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Feb 17th, 2018
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  5.  
  6. <div style='margin-top:350px;'></div>
  7.  
  8. # Glyph Gear
  9. <div class='wide'>
  10. #### Collaborative Storytelling Campaign
  11. ###### Remake of Frontier United Navigators Campaign
  12. Using the Dungeons & Dragons 5th Edition + Variant House Rules
  13. </div>
  14. <div style='margin-top:125px'></div>
  15. <div class='wide'>
  16. ##### On a world consisted of Floating Islands and Continents, with many magical turmoils and calamities for centuries, the battles between Cosmos and Chaos continue; towards a new age of Glyph Gear wielders against Blue Breakers monstrosities.
  17. </div>
  18. <div style='margin-top:140px'></div>
  19. <div class='wide'>
  20. #### Authors List
  21.  
  22. ###### Sil
  23. ###### rushman_ad
  24.  
  25. #### Editors
  26.  
  27. #### Illustrations
  28. ###### Brooche
  29. ###### dancingberry
  30. <div style='margin-top:140px'></div>
  31. ##### Special thanks to DMs and Players of Frontier United Navigators campaign
  32. Better viewed using PC(Chrome) or Android, issues found with iOS
  33. </div>
  34.  
  35. \page
  36. # Table of Contents
  37. <div class='wide'>
  38.  
  39. #### Page 1: Abstract and Summary
  40. Short and brief introduction to Glyph Gear Campaign, including 'Ten Things' and overview of House Rules.
  41.  
  42. #### Page 2: Introduction
  43. Explanation about the campaign setting of Glyph Gear: history and legends, planes, and features of the setting. Included is list of inspiration sources.
  44.  
  45. #### Page 4: Blue Breaker and Glyph Gear
  46. The concept of the campaign focus, the Blue Breaker monsters and Glyph Gear wielders. Rules included.
  47.  
  48. #### Page 5: Races and Classes
  49. Explanations about races and classes of the setting, including several house rules. Strictness to how classes work is also written at this section. Please read this part carefully.
  50.  
  51. #### Page 8: Setting
  52. More explanations on the setting of the campaign: planes, economy, technology, religion, travels, and denizens of the world.
  53.  
  54. #### Page 11: Glyphrock
  55. A city-state filled with food stalls and remnants of influential learning center, defended by mysterious glyphed walls of rock. It is located at a tiny Floating Continent, which itself is orbited by mysterious archipelago.
  56.  
  57. #### Page 13: Grast
  58. An empire with tremendous financial powers located at an Archipelago of Floating Islands filled with riches and resources.
  59.  
  60. #### Page 15: Serendiluminaric
  61. A laidback aristocratic paradise, where arts and cultures are well mixed with natural beauty, elven court, and royal bloodlines.
  62.  
  63. #### Page 17: Wiscouth
  64. Untempered jungles and wilderness on a massive Floating Continent, with Druidic Republic rule over humble people whose heart is full of raging flame.
  65.  
  66. #### Page 19: Promethic
  67. Holy land with inner ocean and massive volcano, dotted with ubiquitous temples and shrines of uncountable cults, with citizens devoted to deities of heaven.
  68.  
  69. #### Page 21: Entraid
  70. A Floating Continent where the dwarves and hardworking entrepreneurs manufacture goods for all over the world, utilizing a tight and efficient society.
  71.  
  72. #### Page 23: Lucia's Gap
  73. A magical Floating Continent of ice and fire, shaped like a dagger with a massive abyssal gate as bladeguard, where communist people endure their harsh life there.
  74.  
  75. #### Page 25: The Travelers
  76. Those who spent their life never settling down for long, by fate or by choice.
  77.  
  78. #### Page 26: Deities and Gods
  79. Brief explanations on the tales and legends of Heaven inhabitants.
  80.  
  81. #### Page 28: Metagame: System and House Rules
  82. Several important house rules, including books used for this campaign. Feel free to check this part first if you are curious of the metagame aspect of the campaign.
  83.  
  84. #### Page 30: The Campaign
  85. As a multi-DM shared campaign, here are the rules and terminologies, along with initial agreements of campaign management systems. Including guidelines of creating characters and running sessions, should you are interested to try some DM-ing.
  86.  
  87. #### Page 35: Frequently Asked Questions
  88. Growing list of questions and answers.
  89. </div>
  90. <div class='footnote'>TABLE OF CONTENTS</div>
  91.  
  92. \page
  93. # Abstract and Summary
  94.  
  95. Welcome to the Glyph Gear Campaign Handbook. This handbook will give detailed explanations on the fantasy setting of floating continents and chaos versus cosmos where the campaign is held. It will also explain the house rules for variant Dungeons & Dragons 5th Edition that the campaign use. The campaign will pit the Player Characters (PC) as the only Glyph Gear wielders against encroaching perils caused by Blue Breaker monsters, in a shared campaign with multi-DM; anyone can try to run a session here.
  96.  
  97. To manage the campaign, a Main Narrator (who set the initial rules and agreements and acts as final arbiter) and several Sub Narrators (who will determine the *fate* of the campaign and manage background stories of characters) will observe the sessions held to determine the doomsday clock (Conquest, War, Famine, and Death) which will eventually impact the campaign, and will impact on how the campaign conclude.
  98.  
  99. ### Ten Things of Glyph Gear Campaign
  100.  
  101. Below are the ten things that can give a glimpse of Glyph Gear Campaign:
  102.  
  103. **Special Enemies**. In this campaign, the story is centered on appearance of super monsters called *Blue Breakers*. They are extremely tough and totally difficult to defeat, and have been ravaging many places, pushing back civilizations for several decades already.
  104.  
  105. **Special Equipments**. After civilizations have been pushed back by the Blue Breakers -- arguably to near extinction -- rumors of some people with special equipments appeared: *Glyph Gear* wielders (the Player Characters) who can handle Blue Breakers much better than anyone else.
  106.  
  107. **Floating Continents**. The world is set on a 'flat disc of floating continents'; a 'cosmos shelter swimming on chaos sky'. The world itself, according to legends, was a goddess named Elohino, and was a beautiful sphere before something struck and killed Elohino; thus shattering the sphere into chunks of floating continents.
  108.  
  109. **Chaos vs Cosmos**. From the very beginning, the theme of legends is about the infinite Chaos and the purposeful Cosmos; albeit somewhere along the way, another axis of peaceful and benevolent Upper Plane versus the sinister Lower Plane rose to prominence.
  110.  
  111. **Doomsday Clock**. The expected goal of the campaign is to prevent another apocalypse, thus it is to handle the threats brought by Blue Breakers to the mortal civilizations in the form of Conquest, War, Famine, and Death.
