Welcome to the Lords of Midgard Tabletop Role-Playing Game, a dark fantasy TTRPG set in the mythical realm of Midgard, where ancient gods, forbidden powers, and mortal struggles collide. Players take on the roles of heroes, outcasts, or warriors navigating the Great Cleansing, a divine purge unleashed by the Arbiters of Creation to eradicate life due to humanity’s misuse of the Forbidden Void of Creation. This handbook provides all the rules, options, and lore needed to create a character, engage in epic battles, and shape Midgard’s fate. The game uses a modified D20 System, emphasizing narrative depth, faction dynamics, and the tension between sacred runic magic and forbidden Void energy. The Arbiter of Creation (AOC) serves as the game’s storyteller, guiding players through a world of conflict, sacrifice, and defiance.
Lords of Midgard Tabletop Role-Playing Game: Player's Handbook
Introduction
Chapter 1: Core Concepts
The World of Midgard
Midgard is a realm of ancient forests, rugged mountains, and sunken civilizations, shaped by the gods’ gifts and humanity’s hubris. The Arbiters of Creation granted mortals sacred runes, including Rune Stones, to harness natural magic, fostering harmony. However, the Forbidden Void of Creation, a chaotic energy reserved for the gods, was misused, most notably by the lost civilization of Atlantis, which sank beneath the seas. This defiance triggered the Great Cleansing, unleashing Void rifts that spawn Void Abominations and colossal Void Titans. Players navigate a world divided by factions, each with unique views on the Void, as they fight to survive or defy the gods’ judgment.
The Arbiter of Creation (AOC)
The AOC is the game’s storyteller, replacing the traditional Dungeon Master. They craft narratives, control non-player characters (NPCs), set challenges, and adjudicate rules. The AOC weaves the lore of the Great Cleansing, faction rivalries, and divine wrath into immersive campaigns.
The D20 System
The Lords of Midgard TTRPG uses a modified D20 System. Players roll a 20-sided die (d20) to resolve actions, adding modifiers from attributes, skills, or equipment. The AOC sets a Difficulty Class (DC) (e.g., DC 10 for easy tasks, DC 25 for near-impossible). Success occurs when the total roll (d20 + modifiers) meets or exceeds the DC.
- Advantage: Roll two d20s, take the higher (e.g., using runic weapons in sacred grounds).
- Disadvantage: Roll two d20s, take the lower (e.g., fighting near a Void rift).
Chapter 2: Character Creation
To create a character, follow these steps:
- Choose a faction to define your cultural ties and worldview.
- Select a class to determine your role and abilities.
- Pick a background for narrative flavor and bonuses.
- Assign attributes to shape your strengths.
- Choose skills for specialized expertise.
- Select equipment (weapons, armor, gear).
- Calculate derived statistics (hit points, Armor Class, etc.).
- Add personal details (name, personality, goals).
Step 1: Factions
Characters belong to one of six factions, each with a unique trait and Void relationship:
Norse
Description: Fierce seafarers from the rugged North, led by berserkers and shamans who wield runic magic to commune with spirits. Hailing from villages like Fjallheim, they are known for their brutal fury and ancestral traditions.
Trait: Berserker’s Resolve – Advantage on attack rolls when below half health; Disadvantage on Wisdom checks during combat.
Void Relationship: Once tested the Void but now avoid it, condemning Void Walkers as reckless.
Celtic
Description: Warriors and druids from Ireland’s verdant lands, wielding Rune Stones for natural magic. Druids shapeshift and summon spirit animals or mythical creatures, valuing balance and the gods’ gifts.
Trait: Nature’s Bond – +2 to Wisdom-based checks in natural environments; Advantage on rolls involving spirit animals or mythical creatures.
Void Relationship: Reject the Void as chaotic, shunning Void Walkers.
Greek
Description: Disciplined Spartan warriors forming unbreakable phalanxes, led by Titan Slayers and clerics who channel divine power to resist Void corruption.
Trait: Phalanx Discipline – +2 to Armor Class (AC) when adjacent to an ally; resistance to fear effects.
Void Relationship: View the Void as a threat, distrusting Void Walkers.
Japanese
Description: Ryukyu Island warriors blending samurai honor with mysticism. Samurai and Sohei use meditation, while Shinobi employ stealth, emphasizing balance and precision.
