The concept of gamification is being capitalized on by the world’s most recognized brands. This is very true especially when you bring Marvel comics into the picture. As the demand of land-based casino continues to dwindle, that of the internet casino is skyrocketing by the day, thanks to the good marketing strategy that the industry has put in place. The big brands like All Jackpots casino are making use of iconic symbols such as superheroes to brand their games and also push the concept of gamification even further.
This concept has given traditional slot machines a different dimension altogether. As a result, modern slot machines now give players a chance to compete with iconic characters by trying to beat them in the game. The interaction between these folklore or movie characters add life to the internet casino games, thus giving players more reason to spend time playing the games.
Another innovative approach that could push the agenda of gamification forward is the introduction of casino adventure. In these adventure games, players will need to accomplish certain missions before getting rewarded. These games are not your traditional casino games since they are spruced up and embellished with adventure elements.
Reasons why the trend of gamification will continue in the same momentum
The importance of gamification not only revolves around sprucing up old casino games. Instead, software developers and casino operators are using it to achieve a better customer retention rate. Most online casinos spend a lot in trying to gain and retain their users. Losing them would come at a great cost anyway.
According to a Harvard Business School study on e-loyalty, it was discovered that the cost of acquiring customers was so high that it would take a customer sticking around for 3 years in order to break even. Apparently, nearly 50% of online casino users leave before this time. What this means is that internet casinos must use every means available out there to push this retention rate higher. One of the methods being used now is the concept of gamification. Thankfully, it has proved to be an effective means of retaining users.
Elements of gamification and how they play out to keep you entertained
When you try the online slot games available at alljackpotscasino.com, you will see that most games offer a chance to indulge in an online community where players are rewards with new levels, special features, and even cash. There is always a reward for spending time on games. Otherwise, users would not waste their time playing games that don’t have goals to be accomplished.
Another element of gamification is seen when these games encourage feedback between the users and the slot machines. There is constant interactions and achieving of new levels every time a user spends time on these games. Consequently, users get addicted because of the urge to achieve new levels.
Gamification of online games is something that revolves around the psychology of players. Software developers need to ensure that their games are getting better over time. They also need to ensure that in-game goals are relatively easier to achieve. Thankfully, that is what they have done, hence the popularity of gamification on internet casinos.
Theyra has three official moons and one hidden moon. The first three moons both exist on the Prime Material Plane as physical bodies and as separate heavenly domains that can be traveled to with high level magic or through the Astral Plane. The fourth hidden moon acts as both at the same time, traveling to the Prime Material Plane at certain times, where it becomes a physical body and then disappearing at other set times and only existing as a hellish domain.
The first moon is called Vanilaen and is roughly the same size of planet Earth. Vanilaen has a breathable atmosphere and is covered by great forests, mountains, and oceans. Three main continents spread over the moon and are filled with a multitude of organisms. Because of Vanilaen’s orbit, the moon stays much warmer than one would assume and snow only exists in the poles and at the tops of some of the taller mountains.
Vanilaen is home to elves, a few tribes of nomadic and primitive humans, and dwarves. The dwarves mostly live in a great empire under the surface of Vanilaen, with the elves on the surface, so conflict is nearly nonexistent between the two races. The elves mostly ignore the primitive humans who are too few to pose any threat. The dwarves are ruled by Dweridish, the Great Thar of the Dwarves, while the elves are ruled by Ilestrish, the Moon Queen of Vanilaen. It is not known if the elves and dwarves of Vanilaen have had any contact with their fellows on Theyra.
The second moon is called Laniler. Laniler is roughly the size of our planet Mars. The moon Laniler has a thin, yet breathable atmosphere. It is also cold on the moon and anyone on the surface will want to be wearing winter clothes to protect themselves from frostbite. The temperatures can quickly get down in the negative 130 degrees Fahrenheit and never get above freezing. The moon of Laniler appears to be completely made of different shades of silver. When you walk across the surface of Laniler, you will kick up silver dust behind you and sometimes a slight wind will blow the silver dust across the landscape, creating small silvery sand dunes. The moon is a werewolf’s worse nightmare. Legends say that should a lycanthrope be brought to the moon, they can be cured of all their evil and their curse lifted. Legends also say that a deserving being of faith in search of wisdom from the moon goddess Laniler, may find her hidden palace somewhere on her moon.
Beyond the craters, dust, dunes, and rocks, nothing seems to live on Laniler. The moon is silent, except for the strange soft sound of bells brought by the wind that occasionally blows across the surface, in a place that has no weather.