  112.  
  113. **Evolve**. This campaign *might* evolve into something unpredictable based on the sessions held (and actions of PCs). There will be updates on the said Doomsday Clock at each Chapter, which might give some influence to the whole campaign. For better or worse.
  114.  
  115. **Silent Gods**. The gods of the setting are real, and they grant powers to the clerics and faithfuls; however they are silent and distance themselves to worldly matters. The many cults can interpret their teachings and holy texts differently, thus clerics are free to select their divine domain, based on their interpretations.
  116.  
  117. **Gritty Magical World**. With floating continents and many magic users, the setting can be considered as a high magical world. However, it is also gritty one: a simple wound could lead to fatal life threatening situations. There are some conditions that not even normal magic can handle, with skills in medicines and treating injuries can save the day -- and good supplies of healer's kit.
  118.  
  119. **Semi-anachronistic**. The technology of renaissance firearms and clockwork exist, while magical airship (that can only sail in the Chaos Sky and cannot sail on top of any Continent) also exist (although no one can produce it anymore), the general atmosphere of the campaign is 'light adventure' with semi-anachronistic feel, especially on clothing/fashion and food.
  120.  
  121. **Multi-DM**. This campaign is a shared campaign where anyone can try to be a DM. The result of each session *might* influence the whole campaign (as determined by Main Narrators and Sub Narrators). Needless to say, this could be a good implementation and could be a bad one, thus it is advised that players who are joining the campaign know the risk (and possible reward): it is not for players who prefer a stable spotlight. With many players it is possible there will be no spotlight at all. However if you do not mind with them all and just want to have a random game once in a while, or know the risk and reward of such campaign, then this campaign should be okay for you to try.
  122.  
  123. ### Overview of House Rules
  124.  
  125. There are several important house rules for this campaign, as follows:
  126.  
  127. **Custom Background**. Characters can only select Background from this campaign handbook and cannot select any background from any other book. Similarly, the world is mutually exclusive from other published materials such as Faerun, Greyhawk, etc; it is a homebrew setting.
  128.  
  129. **Racial Benefits**. Some Races gain Racial Feat as a bonus feat, and Human has a house rule that replaces the player's handbook rules for Human.
  130.  
  131. **No Feats**. Characters cannot select any Feat from level advancement; they must select ability score increase (or alternatively as another house rule, a single language).
  132.  
  133. **Rank Systems**. Instead of using proficiency, a variant homebrew house rule is used for: skills, saving throws, and tools.
  134.  
  135. **Gritty**. There will be new *bloodied* and *wounded* status, represent injuries of combats that can only be treated by Medicine skill (and expending uses of Healer's Kit, and a lot of time).
  136.  
  137. **Blue Breakers**. Blue Breaker monsters are extremely tough, even for PC (the only Glyph Gear wielders). They have magic resistance, resist fire, and resist radiant. For non PC, they are effectively immune to damages.
  138.  
  139. **Glyph Gear**. Their only wielders are the PCs. They are gears that can consume wielded or worn equipments, and can manifest them later on; making it is possible for PC to perform *henshin*.
  140. <div class='pageNumber'>1</div>
  141. <div class='footnote'>ABSTRACT AND SUMMARY</div>
  142.  
  143. \page
  144. # Introduction
  145.  
  146. A*ncient lore wrote that our world was a sphere, but it was destroyed along the death of goddess Elohino. Her remnants then became chunks of Continents that float on the Sky ruled by Chaos. Elohino’s lingering divine energy maintained these remnants and protecting them from the randomness and incursions of Chaos. Not only that, the movement of each of these remnants was set in a specific rhythm, approaching and disengaging one another, following a specific pattern.*
  147.  
  148. *Then alas another tragic event called Cataclysm happened. Such pattern perished along many things after the Cataclysm; even Glyphrock went into oblivion for several months. Fortunately, a group of survivors returned from Glyphrock to the embrace of others. Then several decades later, a massive magical ritual brought back Glyphrock, along with several new Continents and two celestial bodies that take turns in appearing: one during day time we call Sun, and the other during night time we call Moon. The Sun is a fiery orb, while the moon is a serene orb radiating calming light, albeit with different shade covering its parts, forming a Crescent, Gibbous, and Half Moon.*
  149.  
  150. *Hundreds of years have passed by now, at least according to surviving records. However these last decades we have seen an increase of the appearance of monsters we call* ***Blue Breakers***, *creatures commonly known as fiends with distinguishing cerulean glyphed aura, effectively immune to almost everything, and need the efforts and sacrifices of many just to defeat one of them. Their sudden appearances often seemingly breaking the fabric of reality. Thus, our civilization pushed back to struggling just to survive, once again.*
  151.  
  152. *But as always we will not lose; together we can.*
  153.  
  154. <div align='right'>
  155. Anonymous Sage
  156. </div>
  157.  
  158. ## The Ancient History
  159. The history of this world is filled with tales and legends, most are beyond comprehension of mortals. We as mortals can only belief on what happened during that span of time and space as explained by sages of old and enlightened wise saints, or even diabolic cultists.
  160.  
  161. Here we will take a glimpse of the very tales and legends that form our reality.
  162.  
  163. ### Before Time and Space
  164.  
  165. At the beginning, there were only Chaos.
  166.  
  167. Legends according to primordial races and divine entities, eons ago Chaos emerged from nothingness in the form of raw and infinite energy. It also resembles the random existence, of singular non-singularity. Chaos filled the boundary of multiverse. Until one part of Chaos emerged with a purpose: Cosmos.
  168.  
  169. Unlike the raw and infinite changes, Cosmos resembles order and measurable existence, so 'reality' is born. To contain reality, a finite plane and measurable entities are needed. Cosmos then attracted/subverted parts of Chaos, or multiplied itself, into divine entities each holding a purpose. These entities are called as Gods.
  170.  
  171. The first Gods were those who hold ideal of order, namely Time and Space, which started to shape the multiverse by fixing their forms and controlling the Chaos. However, Chaos with its raw emotional prowess dislike the prospect of being controlled, and it disgorged most of its Rage and Hatred that formed the Abyss: infinite energy full of destruction, with sole aim to spread Chaos and destroy Cosmos.
  172.  
  173. ### Agents of Cosmos and Chaos
  174.  
  175. As the numbers of the Agents of Cosmos multiplied, along with new sets of rules and purposes, a specific Agent was sent to organize defenses against the encroaching, ever-hungry, Abyss. Meanwhile, the other Gods started to create a beautiful place called Heaven, the Upper Plane, far away from the Abyss.
  176.  