Trait: Spiritual Focus – Advantage on meditation-based Wisdom checks; +1 to attack rolls with bladed weapons.
Void Relationship: Avoid the Void, viewing Void Walkers with suspicion.
Persian
Description: Elite warriors, 10,000 strong, combining Persian and Turkish influences. Once wielders of Void-tinged magic, they now focus on disciplined combat and archery.
Trait: Immortal Legacy – Once per long rest, when reduced to 0 hit points, remain at 1 hit point.
Void Relationship: Shun the Void, condemning Void Walkers as outcasts.
Atlantean
Description: Survivors of sunken Atlantis, living underwater with Void Crystals powering Void Tech. They honor Void Walkers as guardians, defying the gods.
Trait: Void Attunement – +2 to Arcana checks involving Void energy; Disadvantage on Persuasion checks with non-Atlanteans.
Void Relationship: Actively use the Void to survive.
Step 2: Classes
Each faction offers three classes with unique roles and abilities. Classes determine your Hit Die, primary attribute, and class features.
Norse Classes
Berserker
Role: Melee warrior with rage-fueled combat.
Primary Attribute: Strength.
Hit Die: d12.
Class Features:
- Berserker Trance (2/day): Enter rage for 1 minute, gaining +2 damage and resistance to bludgeoning, piercing, and slashing damage.
- Runic Strike (3/day): Imbue weapon with runes, dealing +1d6 elemental damage (fire, ice, or lightning, chosen at use).
- Level 5: Greater Trance – Trance also grants +10 feet movement.
- Level 9: Runic Fury – Runic Strike deals +2d6 damage.
Proficiencies: Athletics, Intimidation, heavy weapons, light/medium armor.
Shaman
Role: Mystic seer wielding runic magic and spirit communion.
Primary Attribute: Wisdom.
Hit Die: d8.
Class Features:
- Void Sight (2/day): Divine future (WIS check, DC 15) or detect Void rifts within 100 feet.
- Spirit Call (1/day): Summon spectral warrior (AC 12, 20 HP, +4 attack, 1d6+2 damage) for 1 minute.
- Runic Ward (2/day): +2 AC for 1 minute.
- Level 5: Spirit Bond – Summoned spirits gain +10 HP and +2 attack.
- Level 9: Prophetic Vision – Void Sight can reveal specific events (DC 18).
Proficiencies: Arcana, Perception, light armor, staves, daggers.
Runic Power Pool: See Runic Power Pool section.
Beast Master
Role: Warrior bonded with animals.
Primary Attribute: Strength or Dexterity.
Hit Die: d10.
Class Features:
- Beast Bond (1/day): Summon a wolf, bear, or eagle (AC 14, 30 HP, +4 attack, 1d8+2 damage) for 1 hour.
- Feral Strike (3/day): Attack with +1d6 damage when near companion.
- Level 5: Pack Tactics – Gain Advantage on attacks if companion is within 5 feet of target.
- Level 9: Greater Beast – Summoned beast gains +20 HP and +2 attack.
Proficiencies: Athletics, Survival, light/medium armor, bows, swords.
Celtic Classes
Gallowglass
Role: Mercenary warrior wielding runic-enhanced weapons.
Primary Attribute: Strength.
Hit Die: d10.
Class Features:
- Runic Blade (3/day): Deal +1d8 elemental damage (fire, earth, or wind).
- Battle Roar (2/day): CHA-based fear effect (DC 14, 10-foot radius).
- Iron Resolve (2/day): Resist 5 damage once per combat.
- Level 5: Runic Mastery – Runic Blade lasts for two attacks.
- Level 9: War Cry – Battle Roar affects 20-foot radius, DC 16.
Proficiencies: Athletics, Intimidation, heavy weapons, medium/heavy armor.
Druid
Role: Nature mage and shapeshifter.
Primary Attribute: Wisdom.
Hit Die: d8.
Class Features:
- Shapeshift (2/day): Transform into fox (DEX +2, speed 40 ft), bear (STR +2, 40 HP), or owl (WIS +2, fly 50 ft) for 1 hour.
- Rune Stone Magic (4/day): Cast spells (e.g., fire bolt, wind gust, earth tremor, 1d8 damage).
- Spirit Animal (1/day): Summon companion (hound, hawk, stag; AC 12, 20 HP, +4 attack, 1d6+2 damage) for 1 hour.
