Breed Gifts | Auspice Gifts The spirit world shares many secrets with werewolves and other shapeshifters. In accordance with an ancient pact, spirits teach magical abilities called Gifts to the Garou. Gifts allow werewolves to focus their spiritual energy to affect reality. Gifts are divided into levels. Level One Gifts are the weakest gifts - … Continue reading Werewolf Gifts
Author: Whiskey
Werewolf Rites
Accord | Cairn | Death | Mystic | Punishment | Renown | Seasonal | Minor Rites are the outward forms of the Garou's rituals and celebrations. Rites form and reinforce the spiritual and social ties that bind the Garou to each other and to Gaia herself. The common bond formed by rites resonates in the … Continue reading Werewolf Rites
Maps of Cambria
The post-Fall political map of Cambria, showing most of the major factions. The post-Fall map of Borea, a continent on Cambria that has been the setting of many adventures. The same map as above, but with ley lines overlaid. Northrun Capital Region, Kingdom of Northrun, Borea
Ships & Combat at Sea
Our campaign takes place during the Age of Sail, a time when sailing ships dominated trade and warfare. Ships will likely play a large role in your character’s life. Our ship rules are based on the rules for Infernal War Machines found in Baldur’s Gate: Descent Into Avernus, the ship rules found in Ghosts of … Continue reading Ships & Combat at Sea
Crafting
Crafting follows the same basic rules found in the Player’s Handbook (page 187), in addition to those found in Xanathar’s Guide to Everything (starting on page 78) with the following considerations. Crafting Enhanced Items Enhanced Items are items, typically weapons or armor, with special non-magical properties. Enhanced Items typically require special materials and knowledge for their construction, so be sure … Continue reading Crafting
House Rules
Death System Overhaul The following rules replace the death system found in stock D&D 5e. The Broken Condition If you drop to zero Hit Points, you are Broken - in effect, taken out of the action. This replaces the Dying condition from the base game rules. When you become Broken, the GM will immediately roll … Continue reading House Rules
Magic
Note: This magic system is not being used for our The Veilwood campaign and is here for archival purposes only. Changes have been made to magic in order to accommodate this campaign’s low-magic setting and theme, as well as addressing the problems found in the base game's spell casting system. Spell Points We utilize a … Continue reading Magic
Equipment
Given that we’re playing in a setting that is somewhat more technologically advanced than your typical fantasy-medieval deal, there are some added equipment choices. At the end of this section is a table containing the items we have added to the campaign. Replacements Our campaign takes place in a setting similar to Earth's late 17th … Continue reading Equipment
Advanced Backgrounds
This system replaces the background choices available in the Players Handbook (and other sources). To use this system, select a background and a profession within that background. If you feel that no backgrounds or professions suit your character concept, then discuss with the GM how you can modify one to fit your needs. Most of … Continue reading Advanced Backgrounds
Malison
Malisons are of the greater Yuan-Ti taxonomic family, a species with both human and serpentine features. Malisons have the upper body of a human and the lower body of a great snake. The Yuan-Ti were once humans who thrived in the earliest days of pre-Fall civilization, who worshipped serpents as totem animals. They lauded the … Continue reading Malison