  177. Chaos, with an everlasting curiosity, spontaneously gave birth to entities filled with Beauty, Freedom, and Creativity; the progenitors of Elves. These agents of Chaos are too focused to see the manifestation of Heaven, and their nondestructive behavior made them welcomed in Heaven. Together they decorated the heavens with blue sky, clouds, and gentle light, that shifted into dark sky with shining beacons called stars, where they reside.
  178.  
  179. The positive interactions between the agents of Chaos and Cosmos gave birth to a mixed entity; Cosmos who flirted with Chaos and Chaos who learn to settle down with Cosmos gave birth to progenitor of Littlefolks. Unhappy conflicts were thrown away downward from the Upper Planes and made four Elemental planes as the Middle Planes, right between Upper and Lower.
  180.  
  181. ### Material Plane
  182. As Heaven had became the embodiment of perfect ideals, the Gods started another project, which is to create a common playground, a perfect collaboration of Cosmos and Chaos. Thus Elohino was born, a goddess balanced in Cosmos and Chaos, in the form of spherical plane structured by earth, water, fire, and air. Elohino populated herself with plants and beasts. The Gods then populated Elohino with their own mortal creations: Dwarves, Elves, and Littlefolks. The Elemental Plane surrounding Elohino also invoked the birth of Draconic races at Elohino. Chaos broke free into Elohino, and created the Demonspawns.
  183.  
  184. It took only several millennia before the mortals torn more parts of the material world, and often the Chaos spilled over. It is during this time, the Agent who set the defense against Abyss made the significant Pact Primeval, and established Nine Layer of Hells at the Lower Planes. This era set the waxing and waning of the Chaos and Cosmos conflict, with Souls and Beliefs as primary weapon and currency, and the birth of new conflict between Gods and Devils, inhabitants of Nine Layer of Hells.
  185.  
  186. <div class='pageNumber'>2</div>
  187. <div class='footnote'>INTRODUCTION</div>
  188.  
  189. \page
  190. ### Elemental Planes, Infinite Paths
  191. The Material Plane rotates upon itself, and also revolves along the boundary of Elemental Planes of Fire, Air, Water, and Earth. The revolution along the boundary brought Seasons into Material Plane (summer, autumn, winter, and spring, respectively) depending on the nearest Elemental Plane.
  192.  
  193. Infinite Chaos that spilled over the Multiverse -also where the Elves originated- formed the Infinite Paths of Fey; it is said that using the treacherous planar shortcuts in the Paths, any person can reach anywhere. But the Paths is a place full of trickery and shadows, and it is impossible to mere mortals to record even the slightest number of known Paths.
  194.  
  195. ### Destruction of Elohino
  196. It was as sudden as Chaos explosion, that caught the Gods unprepared. The Elohino instantly overloaded with Energy and exploded. The Gods tried to prevent total destruction, yet the power of Cosmos was utterly weakened at the time, and they only maintained to protect parts of the remains of Elohino. The beautiful spherical Plane now become a scattered shattered Lands, floating on a circular disc of sky.
  197.  
  198. On her dying breath, Elohino put her last divine energy into forming a new mortal resembling a balance between Chaos and Cosmos: the Human, who populated the corpses of Elohino.
  199.  
  200. ### Gods of the Multiverse
  201. At the beginning of the Multiverse, Gods were the Agent of Cosmos; however even Time succumbed to Change, and the Gods re-assembled themselves as the Agent of Heaven. The new Gods also forsake the fallen Agent of Cosmos ( commonly known as Devils) while fighting the destructive force of Abyss (commonly known as Demons). The Gods reside at the Upper Planes of Heaven, while the Devils and Demons reside at the Lower Planes: The Abyss and Hell.
  202.  
  203. Known Gods are called by different languages on mortal world, and each has its own cults of worship in the Material World.
  204.  
  205. ### The Cataclysm
  206. There have been an event called Cataclysm befallen to the world of ours. This event somehow took Glyphrock away from the known Continents, and the movements of Continents turned into random patterns. Fortunately, after several months, a group of frontier navigators appeared, and established researches to bring back Glyphrock. Decades later, the efforts brought into fruition, and Glyphrock is returned back to its place, with additional Continents nearby.
  207.  
  208. This event also mysteriously brought two new celestial bodies, the Sun and the Moon, into the world.
  209.  
  210. ### Blue Breaker
  211. Several centuries after the Cataclysm, during the last few decades, there have been cases of sudden appearances of peculiar monster, as if breaking the fabric of reality upon birth. These monsters are fiends protected by weird cerulean aura and glyphs, that render them effectively immune to most attacks and magic; only a massed offensive can defeat even a single of them.
  212.  
  213. These fiendish mysterious monsters have been rampaging our settlements, causing our cities to be fallen aparts, and even we have losts many of our airships. But we shall overcome, and we shall not perish.
  214.  
  215. ## Brief Overview
  216. This is a campaign setting made free for non-commercial non-profit personal uses. A brief explanation of the generic setting is as follows.
  217.  
  218. ### Old History
  219. The History is filled with tales about creations and how the world is hugely shaped by Chaos against Cosmos. As they shaped the world, the forces of Upper Planes (the Good) and the Lower Planes (the Evil) also rose. The world is always surrounded by the Elemental Planes, which are responsible in creating seasons. Four seasons existed regardless of area, and there is no such thing as tropical or polar due to the flat disc world. The climate is similar to sub-tropic: winter is cold, spring is rainy or foggy, summer is hot and humid, and autumn is windy.
  220.  
  221. ### The Flat Disc World
  222. Floating continents, islands, and archipelago, separated by blue sky during the day and sky full of stars during the night. Each of these Continents is in constant random movements. Each of these Continents is often has their own habitats, including lakes or even inner seas. These Continents are often seemed to be magically cut; thick vegetation can grow in the living part, but weird rocks can be seen on the cut part. Sun and Moon are just recent addition some centuries ago.
  223.  
  224. ### Traveling the World
  225. Travel between these Continents needs a flying airship bonded with elemental entities. Regardless, due to the chaotic and random situation at the Chaos Sky, travels can only be performed when the distance between embarkation point and destination point is near. Chaos Storm is prevalent in the Chaos Sky, making travel relatively difficult.
  226.  
  227. ## Inspirations
  228.  
  229. This campaign setting takes a heavy inspiration and also massively influenced by several games, as explained below.
  230.  
  231. * **Granblue Fantasy** with its floating continents, airship, general settings and races, with magical creatures and high fantasy feel, but not the realm-breaking mind-twisting kind of stories.
  232. * **God Eater Series** for the unique weapon/equipment and consuming other equipments, as well as special enemies and monsters.