- Level 5: Mythical Summon – Summon mythical creature (e.g., wyrm, AC 15, 50 HP, +6 attack, 1/day).
- Level 9: Greater Shapeshift – Gain +4 to primary attribute in animal form.
Proficiencies: Arcana, Nature, light armor, staves, daggers.
Runic Power Pool: See Runic Power Pool section.
Elementalist
Role: Mage commanding elemental forces via Rune Stones.
Primary Attribute: Intelligence.
Hit Die: d8.
Class Features:
- Elemental Surge (4/day): Cast fire, wind, or earth spell (1d8 damage).
- Nature’s Wrath (2/day): Area-of-effect burst (2d6 damage, 10-foot radius).
- Rune Shield (2/day): +3 AC for 1 minute.
- Level 5: Elemental Mastery – Elemental Surge deals +1d8 damage.
- Level 9: Tempest Strike – Nature’s Wrath affects 20-foot radius, 3d6 damage.
Proficiencies: Arcana, Nature, light armor, staves, daggers.
Runic Power Pool: See Runic Power Pool section.
Greek Classes
Spartan
Role: Disciplined warrior excelling in formation combat.
Primary Attribute: Strength.
Hit Die: d10.
Class Features:
- Shield Wall (3/day): Grant +2 AC to nearby allies for 1 minute.
- Phalanx Strike (3/day): Attack with +1d6 damage when adjacent to allies.
- Iron Will (2/day): Advantage on saves vs. fear.
- Level 5: Unbreakable Line – Shield Wall grants +3 AC.
- Level 9: Spartan Valor – Phalanx Strike deals +2d6 damage.
Proficiencies: Athletics, Intimidation, heavy weapons, medium/heavy armor.
Titan Slayer
Role: Elite warrior trained to hunt Void Titans.
Primary Attribute: Strength.
Hit Die: d10.
Class Features:
- Rift Sense (2/day): Detect Void rifts within 100 feet.
- Void Bane (3/day): Deal +1d8 damage to Void creatures.
- Titan’s Fall (2/day): Critical hit range increases to 19-20 vs. Titans.
- Level 5: Rift Mastery – Advantage on Arcana checks to close rifts.
- Level 9: Titan Bane – Void Bane deals +2d8 damage to Titans.
Proficiencies: Athletics, Arcana, medium/heavy armor, swords, spears.
Cleric
Role: Divine warrior channeling the gods’ will.
Primary Attribute: Wisdom.
Hit Die: d8.
Class Features:
- Divine Smite (3/day): Deal +1d8 radiant damage.
- Healing Prayer (2/day): Restore 2d6 HP to an ally.
- God’s Ward (2/day): Grant resistance to one damage type for 1 minute.
- Level 5: Greater Healing – Healing Prayer restores 3d6 HP.
- Level 9: Divine Wrath – Divine Smite deals +2d8 damage.
Proficiencies: Religion, Medicine, light/medium armor, maces, shields.
Runic Power Pool: See Runic Power Pool section.
Japanese Classes
Samurai
Role: Honorable warrior with mystical blade techniques.
Primary Attribute: Dexterity.
Hit Die: d10.
Class Features:
- Oni’s Fang Strike (3/day): Deal +1d6 necrotic damage, absorb 1d4 HP.
- Meditative Focus (2/day): Advantage on next attack after 1 minute meditation.
- Honor’s Blade (2/day): +2 to attack rolls for 1 minute.
- Level 5: Oni’s Wrath – Oni’s Fang Strike deals +2d6 damage.
- Level 9: Legendary Strike – Honor’s Blade grants +4 to attack rolls.
Proficiencies: Athletics, Persuasion, bladed weapons, medium armor.
Shinobi
Role: Stealthy warrior excelling in subterfuge.
Primary Attribute: Dexterity.
Hit Die: d8.
Class Features:
- Shadow Strike (3/day): Deal +1d6 damage on surprise attacks.
- Smoke Veil (2/day): Create obscuring cloud, Advantage on Stealth.
- Ninja Tools (10/day): Throw shuriken (1d4+DEX damage).
- Level 5: Shadow Step – Move 10 feet as a bonus action without provoking attacks.
- Level 9: Deadly Ambush – Shadow Strike deals +2d6 damage.
Proficiencies: Stealth, Acrobatics, light armor, small weapons.
Sohei
Role: Spiritual warrior blending martial prowess and mysticism.