Tessil is both the size of our Earth’s moon and has similar features, including low gravity, dust, and very extreme temperatures. The main difference is that Tessil does not only have no breathable atmosphere, the air that it produces is actively deadly to living organisms. Vents of poisonous and noxious vapors jet up through cracks and fissures in Tessil’s surface, covering the surface. The vapors have a slight greenish tint to them, giving the whole moon a greenish glow on certain nights. It is not known what is below the surface that causes the poisonous air as no one who has ventured into the moon has ever returned. When Tessil is full and the vapors are high, it is said a Poison or a Noxious Moon has risen. People normally stay in those nights for fear of snakes, witches and other dreadful creatures.
The Blood Moon
The last moon goes by various whispered names, but most people call it the Blood Moon. The Blood Moon appears three specific nights every month in Theyra’s sky. The moon appears first as waxing gibbous, then full, then moves to waning gibbous in those three days. In those three days evil lycanthrope and other evil creature attacks become common. Those three days are also good days for various horrible magical rituals and unholy rites. After the three days of freedom, the Blood Moon is then dragged from the Prime Material Plane, back into whatever prison it spends the rest of its time in. Every twelve years, the Blood Moon appears on the Prime Material Plane and stays for a whole week, with the first day in a waxing gibbous, then full for the majority of the week, and then finally going to a waning gibbous on the day before it finally disappears. Every 500 years, the Blood Moon enters the night sky for a full year, going through a full cycle each month. During this period strange and horrible monsters fly down from the Blood Moon and attack anyone and anything they can. The Blood Moon is said to be a prison and home of a blood god of vampires and lycanthropes.
Many years ago ... well more than a decade ago, really, I started running Dungeons & Dragons for some friends of mine. This, of course, led to the creation of a campaign world for my players to adventure in.
Jeremy has been blogging on and off about his setting, Theyra, and I've got some material that I'd like to work on and publish here as well, over time. This will cross-post on the Gamer's Haven Podcast website and the Why Not Write website.
I fully intend to collect this information into a PDF that will sell on RPGNow at some juncture, but all the data will be available here as well, just piecemeal.
What I want to start with is religion, or gods to be precise. Religion in D&D, or any fantasy setting, is highly important. Think about if the Pope could actually heal, or call down a flame-strike, and then imagine what that would do to religious organizations around the world - they'd be a heck of a lot more powerful seeing as there would concrete proof of divine beings.
It's something you have to heavily consider with a fantasy setting. If your world has gods, and those gods are real, and the layman can easily witness or know about healing magic and, therefore, evidence of divine beings actually existing ... well, there would be a lot more devout believers in the world.
The godly hierarchy of Spiridon is split into several different tiers. The uppermost tier of the “Mortal Gods” is the Primal Gods, followed by the Elemental Gods, Racial Gods, Civilization Gods, and finally, the Secret Gods. There is no dominant “King or Queen of the Gods”, but a mutual respect among the tiered deities. Those below a certain station know they cannot challenge the power of a greater deity (without subterfuge) without serious repercussions. The hierarchies are determined by worshippers and the nature of the world at large.
Centuries ago, The Godwar claimed many lives of the sacred deities, and new deities appeared to take their place. They have since been assimilated into the realm.
Originally, I used the default deities in Dungeons & Dragons. Some of them remain, and some have evolved. You'll notice, for example, that Pelor is a deity, but is now a goddess rather than a god
You'll also notice that there are Dragon Gods, Forgotten Gods, and Lost Gods. In the cosmic heirarchy, the Dragon Gods were the first, created by Tiamat. They then created what would become the "Mortal Gods." Hardly anyone knows the Dragon Gods exist, and they're largely "hands-off" in regards to the mortals, not because of some all-knowing plan, but because they don't see the mortals as something they need to waste their time on.
Obviously, as this goes on, I'll elaborate on deities more and provide statistics if necessary.