  233. * **Final Fantasy IX** for the generic feel, town designs, character designs, semi-anachronstic things, airship, and atmospheres.
  234. * **Ragnarok Online, Tales series, Legends of Heroes series** for many aspects.
  235.  
  236. The campaign itself takes a 'light Fantasy games' approach for setting style, and relatively anachronistic especially in terms of clothing and food.
  237.  
  238. <div class='pageNumber'>3</div>
  239. <div class='footnote'>INTRODUCTION</div>
  240.  
  241. \page
  242. # Blue Breaker and Glyph Gear
  243. W*ith the appearance of Blue Breaker monsters, each of them is highly durable and has tremendous vitality, the world was thrown into another turmoil as one by one many settlements (and even walled cities) ruined. People flocked together to larger settlements such as cities and metropolis where they have bigger chance to survive, and to pool up large enough power to bring the Blue Breaker down whenever they appear.*
  244.  
  245. *Meanwhile in the last few weeks, rumors and tales have been spreading of a recent activity of people wielding curious equipment with glowing glyph, who are capable of breaking the defenses of Blue Breaker.*
  246.  
  247. *Witnessess claimed that -- regardless of the story and source of legends -- these people uttered a common single word in a sentence to invoke their glyph equipments.*
  248.  
  249. *"--- gear---".*
  250.  
  251. *Thus the tale of Blue Breakers against Glyph Gears began.*
  252.  
  253. <div align='right'>
  254. Report summary on Blue Breakers and Glyph Gears
  255. </div>
  256.  
  257. ## The Concept
  258. The battle for the world to survive against powerful monsters. The chosen ones who wield the weapon needed. These are the basic concepts of the Glyph Gear campaign.
  259.  
  260. Although this seems to be fully action-oriented, DM may also incorporate dramas such as between Glyph Gear wielders (PC) and NPC, or run investigation sessions where everything is more than meets the eye.
  261.  
  262. The general *goals* of the campaign of course branch into many: from preventing doomsday, accomplishing each personal agenda of characters and organizations, investigation of Glyph Gear and Blue Breaker, etc. Details on the campaign can be found at later part of this handbook.
  263.  
  264. ### Blue Breaker
  265. Blue Breaker monsters are the latest threats to mortals. Their origins are unknown, and their reason for existing is a mystery that even the gods are silent--if the Gods know about it. However, there have been several records on what they can do, thus usually an appearance of a Blue Breaker monster is met with an army of some sort, which made mortals found survival is getting more and more difficult.
  266.  
  267. **Blue Aura.** There usually are weird bluish lines of letters and glyphs, sometimes arranged in a cylindrical form, moving vertically. Those lines are incomprehensible even with the mightiest of magic.
  268.  
  269. **Profane.** All Blue Breaker monsters are said to be similar to the legendary Destroyer races; they are unholy, have many similarities with demons who want to sow destructions everywhere. Blue Breaker monsters have a Fiend type, gain resistance to magic, and resistance to fire and radiant damage.
  270.  
  271. **Magic Defenses.** Blue Breaker monsters are also reported to be relatively immune to magical offense. They are immune to the effect of cantrips cast by non Blue Breaker monster, while any harmful spells are negated and only deal 1 damage instead. Glyph Gear wielders bypass this defenses.
  272.  
  273. **Tough.** Reports stated that Blue Breaker monsters have extra-ordinary toughness, that no weapons can really harm them; except the rumored Glyph Gear. Any damage that would be dealt to Blue Breaker monster is set to 1 damage, and Blue Breaker monsters regenerate hit points equal to their CR x 2 at the end of any turn. Damage from Glyph Gear wielder ignore this toughness and suppress this regeneration until the end of wielder's next turn.
  274.  
  275. ### Glyph Gear
  276. Albeit the threat of Blue Breaker monsters is obvious, mortals have not lost hope due to the very recent appearance of the rumored Glyph Gear wielders. These weird equipment wielders are said to be capable of handling Blue Breaker monsters *normally*. Their origins are as mysterious as the Blue Breakers, with even the gods --again-- are silent. The wielders also seemed do not know as well; they just intuitively know how to use it.
  277.  
  278. **Small Memento.** The *basic* form of Glyph Gear is a tiny shard or crystal, or a jewelry. This could be character's memento, or some mysterious item found, but nevertheless it acted as the conduit to access the Glyph Gear. This small memento also cannot be destroyed nor lost, as it always manifests at the character at their whim, disregarding any spell, magic, or physical law. (only *Main Narrator* can remove it permanently from a character, with the written consent of the player, outside a session).
  279.  
  280. **Resonance.** A Glyph Gear will, for a moment, resonate slightly when they are near one another (or near Blue Breakers), as if notifying a wielder whenever another wielder (or enemy) is nearby. The effect or form of resonance could be in the form of mental note, silent whisper, tiny glimmer, or something else that is barely noticeable by others.
  281.  
  282. **Free Form.** The Glyph Gear is not limited to a certain form, but usually has a certain artistic style or theme fitting to a character. The only certainty is a Glyph visible at each manifested form, usually looks like a mark of some sort.
  283.  
  284. **Consume.** Glyph Gear can *consume* any equipments *worn* or *wielded* by the character, and the equipment is 'lost' -- but the Glyph Gear now capable of manifesting the equipment. A Glyph Gear wielder who worn a plate mail can *consume* the plate mail into oblivion, but now the Glyph Gear is capable to manifest as plate mail. To consume a worn or wielded equipment, the character must spend an action (and have the attunement slot, in case of several magical items).
  285.  
  286. **Manifest.** "--- gear---", that is the common word reportedly heard by witnesses, before someone suddenly wield a Glyph Gear. A Glyph Gear wielder can use his action (V,S) to manifest any combination of consumed equipments (property maintained), or to de-manifest any combination of Glyph Gear. So a Glyph Gear wielder can use his action to manifest a Glyph Gear consisting of plate mail, long sword, and shield, and then uses his action to de-manifest the long sword and shield, then uses his action to manifest a crossbow (assuming all said equipments have been previously *consumed*).
  287.  
  288. **Soul Link**. When a Glyph Gear wielder fell unconscious, all the manifested equipments immediately de-manifested. The wielder must use their action again to manifest the Glyph Gear after they regain consciousness.
  289.  
  290. <div class='pageNumber'>4</div>
  291. <div class='footnote'>BLUE BREAKER AND GLYPH GEAR</div>
  292.  