Primary Attribute: Wisdom.
Hit Die: d8.
Class Features:
- Chi Strike (3/day): Deal +1d6 force damage.
- Meditation Trance (2/day): Regain 1d6 HP after 1 minute meditation.
- Spirit Ward (2/day): +2 AC when unarmored for 1 minute.
- Level 5: Chi Mastery – Chi Strike deals +2d6 damage.
- Level 9: Spiritual Harmony – Meditation Trance restores 2d6 HP.
Proficiencies: Religion, Insight, light armor, polearms, bows.
Persian Classes
Immortal
Role: Versatile fighter with bow and blade mastery, embodying the Persian Immortal legacy.
Primary Attribute: Dexterity.
Hit Die: d10.
Class Features:
- Volley (3/day): Fire multiple arrows, attacking up to 3 targets (1d8+DEX damage each).
- Ancestral Might (2/day): Gain +2 STR or DEX for 1 minute.
- Void-Sealing Shot (1/day): Close minor Void rifts with a magical bow (Arcana DC 15).
- Level 5: Immortal Precision – Volley targets 4 enemies.
- Level 9: Legendary Volley – Volley deals +1d8 damage per target.
Proficiencies: Athletics, Persuasion, bows, swords, medium armor.
Aswaran
Role: Elite mounted warrior excelling in cavalry charges.
Primary Attribute: Strength.
Hit Die: d10.
Class Features:
- Cavalry Charge (3/day): Deal +1d8 damage when attacking from horseback.
- Swift Mount (2/day): Gain +10 feet movement when mounted for 1 minute.
- Lance Mastery (2/day): Advantage on attack rolls with lances.
- Level 5: Thunderous Charge – Cavalry Charge deals +2d8 damage.
- Level 9: Mounted Supremacy – Swift Mount grants +20 feet movement.
Proficiencies: Athletics, Animal Handling, lances, medium/heavy armor.
Tirandaz
Role: Master archer wielding ancient Persian archery techniques.
Primary Attribute: Dexterity.
Hit Die: d8.
Class Features:
- Precision Shot (3/day): Deal +1d6 damage with bow attacks.
- Eagle’s Sight (2/day): Advantage on Perception checks.
- Rapid Fire (2/day): Make an additional ranged attack as a bonus action.
- Level 5: Deadly Precision – Precision Shot deals +2d6 damage.
- Level 9: Archer’s Flurry – Rapid Fire allows two additional attacks.
Proficiencies: Perception, Acrobatics, light armor, bows.
Atlantean Classes
Void Walker
Role: Risky mage wielding forbidden Void energy.
Primary Attribute: Charisma.
Hit Die: d8.
Class Features:
- Void Incantation (4/day): Cast Void-based spells (e.g., energy blast, illusion, 1d8 damage, risks corruption).
- Siren’s Call (2/day): CHA-based charm or fear (DC 14, 10-foot radius).
- Void Cleansing (1/week): Remove 1d4 Corruption at a Void Temple.
- Level 5: Void Mastery – Void Incantation deals +1d8 damage.
- Level 9: Abyssal Call – Siren’s Call affects 20-foot radius, DC 16.
Proficiencies: Arcana, Persuasion, light armor, daggers.
Void Corruption Pool: See Void Corruption Pool section.
Void Hunter
Role: Warrior trained to seal Voids and hunt Void Walkers.
Primary Attribute: Strength.
Hit Die: d10.
Class Features:
- Rift Closure (2/day): Advantage on Arcana checks to close rifts.
- Void Bane (3/day): Deal +1d8 damage to Void creatures.
- Purge Strike (2/day): Attack with +1d6 damage vs. Void Walkers.
- Level 5: Rift Sealer – Rift Closure reduces DC by 2.
- Level 9: Void Purge – Void Bane deals +2d8 damage.
Proficiencies: Arcana, Athletics, medium armor, swords, spears.
Void Seer
Role: Mystic attuned to Void energies for foresight and defense.
Primary Attribute: Intelligence.
Hit Die: d8.
Class Features:
- Void Vision (2/day): Detect Void rifts or creatures within 100 feet.
- Void Shield (2/day): +3 AC for 1 minute.
- Prophetic Chant (2/day): Grant Advantage on one ally’s next roll.
- Level 5: Foresight – Void Vision reveals specific threats (DC 15).
