatalistic and lawless. Most cities do not hold one god dominant. Followers of each god can be found in most cities. Temples built are for all clerics with an area to pray to their respective deities. Wild monsters often have different names for the deities and few mortals believe they worship the same gods as these monsters. The orcs, for example, know them as Yurtrus, god of death and tyranny. Gruumsh, One-Eye, God of vengeance. Bahgtru, wild heart. Luthic, the zealot. Illneval, the cunning god of war.

* **Urbash**, savior of mankind (Pragmatism, Order)
	+ Domains: Tyranny, Pride, Community, City, Domination, Dwarf, Earth, Pact, Celerity, Undeath
	+ Typical Worshippers: Militia, City Folk
* **Half-Staff**, spirit of battle (Progress, Free-Will)
	+ Domains: War, Transformation, Competition, Elf, Portal, Magic, Protection, Glory, Fire, Spell
	+ Typical Worshippers: Military, Spellcasters, Athletes, Engineers
* **Brutus**, ~~the manliest~~ the wise father (Belief, Compassion)
	+ Domains: Halfling, Passion, Mysticism, Luck, Life, Knowledge, Healing, Family, Courage, Charm
	+ Typical Worshippers: Defenders of the Guilty, Healers, Monks, Families, Bards
* **Shala**, the prophet druid (Freedom, Determinism)
	+ Domains: Animal, Destiny, Fate, Liberation, Oracle, Renewal, Storm, Gnome, Travel, Time
	+ Typical Worshippers: Stoics, Rangers, prophets
* **Vinnick**, seeker of truth (Justice, Tradition)
	+ Domains: Planning, Wrath, Hatred, Retribution, Balance, Inquisition, Nobility, Revered Ancestors, Strength, Truth
	+ Typical Worshippers: Judges, Mercenaries, Leaders, witch hunters