  293. \page
  294. # Races and Classes
  295. T*here are multiple races in this world of ours, who have been here for many milennia or even eons. Legends have it that Progenitor Gods created Dwarves and Elves were created first, followed by Littlefolks (gnomes and halflings). Dragonborns were born out of the whimsical Draconic magic, creating a new race as different as dragon and kobold. Humans were born as Elohino's dead throes echoed at this material plane of ours. Half-elf and half-orc are usually the offspring of flirtatous human with joy and sorrow, respectively. Tiefling is a cursed bloodline of human who made terrible pacts with fiends, or even something more terrible.*
  296.  
  297. *Legends also told that they all once have different old age; but as we have witnessed for the last few centuries, all of us age similarly.*
  298.  
  299. *Further, during these last few centuries, records have shown that the fabled legend of 'Destroyer' and 'Protector' races have not been true, as now we can see there are possibly uncountable races living peacefully, side-by-side with everyone else, sharing the same fate of surviving together on the remnants of Elohino.*
  300. <div align='right'>
  301. Excerpt from 'Races of The World'
  302. </div>
  303.  
  304. ## Races
  305.  
  306. Several races also gain one **Racial Feat** (from Xanathar's Guide To Everything) at first level, appropriate to their Race, as a bonus feat. Those races are: dwarf, elf, gnome, halfling, human, half-elf, half-orc, and tiefling, with all of variants of these races. However keep in mind that *human uses the house rules described at this chapter* in this campaign.
  307.  
  308. Halfling and gnome of this setting has the same appearance and treated as the same Littlefolk. However, for metagaming aspect, treat each race as halfling and gnome, respectively.
  309.  
  310. #### Age of Races
  311.  
  312. Unlike most fantasy setting, this campaign setting has its playable races to have similar age progression. They reach full adulthood around 20 years old, middle-age around 40 years old, and seldom reach a century.
  313.  
  314. Of course, some areas have a shorter life span due to brutal and deadly environments, but under normal circumstances, the races age similarly.
  315.  
  316. ### Dwarf
  317. The dwarves of this campaign have similarities as the description of the player's handbook in terms of appearance. They also tend to be stern, stoic, and hard-working. Ancient tales and divine records stated that Dwarf was created by the goddess Neith, an agent of Cosmos who loves to forge many creation.
  318.  
  319. Many dwarfs consider the massive rock island of *Entraid*, with tunnels and extraordinary underground metropolises inside the rock, as their home. Dwarven name follows the player's handbook, or their region of origin.
  320. ```
  321. ```
  322. ### Elf
  323. The elves of this campaign have a very prominent long ears, and have similar height to human -- albeit thinner. They usually have unnatural or bright eyes color as well. Despite their long tresses on the crown and beautiful eyebrows, they have little to none of other facial and bodily hair. Amaranthyne was the god who created Elf, who was an agent of Chaos who took residence on upper planes due to the beautiful creativity he enjoy.
  324.  
  325. Many elves stay at the beautiful artistic forest continent of *Serendiluminaric*, enjoying their life and devoted to culture. Elven name follows the player's handbook, or their region of origin.
  326.  
  327. ### Littlefolk
  328.  
  329. This setting has Halfling and Gnomes to be considered a same race: Littlefolk. Simply put, Littlefolk of this setting look like an elf but as tall as a dwarf with slightly big eyes. They have a kind of child-like appearance, with slightly pointed ears. They are curious, playful, and creative, albeit sometimes very relaxed and enjoying good time with good friends. Janus was the curious god known as father of Littlefolk, while Brighid the goddess of comfort is the mother of this race.
  330.  
  331. The everlasting land of industry and craftsmanship *Entraid* is the home of many Littlefolk, with several other enjoy the land of creative arts *Serendiluminaric* has to offer. *Glyphrock* is also the *2nd home* for most Littlefolks. Littlefolk name follows the gnome or halfling name at player's handbook, or their region of origin.
  332.  
  333. ### Half Elf
  334. The half elves of the world resembles human, with slightly pointed ears and other distinguishing features of their parents (such as gills for aquatic elves, unnatural dark skin for dark elves, etc.).
  335.  
  336. Many of the half elves enjoy a life as diverse as human, and can be found at many settlements. Some of them do not feel to be able to fit in any society, thus taking the road as their home, traveling from one place to another. Half elf name follows the player's handbook, or their region of origin.
  337.  
  338. ### Half Orc
  339. Some say that half elves are happy coincidence, while half orcs are tragic coincidence. While this is not always true, but one cannot neglect that most of half elves are offspring of happy couples (at least at some point of their life), and half orcs are usually born from a non mutually consentous partnership.
  340.  
  341. They have many resemblances to the orcish parent, such as tusks. Their hair tend to be coarse, and they tend to have bulkier body.
  342.  
  343. Due to similarities to the orcs, and that not everyone can distinguish them from orcs in a quick glance, they tend to live at the corner of society, just to avoid complications. They often ended up as sell-swords and mercenaries. Half orc name follows the player's handbook, or their region of origin.
  344.  
  345. <div class='pageNumber'>5</div>
  346. <div class='footnote'>RACES AND CLASSES</div>
  347.  
  348. \page
  349. ### Human
  350. Humans of the realms have varied appearance, but almost all of them have big ambition compared to others. Legends have it that in the ancient times, other races can live up to centuries, while humans can only live up to decades. This short life made them ambitious in fulfilling their dream. However, as today, everyone can only live until a century at most, so the tales just stay as tales.
  351.  
  352. **Grast**. Humans from Grast often have a light skin tone and bright hair color such as blonde or silver. They also often have bright colored eyes. Common name examples: *Louis, Jeanne, Franc*. Common surname examples: *Smith, Depardeux, Merovingue*.
  353.  
  354. **Serendiluminaric**. Humans from Serendiluminaric usually have fair skin tone, with varying hair color and eye color. Their build usually slim, with elegant gait. They often took the name of elven or sylvan language. Common name examples: *Athen, Dyon, Socrates*. Common surname examples: *Atreides, Aragon, Tudor*.
  355.  
  356. **Wiscouth**. Dominated by brown or red skinned humans, with prominent nose and/or jaw, the humans of Wiscouth often seen as crude by others. Their hair usually dark, similarly to their eyes. Some of them do not possess surname, but using a term *Ibn* or *Bin* which means 'son of'. Common name examples: *Rashid, Hiawata, Kamal, Vijay*. Common surname examples: *Azhar, Punjab, Singh*.
  357.  
  358. **Promethic**. The humans of Promethic tend to have a prominent nose, with olive or lighter skin tone, dark hair, and hazel eyes. Common name examples: *Eduardo, Giuseppi, Miguel*. Common surname examples: *Salazar, Cervantes, Corleone*.
  359.  
  360. **Entraid**. Humans of Entraid usually have yellow skin, straight black hair, and small eyes. They usually put their surname at the front. Common name examples: *Xin, Akira, Yeon*. Common surname examples: *Yamamoto, Sun, Won*.