- Level 9: Void Barrier – Void Shield grants +5 AC.
Proficiencies: Arcana, Insight, light armor, daggers.
Void Corruption Pool: See Void Corruption Pool section.
Step 3: Backgrounds
Backgrounds provide narrative flavor and minor bonuses. Choose one:
- Outcast: +2 Stealth, proficient in Survival. You’ve lived on the fringes, shunned for your beliefs or actions.
- Temple Initiate: +2 Arcana, proficient in Religion. Trained in Void Temples or Ancient Temples.
- Farmer: +2 Endurance, Advantage on rural life checks. Inspired by Seven Dragonrend’s past.
- Noble: +2 Persuasion, access to faction resources. Inspired by Xan Khan’s heritage.
- Soldier: +2 Athletics, proficient in Intimidation. Veteran of faction wars.
- Scholar: +2 History, proficient in Arcana. Studied Midgard’s lore.
- Merchant: +2 Persuasion, proficient in Insight. Skilled in trade and negotiation.
Step 4: Attributes
Distribute 75 points across six attributes (max 18 before bonuses) or roll 4d6 (drop lowest) for each attribute. Faction or class bonuses may apply (e.g., Norse +1 STR, Celtic +1 WIS).
Step 5: Skills
Choose 4 skills to gain proficiency in, based on class and background. Proficient skills add the Proficiency Bonus (+2 at level 1, +3 at level 5, +4 at level 9, +5 at level 13).
Step 6: Equipment
Choose starting equipment from faction-specific gear and the equipment lists below.
Step 7: Derived Statistics
- Hit Points (HP): Class Hit Die + CON modifier (max at level 1, average or roll thereafter).
- Armor Class (AC): 10 + DEX modifier + armor bonus.
- Initiative: DEX modifier.
- Speed: 30 feet (modified by class or equipment, e.g., Swift Mount).
- Saving Throws: Proficient in two saves based on class (e.g., Berserker: STR, CON; Void Walker: CHA, INT).
Step 8: Personal Details
Choose a name, personality traits, ideals, bonds, and flaws to flesh out your character. Example: A Celtic Druid might be driven to heal Midgard’s wounds (ideal) but haunted by fear of Void corruption (flaw).
Chapter 3: Equipment
Characters start with faction-specific gear and can choose additional items from the lists below. All items are non-magical unless noted (runic or Void enhancements may be added later with AOC approval).
Weapons
Weapon | Damage | Type | Properties | Cost (Gold) |
---|---|---|---|---|
Battle-Axe | 1d8 | Slashing | Versatile (1d10) | 10 |
Longsword | 1d8 | Slashing | Versatile (1d10) | 15 |
Shortsword | 1d6 | Slashing | Light, Finesse | 10 |
Greatsword | 2d6 | Slashing | Heavy, Two-Handed | 50 |
Warhammer | 1d8 | Bludgeoning | Versatile (1d10) | 15 |
Mace | 1d6 | Bludgeoning | - | 5 |
Spear | 1d6 | Piercing | Thrown (20/60 ft), Versatile (1d8) | 1 |
Javelin | 1d6 | Piercing | Thrown (30/120 ft) | 0.5 |
Longbow | 1d8 | Piercing | Ranged (150/600 ft), Two-Handed | 50 |
Shortbow | 1d6 | Piercing | Ranged (80/320 ft), Two-Handed | 25 |
Crossbow | 1d8 | Piercing | Ranged (100/400 ft), Loading | 50 |
Dagger | 1d4 | Piercing | Light, Finesse, Thrown (20/60 ft) | 2 |
Katana | 1d8 | Slashing | Finesse | 25 |
Tanto | 1d4 | Piercing | Light, Finesse | 5 |
Naginata | 1d10 | Slashing | Reach, Two-Handed | 20 |
Shuriken | 1d4 | Piercing | Thrown (20/60 ft), Light | 0.1 (per 5) |
Scimitar | 1d6 | Slashing | Light, Finesse | 25 |
Lance | 1d12 | Piercing | Reach, Special (Disadvantage within 5 ft) | 10 |
Sling | 1d4 | Bludgeoning | Ranged (30/120 ft) | 0.1 |