- Fareed (God of Nature, The Sea, Fate, Pain, & Devils)
- Jareth (God of Love)
- Lijden (God of Life & Death)
- Pelor (Goddess of the Sun, Light, & Fire)
- Telor (God of Magic, Secrets, & Commerce)
- Rudran (Goddess of The Sky)
- Tetonius (God of The Earth)
- Corellan Larethian (God of The Elves)
- Dirrinka (Goddess of The Duergar)
- Gruumsh (God of The Orcs)
- Moradin (God of Dwarves & Mountain Gnomes)
- Sideral (God of The Stars & The Halflings)
- Xammut (God of the Unknown & Kobolds)
- Fharlanghn (Goddess of Travel)
- Heironeous (God of Chivalry & Pride)
- Kord (God of War, Strength, & Wrath)
- St. Cuthbert (God of Justice)
- Varazslatos (God of Medicine & Order)
- Cthulhu (God of Madness, Nightmares & The Underdark)
- Eyrthnul (God of Slaughter & The Moon) 
- Olidammara (God of Trickery & Guile) 
- Vecna (Goddess of Undeath & Greed) 
- Adralion (Copper Dragon God of Warriors and Weather)
- Ambrosius (Brass Dragon God of Mischief and Love)
- Bahamut (Black Dragon God of Death, Destruction, & Magic)
- Inaros (White Dragon God of Tyranny and Retribution)
- Khron (Silver Dragon God of Life)
- Maril (Colorless Dragon God of Neutrality)
- Mourtos (Blue Dragon God of Oceans & Space)
- Shuheng (Green Dragon God of Truth and Punishment)
- Taro (Gold Dragon God of Wealth and Law)
- Thanarat (Colorless Dragon God of Lesser Dragons)
- Tiamat (The Great Creator)
- Urizar (Bronze Dragon God of Justice and Peace)
- Zoragh (Red Dragon God of War and Slaughter)
- Azazoth (God of the Underdark) k. by Cthulhu
- Kurtulmak (God of Kobolds & Kuo-Toa) k. by Xammut
- Blibdoolpoolp (Goddess of Kuo-Toa) k. by Kurtulmak
- Calladuran Smoothhands (God of Deep Gnomes) k. by Moradin
- Conscientis (Goddess of Knowledge and Greed) k. by Vecna
- Duisteken (God of Darkness and Light) k. by Pelor
- Great Mother (Goddess of Beholders) k. by Pelor
- Pateran (Goddess of Fire) k. by Pelor
- Envidiaress (Goddess of Punishment and Envy) k. by St. Cuthbert
- Hamnasis (Goddess of Vengeance and Revenge) k. by St. Cuthbert
- Forkolelsem (God of Water and Ice) k. by Fareed
- Frodim (God of Water) k. by Fareed
- Yeathan (God of Evil Depths) k. by Frodim
- Patient One (God of Corruption & Fate) k. by Fareed
- Calan (Goddess of Fate) k. by The Patient One
- Rallaster (God of Pain) k. by Fareed
- Shub-Niggurath (God of Chaos & Creation) k. by Fareed
- Langolva (God of Pride and Fire) k. by Heironeous
- Lolth (Goddess of Drow) k. by Gruumsh
- Nazaral (God of Humans) k. by Hextor
- Nyrlathotep (God of Magic) k. by Boccob
- Towenaar (God of Magic and Secrets) k. by Boccob
- Vorax (Goddess of Gluttony and Commerce) k. by Boccob
- Oorlog (God of War, Wrath, & Gnomes) k. by Kord
- Garl Glittergold (God of Gnomes) k. by Oorlog
- Scahrossak (Goddess of Hatred) k. by Olidammara
- Selenius (God of the Moon) k. by Eyrthnul
- Volutia (Goddess of Strength and Lust) k. by Jareth
- Wee-Jas (Goddess of Death) k. by Lijden
- Nerull (God of Death) k. by Wee-Jas
- Yog-Sothoth (God of Planar Travel) k. by Fharlanghn
- Yondalla (Goddess of Halflings) k. by Sideral
- Obad-Hai (God of Nature) k. by Fareed
- Elhonna (God of Nature) k. by Fareed
- Hextor (God of Tyranny)
- Ueza (God of Weather)
- Hastur (God of Entropy)
 Married to Moradin.
 Married to Vecna..
 Married to Sideral.
 Married to Cthulhu.
 Married to Pelor.
 Married to Rudran.
 Married to Heironeous.
 Married to Fharlanghn.
 Not worshipped openly. Married to Dirrinka.
 Not worshipped openly.
 Not worshipped openly.
 Not worshipped openly. Married to Telor.
Ok, so I lied. I am going to discuss something else before the moons of Theyra. Sorry. My wiki, I can do what I want. Next time, next time we will discuss the moons.
The Crystal Sphere of the Theyra System
Following the epicness that is Spelljammer and adding some of my own twists to it, I decided to explain a little bit about how Theyra and the planetary system that Theyra is a part of works. This is somewhat important for a couple of the moons of Theyra, because of the lack of atmospheres of said moons (I will get into more detail when we discuss the moons).