  361.  
  362. **Lucia's Gap**. The mysterious humans have raven-black straight hair, pale white skin, and various names.
  363.  
  364. #### Human Traits (House Rules)
  365. Humans at this campaign has a different rules, that override any other human or variant human of any book. Age, alignement, speed, and languages are following the human traits at Player's Handbook.
  366.  
  367. ***Ability Score Increase***. Your ability scores each increase by 1.
  368.  
  369. ***Skills.*** You gain proficiency in one skill of your choice.
  370.  
  371. ***Tools.*** You gain proficiency in one artisan tools or one musical instruments of your choice.
  372.  
  373. ***Elohino's Last Breath.*** You gain **Lucky** as a bonus feat.
  374.  
  375.  
  376. ### Tiefling
  377. Tieflings of this campaign setting are *different* from the published books of Wizards of the Coast. They do *not* necessarily have tails or horn; however they *must* show *obvious* physical appearance resembling some parts of a fiend, such as the horn of horned devil, ears and tails of arcanaloth, etc.
  378.  
  379. Usually they are descendants of a human or elf who made pact with Fiends, or when one of their parents is a tiefling whose curse is passed down (or worse, a fiend).
  380.  
  381. There have been many Tieflings at the *Lucia's Gap* or *Glyphrock*, where they do not suffer the stigma, but other places may be not so accepting their obvious fiendish trace, which are rumored to be a conduit of the powers from lower planes. Tiefling name follows the player's handbook, or their region of origin.
  382.  
  383. ### Others
  384. Other races from any source book (including Dragonborn) are available at the setting, however their numbers are few and far between, barely able to form a proper civilization in any continent. Most who choose to go for an adventure usually seek for something good, or running away from something terrible. These other races **do not gain** racial feat at first level.
  385.  
  386. ## Classes
  387. Classes in this campaign is a strict affair, since Classes define what the character is *trained* as. It is quite difficult to play as a *commoner* in this campaign, and it is highly discouraged to do so.
  388.  
  389. Some classes have much stricter theme, especially spellcasters, since they differ on how they can cast spells; either through **Tap** or **Channel** the Chaos or Cosmos.
  390.  
  391. **Tap**. Tapping uses *internal* power, either from the strength of mind, intuition, or innate ability.
  392.  
  393. **Channel**. Channel means borrowing *external* power, and manifesting theirs to alter reality.
  394.  
  395. **Cosmos**. Cosmos represents order, rules, and consistency. Tap or channel the cosmos means reshaping the container of reality, and control the flow of Chaos.
  396.  
  397. **Chaos**. Chaos represents potential, raw, and primordial essences. Tap or channel the chaos means overflowing the reality with Chaos until it changes.
  398.  
  399. Please pay attention to the italicized texts, as they are the core theme of the class, that cannot be changed or altered. Strictness level is given as well, to provide rough estimation on how strict (and difficult) it is to interpret the guide here.
  400.  
  401. ### Barbarian
  402. ##### Instinct
  403. ###### Not Strict
  404. Barbarian of this setting has many similarities with the published books. They focuses on *primal instinct*, regardless of their affinity to nature or their training. Some might have gained martial training or discipline, but in the heat of battle (or any other matters actually), their instinct is their main strength and weapon.
  405.  
  406. ### Bard
  407. ##### Creativity
  408. ###### Quite Strict
  409. Bard of this setting might learned their arts from formal college or informal tutors, or by hard-learned experiences that drove their *creative and artistic intuition to the extent of capable of tapping the chaos*, forming the magic from arts and creativity. In addition to using musical instrument, some bards capable of using dance, voice, or even painting and calligraphy arts to invoke their magic. They can treat such tools (including performer outfit) as their arcane focus.
  410.  
  411. <div class='pageNumber'>6</div>
  412. <div class='footnote'>RACES AND CLASSES</div>
  413.  
  414. \page
  415. ### Cleric
  416. ##### Prayers
  417. ###### Strict
  418. The setting has many silent gods, each with their own cults and each cult has their own interpretation of the codex. The clerics are loyal servants of a cult, who *through devoted prayers to a deity becomes capable of channeling the cosmos*, turning prayers and rituals into miracles that alter the world.
  419.  
  420. Clerics in this campaign can have any Domain.
  421.  
  422. ### Druid
  423. ##### Heart
  424. ###### Strict
  425. The world was a goddess name Elohino, a beautiful sphere, before destroyed during the ancient age of pre-antiquity. Now there are only the shrapnel remains of Elohino, the floating continents. Some said it is dead, some said it is dying; but the druids of the setting are mortals who open *their heart to become one with Elohino, tapping the cosmos* from the power of nature.
  426.  
  427. ### Monk
  428. ##### Meditation
  429. ###### Quite Strict
  430. The monk of the setting has one goal in mind: through *meditative of mind body and spirit* attaining enlightenment, and capable of *tapping the cosmos* altering themselves and environment nearby. Unique meditation of mind (reading, observing), of body (practice), and of spirit (the meditation), all needed in a synchronized matter.
  431.  
  432. ### Fighter
  433. ##### Discipline
  434. ###### Very Strict/Extremely Strict for caster
  435. Fighters represent how *excess repetition and disciplined training* can make an adept combatant, excel at martial matters. A separate Eldritch Knight also learn wizardry, similar to a *wizard*.
  436.  
  437. ### Paladin
  438. ##### Faith
  439. ###### Strict
  440. Using *faith* alone as their primary source of power motivation, paladins gain the ability of *channeling the cosmos* to alter reality, including the legendary smite abilities. Some are practicing like a fighter, some are meditating like a monk, some are praying like a cleric, but all paladins have the same stems of power: *faith*, as represented with their code of conduct.
  441.  
  442. In addition, each paladin in this setting regardless of their sacred oath, they have one extra line of code: that their code is for them, thus they shall never force others to follow theirs.
  443.  
  444. ### Ranger
  445. ##### Bond
  446. ###### Quite Strict (Super Strict for Horizon Walker)
  447. Hunters and scouts of the setting usually are rangers, people who are comfortable at the wild, *with deep respect and special bond towards Elohino*, who miraculously capable of *channeling the cosmos* of nature's powers.
  448.  
  449. *Note: To play as Horizon Walker, you need to consult with Main Narrator first.*
  450. ### Rogue
  451. ##### Wits
  452. ###### Not Strict/Extremely Strict for caster
  453. Rogues of the setting uses *wits and cunning* to handle any difficulties, including how to practice efficient moves and problem solving. Some of the rogues known as Arcane Trickster also dabbled in wizardry, rigorously studying like a *wizard*.