Staff | 1d6 | Bludgeoning | Versatile (1d8) | 0.2 |
Armor
Armor | AC | Strength | Stealth | Cost (Gold) |
---|---|---|---|---|
Padded | 11 + DEX | - | Disadvantage | 5 |
Leather | 11 + DEX | - | - | 10 |
Hide | 12 + DEX (max 2) | - | - | 10 |
Chain Shirt | 13 + DEX (max 2) | - | - | 50 |
Scale Mail | 14 + DEX (max 2) | - | Disadvantage | 50 |
Breastplate | 14 + DEX (max 2) | - | - | 400 |
Half Plate | 15 + DEX (max 2) | - | Disadvantage | 750 |
Chain Mail | 16 | STR 13 | Disadvantage | 75 |
Splint | 17 | STR 15 | Disadvantage | 200 |
Plate | 18 | STR 15 | Disadvantage | 1500 |
Shield | +2 | - | - | 10 |
Lamellar | 14 + DEX (max 2) | - | - | 50 |
Hoplite Armor | 15 | STR 13 | Disadvantage | 100 |
Fur Armor | 12 + DEX | - | - | 15 |
Void Tech Armor | 13 + DEX | - | - | 100 |
Bronze Cuirass | 16 | STR 14 | Disadvantage | 300 |
Quilted Armor | 11 + DEX | - | - | 8 |
Chiton | 10 + DEX | - | - | 5 |
Reinforced Hide | 13 + DEX (max 2) | - | - | 20 |
Scale Cuirass | 15 + DEX (max 1) | STR 13 | Disadvantage | 150 |
Gear
Item | Description | Cost (Gold) |
---|---|---|
Rope (50 ft) | Hemp or silk, for climbing or binding | 1 |
Torch | Burns for 1 hour, 20-foot radius light | 0.1 |
Lantern | 30-foot radius light, 6 hours with oil | 5 |
Oil Flask | Fuel for lanterns or as a weapon (1d4 fire, 5 ft) | 0.1 |
Backpack | Holds up to 30 pounds of gear | 2 |
Bedroll | For sleeping in the wild | 1 |
Waterskin | Holds 4 pints of liquid | 0.2 |
Rations (1 day) | Preserved food for travel | 0.5 |
Tinderbox | For starting fires | 0.5 |
Grappling Hook | For climbing steep surfaces | 2 |
Pitons (10) | For securing ropes during climbs | 0.5 |
Crowbar | Advantage on STR checks to pry open objects | 2 |
Shovel | For digging | 2 |
Healer’s Kit | Stabilize dying characters (10 uses) | 5 |
Climber’s Kit | Advantage on climbing checks | 25 |
Tent | Shelter for 2 people | 2 |
Fishing Tackle | For catching fish (Survival check, DC 15) | 1 |
Map Case | Protects maps or scrolls | 1 |
Parchment (10 sheets) | For writing or mapping | 1 |
Ink and Quill | For writing | 8 |
Signal Whistle | Audible up to 600 feet | 0.5 |
Chalk (10 pieces) | For marking surfaces | 0.1 |
Lock | Basic lock (DC 15 to pick) | 10 |
Manacles | Restrain creatures (DC 15 STR to break) | 2 |
Holy Symbol | For Cleric spells or rituals | 5 |
Starting Equipment
Characters receive faction-specific gear plus 50 gold to purchase additional items:
- Norse: Battle-axe, runic shield, leather armor (Berserker); runic staff, furs (Shaman); bow, hide armor (Beast Master).
- Celtic: Claymore, runic shield, chain shirt (Gallowglass); runic staff, Rune Stone amulet, hide armor (Druid/Elementalist).
- Greek: Spear, bronze shield, hoplite armor (Spartan/Titan Slayer); mace, holy symbol, chain mail (Cleric).
- Japanese: Katana (Oni’s Fang for Samurai), lamellar armor (Samurai/Sohei); tanto, black garb (Shinobi).
- Persian: Scimitar, magical bow, scale mail (Immortal/Tirandaz); lance, scale mail (Aswaran).
- Atlantean: Void Crystal dagger, Void Tech armor (all classes).
Chapter 4: Game Mechanics
Combat
Combat follows D20 conventions with modifications:
- Initiative: Roll d20 + DEX modifier.
- Attack Roll: d20 + STR/DEX modifier + Proficiency Bonus (if proficient) vs. target’s AC.
- Damage: Weapon die + STR/DEX modifier, plus runic or Void bonuses.