Just like in Spelljammer, the Theyra System is surrounded by a huge crystal sphere. The whole system then floats in an ocean of what is called the phlogiston. Beyond the phlogiston is wildspace. Both phlogiston and wildspace function mostly like they do in Spelljammer, except wildspace is much more science fiction space-like than the fantasy version that Spelljammer introduced. Once a vessel moves beyond the phlogiston, the vessel can run into trouble unless it is built for true space travel.
Within the crystal sphere, things are very different. While officially on the Prime Material plane, the space between the various planets, planetoids, and other celestial bodies, is incredibly unique. Instead of cold, nearly dead void, the space is made up of the Astral Plane that has over the eons seeped into the Prime and become trapped in the sphere. Planets that have atmospheres naturally keep out the astral energies. Because it is not as concentrated as the Astral Plane, most of the traits of the original plane are diluted. Over the eons the astral energies has become known as the Astral Shallows or the Astral Sea.
Astral Sea/Astral Shallows
- Gravity: Subjective, Special. Any large item of enough size will generate gravity. The individual will be drawn to the biggest item.
- Time: Normal
- Shape and size: Finite
- Morphic trait: Divinely Morphic
- Elemental/energy traits: None
- Alignment traits: None
- Magic traits: Limited – Enhanced (All)
- Faith traits: None
The Astral Sea, because of its magical nature, has a breathable environment to any creature that enters it. The magical nature also creates a temperature that is survivable, if a bit cold, for any living creature that enters the sea. This can vary depending on the creature and even two creatures that need different temperatures standing next to each other will be comfortable.
Movement among the Astral Sea can be done in a couple of different ways. An individual or object will stay stationary until they are moved by something that strikes them. Just like real physics, the individual will then be moved away from the moving object. Additionally, an individual or object will be drawn toward anything with a larger and more powerful gravity field, such as most planets, asteroids, stars, and anything else that can create its own gravity field.
Entities with intelligence or wisdom of at least animal level discover they can move through the Astral Sea at 5 feet x the average of their intelligence and wisdom score. For each + 1 modifier of intelligence or wisdom that an entity has, the entity can add its normal movement to its base movement. For example, a human with a base movement of 65 feet and a + 1 modifier to intelligence, can move a total of 95 feet in one round. This movement feels almost like swimming through water. A strong gravitation field will overcome this movement and draw an entity towards the item that is creating the gravity.
The last form of movement is through the use of both astral and cosmic winds. Special sails can be built that can capture the magical and psionic winds that blow through the Astral Sea. Additionally, solar sails can be built to capture cosmic winds and use them to drift across the sea.
The Astral Sea, because of its relative hospitality to live, does have a form of ecosystem that has formed. One of the most interesting are the pods of psychic Astral Whales that make their way throughout the crystal sphere, feeding on plankton and absorbing energies from the Astral Sea. Coming from a branch of Blue Whales that somehow found their way to space; the Astral Whales are now more intelligent and capable of various psionic feats, such as telepathy and mind reading. These whales also seem to know where the portals to the true Astral Plane within the Shallows hide and use them to go back and forth as needed.
Other critters, monsters, and animals also hide throughout the crystal sphere and the Astral Sea. These can act as encounters for adventurers who are exploring the Shallows.
From planet side, the Astral Sea helps to increase distance starlight, making the night glow and twinkle. The Crystal Sphere does not block any of the distant light either, but it does have a tendency to twist the light causing some shifting of the light source.
The Crystal Sphere of Theyra still has what you would assume from for any solar system, such as asteroids, comets, moons, planets, and other strange space “stuff”.
So, here you go! Next times moons! Probably…..