  454.  
  455. ### Sorcerer
  456. ##### Bloodline
  457. ###### Not Strict
  458. Sorcerers are magic users who can *innately tap into the chaos* to alter the realms, thanks to the latent awakened *special bloodline* inside them. Some of the sorcerers learn the hard way to control their powers, some have tutors ready to guide them, while others just instinctively able to comfortably use their powers from the very beginning.
  459. ### Warlock
  460. ##### Pact
  461. ###### Very Strict
  462. Warlocks are individuals made a pact to *anonymous* greater being, who afterwards can *channel the chaos* to overflow into the world, altering the environment. Most often than not, the greater being made pact to do not ask for services, and usually will enact the required services on an important time *much later*; bargaining a soul is always like that after all.
  463.  
  464. In this campaign, Celestial-pact will require following a certain vow of virtue, such as Paladin's sacred vow. Meanwhile other pacts are, despite often receive some reminders that the greater power will have the warlock's soul later, mysteriously never required to do anything... *yet*.
  465.  
  466. ### Wizard
  467. ##### Study
  468. ###### Super Strict
  469. Only those who are willing to study, to memorize complex and convoluted verbal-somatic-material components of each spell, including their notations, then to forget bit-by-bit everytime they cast the spell thus must re-memorize everything every time they *tap the Cosmos*, can become a wizard. *Rigorous study, mind over body, and eagerness to re-learn everything* is what makes a wizard wizard, at least in this setting.
  470.  
  471. *Note: playing wizard in this campaign need some thorough interviews and agreeing several commitments first with Main Narrator. This includes to multiclassing into Wizard.*
  472.  
  473. ### Multiclassing
  474. ##### Mentorship
  475. ###### Extremely Strict
  476. To multiclass in this campaign, you need to obey the guide of all classes you have, and you also need to have met (and properly trained during one session or downtime) by *another PC as Mentor* who have the class. Other limitations and how multiclass works can be found at the Player's Handbook.
  477.  
  478. <div class='pageNumber'>7</div>
  479. <div class='footnote'>RACES AND CLASSES</div>
  480.  
  481. \page
  482. # Setting
  483.  
  484. O*ur world is an old one, and full of legends and tales, with no one to clarify. The priests and clerics claimed to have been receiving visions from the gods, similarly to the arcane researchers delving too deep into forbidden lores. Alas, albeit they really can show miracles and often wisdom bypassing logical explanations, no one can really confirm anything; with histories written by the victors, and important notes often lost gradually with the ravages of time. As one of the self-proclaimed historians, several people have tried to gather as many reliable sources as possible, to have a big picture of the world we live in. Our hopes are to have this tome to be read and preserved, or duplicated if needed, to ensure that this small sum of knowledge we possess does not just wither and die, forgotten somewhere, like many hidden lores scattered around the world due to many catasthropic cataclysms we had, so many many times.*
  485.  
  486. <div align='right'>
  487. Foreword of 'World We Live In', PDA Archive
  488. </div>
  489.  
  490. <div class='descriptive'>
  491.  
  492. *Welcome to the short note regarding our world we live in. On this note, you will be able to find uncontested and confirmed lores from various resources, as we aim for delivering facts only. Several legends are written as legends, due to our inability to verify them, yet we can obtain approval of such legends from divine beings and powerful divinations, including from a more inappropriate methods. Nevertheless, we hope that no one will venture deeper into dark arts and forbidden lores, as we have paid too much for these information; no need to verify these further.*
  493.  
  494. *As a friendly reminder, what is written on this short note would only consider the era when this was written, and before. Your era would be much different, and you might face challenges not written yet on this note.*
  495.  
  496. *Should you overcome your challenges of your era, please also spare some moments to pen them down, and add them to this repository and sum of mortal's knowledge, for future generations.*
  497. </div>
  498.  
  499. ## Planes and Realms
  500.  
  501. The remnants of Elohino are the whole material world, in the form of floating continents. The lingering divine energy of the lost Goddess --some said she is dying, some said she is dead-- maintain the Cosmos surrounding each of these chunks of land so mortals can live on them.
  502.  
  503. Surrounding and separating of these Floating Continents is Chaos Sky; a normally looking but magical sky rife with Chaos energy, where no known mortal able to pass without the use of Airship. Legends have it that there are few celestials or gods traveled the Chaos Sky, but no surviving records written explicitly about them. Fiends, on the other hands, seemed to be able to roam the Chaos Sky, albeit due to unknown reasons they are extremely rare and is possibly only one in a million case.
  504.  
  505. On the Middle Planes, there are also elemental planes of Air, Fire, Earth, and Water. These elemental planes are located at the circumference of the whole disc of Elohino. With the whole world revolve around the circumference, seasons rises due to proximity of relevant elemental plane.
  506.  
  507. The Heavens where Gods reside are located at the Upper Plane, above the Middle Planes. It is a place filled with shining star, each star is a silvery realms of Heaven.
  508.  
  509. Hell and Abyss of the Lower Planes located below, fortunately far yet their influence (and intrusions) can be felt by anyone. It is a place filled with terror and fiends, and sea of flames filled the gap between Middle Planes and Lower Planes.
  510.  
  511. As if being a parallel world of the multiplanes, the Feyworld --some called it Shadow, some called it Astral, some called it both-- is a weird plane where everything connects. It is a Chaos Plane but relatively benign, especially compared to Abyss. Legends have it that this plane is the home plane of Elves, and the many Feys.
  512.  
  513. Then there are also many theories regarding realms far far away, even further than our known boundaries of planes. Some theories refer alien and unfathomable sentience exist there, and gave birth to many aberrations in our world. However contradictionary theories exist, stating aberrations are just another spawns of Chaos, with its limitless potentials.
  514.  
  515. <div class='descriptive'>
  516.  
  517. *After the Cataclysm where Glyphrock went missing (or, according to witnesses of Glyphrock, the other went missing), the world finally got new additional celestial bodies. For the first few years, it was very unsettling to see the spherical orbs of flare during day and the strange light emanating from the sky during the night. The Sun and the Moon have added to the cosmology, and provoked the theories of Far Realms: they are agents of Far Realms to watch the whole planes as we know.*
  518.  
  519. *Nevertheless, it is expected that in few generations ahead, this will just become another stuff of legends, as everyone got accustomed with them from birth; just like we got accustomed to the Floating Continents and consider the round sphere of Elohino is just a myth.*
  520. </div>
  521.  
  522. ## Economy
  523.  