- Void Creatures: Void Abominations (AC 14, 30 HP, +5 attack, 1d8+3 damage) resist non-magical weapons; Void Titans (AC 18, 150 HP, +10 attack, 2d10+5 damage) require runic or Void-enhanced weapons.
- Actions: Attack, cast spell, dash (double speed), disengage (no opportunity attacks), dodge (Advantage on DEX saves, Disadvantage on attacks against you), help (grant Advantage to an ally), or use an item.
- Bonus Actions: Class-specific abilities (e.g., Rapid Fire) or off-hand attacks.
- Reactions: Opportunity attacks or class features (e.g., Void Shield).
Saving Throws
Roll d20 + attribute modifier + Proficiency Bonus (if proficient) vs. DC. Common saves:
- STR: Resist physical force.
- DEX: Dodge attacks or traps.
- CON: Endure poison or Void corruption.
- INT: Resist mental manipulation.
- WIS: Perceive illusions or resist fear.
- CHA: Withstand charm or Void influence.
Void Corruption Pool (Void Walker and Void Seer)
The Void Corruption Pool tracks the risk of using forbidden Void energy:
- Pool Size: Starts at 0 Corruption Points, max 10.
- Gaining Corruption: Each Void-based ability (e.g., Void Incantation, Void Shield) requires a CON save (DC 10 + spell/action level). Failure adds 1 Corruption Point.
- Effects:
- 1-4 Points: No effect, but risk accumulates.
- 5 Points: Minor Flaw (e.g., glowing eyes, Disadvantage on CHA checks).
- 8 Points: Major Flaw (e.g., -2 to one attribute, chosen by AOC).
- 10 Points: Risk becoming a Void Abomination (CON save DC 15 daily; failure transforms into an NPC monster, AC 15, 50 HP, +6 attack, 2d6+4 damage).
- Cleansing: Void Cleansing (1/week at Void Temple) removes 1d4 Corruption Points. Other rituals (AOC discretion) may reduce points.
- Narrative Impact: High Corruption may draw Void Hunter attention or cause faction distrust.
Runic Power Pool (Shaman, Druid, Elementalist, Cleric)
The Runic Power Pool governs runic magic, a safe but limited gift from the gods:
- Pool Size: Equals 2 + INT/WIS modifier (min 2) at level 1, increasing by 2 per level.
- Using Runic Power: Spells (e.g., Elemental Surge, Divine Smite) cost 1-3 points based on power:
- Level 1 Spells (e.g., fire bolt, healing prayer): 1 point, 1d8 damage/healing.
- Level 2 Spells (e.g., Nature’s Wrath): 2 points, 2d6 damage.
- Level 3 Spells (unlocked at level 9): 3 points, 3d6 damage/healing.
- Regaining Points: Recover all points after a long rest (8 hours). Meditation in sacred grounds (1 hour, DC 15 WIS check) recovers 1d4 points (1/day).
- Narrative Impact: Runic magic is revered, granting Advantage on Persuasion checks with non-Atlantean factions when used visibly.
Void Rift Closure
Closing a Void rift requires an Arcana check (DC 15 for minor rifts, 20 for Titan rifts). Void Hunters, Void Seers, and Void Walkers have Advantage. Failure may spawn Void Abominations or add 1 Corruption Point (for Void users).
Chapter 5: Progression
Characters gain Experience Points (XP) for defeating enemies, closing rifts, or completing faction missions. Levels range from 1 to 20:
- Level 1-4: +2 Proficiency Bonus, 1 new class feature.
- Level 5-8: +3 Proficiency Bonus, 1 ability score increase (+2 to one attribute or +1 to two).
- Level 9-12: +4 Proficiency Bonus, 1 advanced class feature.
- Level 13+: +5 Proficiency Bonus, epic class feature.
XP Table
Level | XP Required | Total XP |
---|---|---|
1 | 0 | 0 |
2 | 300 | 300 |
3 | 900 | 1200 |
4 | 2700 | 3900 |
5 | 6500 | 10400 |
... | ... | ... |
20 | 355000 | 855000 |
Chapter 6: Role-Playing and Faction Dynamics
The AOC crafts narratives around faction tensions:
- Norse vs. Celtic: Territorial disputes (Persuasion/Intimidation, DC 15, to resolve peacefully).
- Greek vs. Persian: Tense standoffs (Diplomacy, CHA, DC 18).