My homegrown world Theyra shares her name with the primordial of the same name. In my game universe, primordials are the equivalent of elemental gods, though they do not normally care much about mortal worship. Primordial was one of the concepts that I did enjoy from 4e and will gladly admit that I borrowed it. The primordial Theyra, also carries the title Mother of All Life, is truly the bringer of life to many of the species on my world. Unlike many primordials that were elementals of fire or water, etc, Theyra was a primordial of rampant creation and life. Wherever Theyra walked, life was born. This included plant, animal, and sometimes even other. If it was alive, it could spring forth from the ground, other animals, plants, or just poof! into existence. When Theyra came near a village of ancient humanoids, all of the females and most of the males would become pregnant. If the humanoids were lucky they would also give birth immediately, the males healing from their exploded and broken bodies by Theyra's healing aura. Rampant life was great for a planet that was in desperate need of variety. The same rampant life was a curse when it would overrun an area or could not survive outside of Theyra's life giving aura. And Theyra loved all of her children, from the peaceful to the violent, not understanding anything about balance or natural order. The angels and gods of the era looked down and saw the confusion and horror that the rampant life was becoming. They understood something had to be done, yet Theyra had done nothing wrong or that was outside her nature. She had also created many useful and wonderful creatures and plants. After much deliberation and discussion, it was decided that the great mother would be captured and placed in a location where the world would be safe from her uncontrolled creation and she would be safe from harm. The craftsmen and magi of the angels worked for ten years creating a gilded prison, a demi plane that could hold a primordial. During that time the gods and leaders of the angels developed a plan to capture Theyra in a way that would do the least amount of harm to her and those around her. When the prison was finished, the trap was set. The hunters would use the art of creation to lure Theyra into an ambush, where she could be quickly subdued and moved off world. An angel took word to Theyra of a wondrous new creature made by all five of the gods together. What this creation was differs depending on who is telling the stories, but all stories agree it was some sort of humanoid. The majority of stories say it was either a human, dwarf, or elf. After being told of this new creation, Theyra started to travel to the location that it was kept. She was amazed by new creations of life, drawn to them even. When she made it to the new creature, she stood transfixed before it, amazed by its glory. It was then that the hunters and trappers struck, triggering the great prison that had been built for the powerful primordial. After a struggle that lasted for days, Theyra finally stopped her thrashing, exhausted by attempts to escape. Once Theyra was secure, the angels moved the primordial, carefully, keeping an eye on the cage for any weakness or any sign of escape. Through hidden paths and powerful magics, the angels were finally able to move Theyra to the new demi plane prison. After another struggle, the angels were able to get Theyra released into the demi plane. The magi and other powerful casters of the angels quickly sealed the doors of the demi plane, locking the entrances for what the angels hoped would be forever. For extra protection, the solar Jexx took on an oath to protect the demi plane from all intruders and the outside multiverse if Theyra ever found a way to escape. The demi plan soon became known as Theyra’s Garden and the few visitors that have found their way in and lived to tell their tales, speak of strange and giant plants, beasts of all shapes and sizes, and an environment positively charged with life. The world was named after Theyra for the live she created, because without her creative powers, there would be many species that never existed in the known world. So, just a glimpse of one creation story for my game world and why there are so many different species. The primordial Theyra still exists, but the chance of her normally being a bad guy for a game is slim to none. She is the embodiment of nature and the creation of life to an extreme. Next time, we will talk about moons of Theyra!
I think I am going to talk about my gaming world for a bit. I started to build this world when I was a kid and then tweaked it as I got older. The world was influenced by what I had read and watched as I grew up, from Tolkien, to the Black Cauldron series (the books, not the movie), and later the Wheel of Time. As I grew older I drew influence and ideas from real world history and myths I learned. I mixed everything up with my own twisted ideas and slowly over the many years my main gaming worlds has slowly developed.
I have been working on it again because of the up and coming 5th edition DND. Something about the edition brought out my creative side. Creating a universe you can be happy with is difficult as I am both a perfectionist and a procrastinator. I am still trying though and I believe that is all that really matters. I will introduce you to some of my ideas here as during the next few months and as the muse takes me. I am not a professional writer or game designer so I make no promises that anything on here is awesome or great. This is just something I find fun and want to share.
First, the basic set-up:
The world is called Theyra. Why? No clue. It is what I came up with and what I like. Your average people of the world will have other names for the world, just as cultures on Earth do. Theyra circles a star and is part of a solar system with other planets, moons, asteroids, and other cosmic bodies. Theyra in particular has three moons. I go for a fantasy pseudo-science when I run Theyra... but many things are left unexplained. For example is Theyra's size. Theyra is almost the size of our solar system's Jupiter. I know that according to real world science, gravity and other factors would cause all sorts of havoc. I am not a physicist so I have not figured out a way this would work in real world science but science it is a fantasy world, I have just hand-waved it so far.
I will share more later....
All characters start with four (4) plus the total of half your attribute modifiers in skill points at first level. Spending one skill point in a skill means you are trained in said skill. Each skill points add a +1 to the attribute roll for the skill in question. If you are trained in a skill, you roll 1d20 plus your skill point bonus, plus/minus any attribute modifier, to determine success versus the difficulty set by the GM.
Every even level starting at 2nd you gain two (2) plus the total of half your attribute modifiers in skill points that can be spent on previous skills or used to train in a new skill.
A trained skill can only have Class level +2 skill points spent on that particular skill. Therefore a level one character can only have a skill at +3. Trained skills cap at a maximum of +15 skills points or ranks.
Professions cost three skill points to raise one rank. Professions can also be raised through training or certain downtime activities.
A player will roll a 1d10 plus/minus attribute modifiers for any untrained skill checks. This is versus a difficulty set by the GM.
Common skills are skills that most people are able to do even without training. These skills are always rolled at a 1d20. Any appropriate attribute modifiers are then added or subtracted to the roll. Common skills can still be increased with skill points just like normal skills. Common skills cap at a maximum of +15 skills points or ranks. See the list below for the common skills.
- First Aid
- Knowledge (Common)
Backgrounds, Classes, and Skills
Backgrounds provide you four skills that you are already trained in at one skill point each. Your class may also provide you with a trained skill. These skills may be improved to +1 above the normal limit of Class +2 by spending your skill points as normal. Therefore at level one you could have a background or class skill of +4.
To carry on from my "Professions" rules, I have some specific professions. Some are still a work in progress. I am also trying to make the world economy function on the silver coin as the common coinage and have read some interesting articles about Medieval Europe and how coin worked. You will notice some holes in the trappings sections as I am still deciding on what to give these professions as starting gear. Also, sorry about the formatting, WordPress does not seem to like my copy/pasting.
“Somebody with a scholarly background or attitudes.”
An academic is an individual who has study all they can about a specific area of knowledge. Because of their knowledge, they make great advisers and teachers. When a character chooses this profession, they must also choose a specific type of lore they are trained in. A list is provided of some of the examples of lore and areas of knowledge.
The academic gets to roll advantage on any profession check to their area of knowledge or lore. Other profession checks are at the standard roll.
- 1d4 +1 books written about your characters area of knowledge or lore. Having these books adds a +2 to lore checks for your specialty.
- A scholar’s and scribe’s kit.
- 1d4 x 1000 silver piece salary/year. The character only earns this salary if they actively work.
- Astrologer (Astrology)
- Astronomer (Astronomy)
- Archaeologist (Archaeology)
- Barrister (Law)
- Botanist (Botany)
- Cartographer (Cartography)
- Genealogist (Family History or Genealogy)
- Geologist (Geology)
- Historian (History)
- Necrologist (Necrology)
- Philosopher (Philosophy)
- Theologian (Theology)
“Somebody who keeps bees for honey or to pollinate crops”
Beekeepers know how to raise bees and have the knowledge of how to harvest wax and honey without destroying hives.
Beekeepers have resistance on all damage from stinging insects. The beekeeper gets to roll advantage on any profession check handle bees. Other profession checks are at the standard roll.
"A craftsman or artisan is a skilled manual worker who makes items that may be functional or strictly decorative."
The craftsman builds and creates items, goods, or anything else that one can touch and use. He could be the blacksmith, the baker, or the shipwright. There are thousands of different crafts and people who have mastered such crafts. When a character chooses this profession, they must also choose a specific type of craft they are trained in. A list is provided of some of the examples of crafts.
The craftsman gets to roll advantage on any profession check to create an item. Other profession checks are at the standard roll.
- Tools (basic) for the character's specific craft.
- Protective clothing (basic) as needed to perform their craft.
- Craftsmen of journeyman or master rank have a small shop they rent. They also have an apprentice craftsman who assists them in the shop. Unless the character actively works in the shop, the shop only makes enough money to pay rent and the assistant craftsman. The shop can have a very small living space (one room) above it.
- 1d3 x 1000 silver pieces in salary/year. The character only earns this salary if they actively work.
- Chandler (Candle maker)
- Cheese Maker
- Cooper (Barrel maker)
- Vintner (Wine maker)
- Joiner (Furniture maker)
“To use professional engineering skill to design or create something.”
An engineer is trained as a builder of both great and small things. Engineers can prepare plans for everything from simple machines to large buildings. A profession check is required only when designing something particularly complicated or unusual. An engineer must still find talented workmen to carry out his plan, but he is trained to supervise and manage their work. An engineer is also familiar with the principles of siege-craft and can detect flaws in the defenses of a castle or similar construction. He knows how to construct and use siege weapons and machines, such as catapults, rams, and screws.
The engineer gets to roll advantage on any profession check to design a machine. Other profession checks are at the standard roll.