- Japanese: Mediators gain +2 Persuasion for inter-faction negotiations.
- Atlanteans: Disadvantage on social checks with other factions unless proving worth (e.g., closing a rift).
- Void Walkers vs. Void Hunters: Void Walkers face hostility (DC 20 Persuasion to gain trust); Void Hunters may hunt them unless allied.
Spirit Animals and Mythical Creatures
Celtic Druids/Elementalists and Norse Beast Masters summon Spirit Animals (hound, hawk, stag; AC 12, 20 HP, +4 attack, 1d6+2 damage). At level 5, Druids summon Mythical Creatures (wyrm; AC 15, 50 HP, +6 attack, 1d10+4 damage, 1/day).
Void Temples and Ancient Temples
Neutral havens offering:
- Cleansing Rituals: Remove 1d4 Corruption Points (1/week).
- Training: +1 Arcana or Endurance after 1 week (1/month).
- Sanctuary: No combat; violators are banned.
Chapter 7: Key Figures as NPCs
The AOC uses key figures as allies, rivals, or quest-givers:
- Xan Khan (Persian Immortal): Level 10 Immortal (DEX 18, CHA 16). Leads rift-closing missions with a magical bow. Offers archery training (+2 DEX, 1/month).
- Seven Dragonrend (Norse Berserker): Level 12 Berserker (STR 20, CON 18). Solitary avenger against Void Titans (DC 18 Persuasion to ally).
- Kamate Masuki (Japanese Samurai): Level 10 Samurai (DEX 18, WIS 16). Teaches Void closure (+2 Arcana, 1/month).
- Calypso (Atlantean Void Walker): Level 12 Void Walker (CHA 20, INT 16). Offers Void knowledge (DC 15 CON save, risks corruption).
- Eros Valhas (Greek Titan Slayer): Level 15 Titan Slayer (STR 18, CHA 18). Recruits for Titan hunts (DC 20 Persuasion).
- Aodhán Mosswalker (Celtic Druid): Level 10 Druid (WIS 18, INT 16). Summons mythical creatures (1/day), teaches healing (+2 WIS, 1/month).
Chapter 8: Campaign Structure
The AOC designs campaigns around the Great Cleansing:
- Act 1: The First Voids (Levels 1-5): Face Void Abominations, choose a faction.
- Act 2: Faction Struggles (Levels 6-10): Navigate tensions, close rifts, meet key figures.
- Act 3: Titan’s Wrath (Levels 11-15): Confront Void Titans, defy or appease gods.
- Act 4: Defying the Gods (Levels 16-20): Unite factions or forge a new path.
Sample Encounter: Void Rift Assault
Setup: Void rift opens near a village (DC 15 Arcana to detect). Void Abominations (AC 14, 30 HP, +5 attack, 1d8+3 damage) attack.
Objective: Protect villagers (DC 12 Athletics to evacuate), close rift (DC 15 Arcana, Advantage for Void Hunters/Seers/Walkers).
Complication: Void Titan emerges after 3 rounds (AC 18, 150 HP, +10 attack, 2d10+5 damage).
Reward: 500 XP, runic weapon, or faction favor (+2 Persuasion with faction).
Chapter 9: Additional Rules
Resting:
- Short Rest (1 hour): Spend Hit Dice to recover HP (up to half level).
- Long Rest (8 hours): Recover all HP and Runic Power; reset class abilities.
Conditions: Blinded, charmed, frightened, paralyzed, poisoned, etc., follow D20 standards.
Mounted Combat: Aswaran gain Advantage on attacks from horseback; mounts have AC 13, 20 HP.
Environmental Hazards: Void rifts impose Disadvantage on non-Void users; sacred grounds grant Advantage to runic magic users.
Chapter 10: Appendices
Glossary
- Great Cleansing: Divine purge to eradicate life due to Void misuse.
- Void Rifts: Purple tears in reality spawning Void creatures.
- Rune Stones: Artifacts for runic magic, used by Celtic classes.
- Void Tech: Atlantean technology powered by Void Crystals.
Character Sheet Outline
- Name, Faction, Class, Level
- Attributes (STR, DEX, CON, INT, WIS, CHA)
- HP, AC, Initiative, Speed
- Skills, Proficiencies, Saving Throws
- Class Features, Runic/Void Pool, Corruption Points
- Equipment, Background, Personality