- Engineering Leathers
- Engineer’s Kit
- Schematics to 1d4+1 buildings or simple machines of the engineers choice
- 1d10 x 100 silver pieces/month if the engineer is employed. During sieges, it is not unheard of a good engineer making 10,000 silver pieces/90 days.
“A provider of entertainment, especially a professional one.”
Entertainers are those who spend their lives doing various arts, normally physical, to entertain the population. Entertainers make their money by keeping people awed or laughing and are at the whims of the crowd’s mood and generosity. Some entertainers will have patrons who provide for them, but most must travel from town to village, providing their unique wares of song, dance, and comedy.
The entertainer gets to roll advantage on any profession check to their specific trained entertainment skill. Other profession checks are at the standard roll.
- Tools (basic) for the character's specific skill.
- Costume (gaudy) as needed to perform their skill.
- 15 (or 1d6/day) average silver pieces in salary/week. The character only earns this salary if they actively work.
- Acrobat (Acrobatics)
- Actor (Oratory)
- Clown or jester (Comedy and Disguise)
- Dancer (Dancing)
- Juggler (Juggling)
- Prestidigitator – stage magician (Prestidigitation)
A farmer is able to evaluate soil quality for plant growth, and to identify the best methods of growing plants, particularly fruits, vegetables and spices. They are also able to identify edible plants in the wild, but the difficulty of any checks goes up by +5.
The farmer gets to roll advantage on any profession check related specifically to their farming skill. Other profession checks are at the standard roll.
“Somebody who buys and sells goods, especially as a wholesaler or internationally.”
Buying low and selling high, merchants are the main movers and shakers of any economy. Merchants travel the land looking for the best deals that can be made. They run many of the shops in towns and take the risks to make sure goods get to the market.
Merchants are able to buy in bulk at a 1-20% price discount and sell bulk goods at a +1-12% profit.
- Covered wagon with either one oxen or two donkeys
- Merchant’s Weights
- Bulk Good (roll 1d6)
- 1. Dry fish – base price: 1d2 x 25 silver pieces
- 2. Pots, jars, and jugs – base price: 1d3 x 75 silver pieces
- 3. Salt – base price: 1d4 x 100 silver pieces
- 4. Iron – base price: 1d6 x 100 silver pieces
- 5. Fancy linen – base price: 1d8 x 100 silver pieces
- 6. Rough jewels – base price: 1d10 x 100 silver pieces
“A funeral director, also known as a mortician or undertaker, is a professional involved in the business of funeral rites. These tasks often entail the embalming of the dead.”
Morticians, also called undertakers, handle corpse’s treatment for potential presentation and proper disposal. A mortician will use various potions, poisons, herbs, and ointments to assist their work in keeping a body fresh for any presentation during a funeral. Morticians have a dual purpose as they also make sure a body is truly dead. They will perform this task in various ways, which varies from mortician to mortician. Needles and loud clanging of bells seems to be the most popular procedure for the waking of a comatose body. They take this second job very seriously as no one wants to bury a still living being. It is bad for business.
The mortician has advantage on all fear saves that are caused by death, the dead, or the undead. They also receive a +2 on disease saves. Finally, given 1d4+1 hours, a mortician can disguise themselves as an undead being. They will receive advantage on a bluff or disguise check to appear as undead. The disguise will last 2d4 hours unless destroyed in some ways (weather, dunking in a river, etc.).
- Mortician’s Kit
- Random personal items from various clients (all small items, total under 10 silver pieces)
“Somebody who navigates something, especially a ship or aircraft.”
The character has learned the arts of navigating by the stars, studying currents, reefs, and hidden danger. This is not particularly useful on land, but no ship captain worth his weight in salt would leave port without a navigator.
At sea, a successful profession check by a navigator reduces the chance of getting lost by 20% (+5% per 5 over the DC). A navigator gets to roll advantage on any profession check specific to navigation. Other profession checks are at the standard roll. The navigator can increase this by having charts, various navigation tools, and even rituals.
“Once you learn to respect the power of the stone, the power you will wield is unstoppable”
-Redstone Engineer saying
“Mithril (noun) mith-ril. Mithril is the heated, pressurized, and solidified version of Mana. Also known as redstone, dwarven steel, or elven bones.”
-Dictionary of Arcana Mysterious
Redstone engineers are trained to use mithril, also known as redstone, to power gadgets, toys, and weapons. They understand the functions of various redstone machines, which can range from the incredibly complex machines used to power cities, to simple toys to entertain children. These engineers are the inventors and mad scientists who use a mixture of technology and magic to build gadgets only seen in your wildest dreams.
Redstone engineers are almost always trained in another craft. This helps them to build the gadgets that they rely on so much. Any of the metalworking crafts are popular, being that most of the engineers want their items to be sturdy enough to survive the stresses caused by the mithril.
You are able to use redstone items and gadgets without Disadvantage. You gain the skills Knowledge (Arcana – Redstone) and Knowledge (Engineering-Redstone) as if they were background skills (starts at +1).
- One basic redstone gadget of your choice.
- Engineering Leathers
- Redstone Engineer’s Kit
- 1d6 + 1 doses of redstone.
“Somebody who works aboard a boat or ship, especially a low-ranking member of the crew of a merchant or naval ship.”
The sailors are familiar with boats and ships. They are qualified to work as a crewman, although they cannot actually navigate. Crews of trained sailors are necessary to manage any ship, and they improve the movement rates of inland boats by 50%.
The sailor gets to roll advantage on any profession check related specifically to their sailing skill. Other profession checks are at the standard roll.
- Choose one
- Trained (talking) parrot
- Peg leg with secret compartment
- Treasure map
- Metal hook (can be used as off-hand weapon)
- Barrel of grog
- One lucky charm (+1 to luck rolls; if lost, -2 to luck rolls until found)
A profession allows a character to be trained in a set of skills that allows them to perform a job, service, or function where the character can make a consistent salary or amount of money. A profession allows a character to have the knowledge and skill to running a business. The profession is a set of skills and knowledge that allows for a well-rounded character to function at whatever their specific profession is.
Craft Skill versus Professions
The craft skill allows a character to build an item. The character can then attempt to sell the item as they wish, but they do not gain any extra skills on the best way to sell their goods. A profession adds to the crafting skill by providing the knowledge and skill on the best way to sell a character's goods. There are times when a character or NPC may have a higher crafting skill than someone with a profession skill, but still need the character with the profession skill to get a fair price on their items.
Levels of Profession
The profession skill has four levels. Each level provides higher bonuses to your d20 roll. Depending on your starting age, a character can start as high as Master in a profession. See the age category chart for more details.
- Apprentice +3
- Journeyman +6
- Master +10
- Grandmaster +15
To use a profession, a player would roll their d20 and add the bonus depending on their character's profession level, plus any potential proficiency, expertise, or attribute modifier bonuses. The profession must pertain to what the character is trying to accomplish at the time. See the example below.
Jerry has Profession – Sailor (Journeyman). This would give him a +6 to any sailor related activities that he may attempt. Jerry also has a dexterity modifier of +2 and no additional proficiency currently. If Jerry needs to climb the rigging, he could roll a d20 +6 (Profession – Sailor) +2 (Dexterity modifier). Sailing could include many other ship related activities which the GM could require other checks or just allow Jerry to succeed because of his profession and level of journeyman.
Now, Jerry is traveling with some adventurers. They capture some orc thugs and need to tie them up. If Jerry's player comes up with a good reason his profession would help in the check (sailors use knots all the time on ships), then he could use his profession bonus and likely his dexterity modifier on the Use Rope skill.
Professions also normally have a trait or two that will provide a bonus to the character. This can pretty much be anything, but is always connected with the type of profession.
Professions cost three skill points to raise one rank. Professions can also be raised through training or certain downtime activities.
Character Creation List
- Choose a race. Write down any racial powers or traits.
- Choose if your character can swim or not.
- Choose age category and notate any modification to attributes.
- Choose a background. Write down any traits and bonuses the background provides.
- (Optional) Choose hindrances. A character may have one major or two minor hindrances.
- (Optional) Choose a profession. Write down any traits and bonuses from the chosen profession. If a profession is not chosen, the character gains +5 skill points.
- Roll for Luck attribute. Roll 4d6, keep the three highest. Then roll on the Mystical Stars and Constellations Chart for the specific luck bonus.
- Place the attribute array of 8, 8, 8, 13, 12, and 8 to the attributes of your choice. Add any bonuses from the age category.
- Add a bonus of +1, three times, to any attribute of your choice, with no more than a +2 in one specific attribute.
- Roll on the Life Path for your character's background. Then add any traits, attribute bonuses, or skill points.
- (Optional) Spend any Hindrance points on Talents for your character.
- Choose skills.
- Purchase any remaining gear and finish character sheet details.
- (Optional) If not starting at zero level, choose a class for your character. Update any skills, saving throws, etc.