  524. The world has several floating continents that hold dominant geopolitical and economical powers, effectively forming the seven *nations*, although the word itself might be inaccurate. These seven powers are Grast, Entraid, Promethic, Serendiluminaric, Wiscouth, Lucia's Gap, and Glyphrock. Each of them has their own standings at the field of economy.
  525.  
  526. Grast has been the de facto economical giant, with them managing the financial of the whole world for millennias. The fertile Continent (more of Archipelago) not only provides excess raw materials and crops to the world, the mountains there also seemingly hold infinite golds and gemstones. People of Grast also known to be very careful in spending, thus effectively controlling the whole financial and economy of the world.
  527.  
  528. <div class='pageNumber'>8</div>
  529. <div class='footnote'>SETTING</div>
  530.  
  531. \page
  532.  
  533. If there is another Continent vying for economical supremacy, it is none other than Entraid. Grast may have most of the money and raw resources, but Entraid offers something very niche: Production. Their products are cut above the best of other continents, with prices much lower. It is said in exaggerations that it is cheaper to send materials to Entraid to have goods manufactured, through the Chaos Sky, and we will still have better quality products, than we make it ourselves at our next door smithy.
  534. The label 'Made in Entraid' has been a symbol of quality goods, and also not an expensive one.
  535.  
  536. Regardless of Continent, there are relatively a standardized coinage system to ease transactions of goods. Each of the coin has similar weight, one pound makes fifty coins. The shape is also similar, thanks to Grast's dominance.
  537.  
  538. The ratios are 10 coppers make a silver, 10 silvers make a gold, 10 golds make a platinum. Although the coins can take many shapes, the famous ones are the eight sided Grast's Smelting, and the perfect round (with intricated designs and hole at the center) Entraid's Foundries.
  539.  
  540. Other Continents are providing famous goods or products as well. Promethic holds the production of salt and silver, with massive fisheries. Serendiluminaric exports arts and fashions, while accepting tourists to enjoy the leisure paradise. Wiscouth is known to be self-sufficient and capable of exporting some woods or exotic plants from their jungles, but often send groups of mercenaries and warriors. Lucia's Gap has the magical component of arcane dust that can replace any material component of any spell. The ravenously consumptive Glyphrock somehow located at the center of the movements of Continents, thus acting as the trade hub of the world.
  541.  
  542. To ease the bulk trade, the empire of Grast has been opening branches of banks at many major metropolises of the world. These banks worked together with Entraid and Promethic to manufacture and sanctify, respectively, the bank notes. Each note is a small certificate worth of large sum of coins, such as 100 platinum, 500 platinum, and 1,000 platinum. These bank notes can be used for transactions directly, and can also be traded with coins at nearest bank.
  543.  
  544. Additionally, these banks also able to provide some minor loans with some interests, and people can also deposit their wealth there with a fee of 5% of installment per month.
  545.  
  546. > ##### Calendar
  547. The world uses a simple calendar. One year has 12 months, and each month has 4 weeks, and each week has 7 days. The months do not have names, but just numbered, and the date per month is numbered as well (in example, 24th day of 3rd month). The name of the 7 days in a week are: Sun-day, Moon-day, Fire-day, Water-day, Wood-day, Gold-day, and Earth-day. Usually Sun-day is a holy-day, where many cults hold some worship, followed by free from work or rest for the whole family.
  548.  
  549. ```
  550. ```
  551. ## Technology
  552.  
  553. The world has been progressing forward and backward across the centuries, especially with the cataclysms happening in the past. The disasters delivered significant blows, and there are many legends written about how the old and ancient times hold arcane and technological prowess beyond imagination. Even there were legends about shards, and how to contain energy into the crystal shard, for later uses.
  554.  
  555. People of the world are often understand the existence of magic, and gods. The miracles performed by clerics and the faithfuls are real, and how can you disbelieve magic when you live literally on a floating rock? Needless to say, hedge magics and simple cantrips often used to help daily life, albeit only very few could cast it. A simple cantrips of Prestidigitation or Mending could alter the way people treat their equipments, and its use are quite wide spread especially on the elites such as adventurers.
  556.  
  557. Clockwork items with weird springs and gears can be found especially at the manufacturing centers of Entraid. Combining with the recent alchemical breakthrough of firearms and explosives, the shape of technology seems to be going in an interesting direction.
  558.  
  559. Last but not least, the magical airships connecting the many continents. Each of these magnificent vessels capable of traversing the Chaos Sky is the culmination of technology and arcane magic. It uses the best products, and the most intricate arcane rituals to bind the Chaos and Cosmos into a single vessel, of various size. As long as we have these vessels, we can handle any situations. Further, despite there have been declining number of organizations capable of manufacturing a new one, there are still several capable of maintaining them.
  560.  
  561. <div class='descriptive'>
  562.  
  563. *It is a shame that during the last few decades, numbers of research centers and libraries across the world have been ravaged by the appearance of Blue Breakers. Not only mortal civilizations have been pushed back towards sheltering themselves on big cities, we also have lost many if not most of our airships. To make things worse, the methods to build an airship has been lost as well; the manufacturing organizations razed to the ground with no survivors. There are only a handful operational airships left, and we cannot afford to even lose a single one. Secrets on how to build or at least repair them properly should be still somewhere at the wild, at the forgotten ruins of libraries and factories, possibly reclaimed by the wilderness as we speak. The real terror of the Blue Breakers are not their resilience nor their strengths; but their ability to siege us in our walled shelters called metropolis. The last bastions of hope for mortal life.*
  564. </div>
  565.  
  566. ## Religion
  567.  
  568. The gods are always silent, yet their agents can be found everywhere. Their miracles are real, and the faithfuls are rewarded accordingly.
  569.  
  570. <div class='pageNumber'>9</div>
  571. <div class='footnote'>SETTING</div>
  572.  
  573. \page
  574. With so many miracles performed by anyone devoted enough to a deity, it becomes no wonder that many cults appeared, each with their interpretation of their creeds. A devoted of Taranis might came from a cult who interpret that time heals the wound and mortals need to help to alleviate perils from the world, while another devoted of Taranis might interpret time as heavenly punishment to the ones wasting their life doing insignificant matters.
  575.  
  576. And the interesting part is, Taranis answered both prayers equally.
  577.  
  578. The land of Promethic housed the most (if not all) congregations existing in this world, and prayers become a very common activity there.
  579.  
  580. People of the world took it that they live in a polytheism world, with each deity hold their portfolio. Certain prayers towards deities, regardless of language, if delivered in sincerity might be heard thus granting a silent blessing. Therefore it is common for everyone to pray to several deities throughout their life, depending on the endeavour they are preparing.
  581.  
  582. Clerics are blessed individuals whose prayers answered in the form of miracles, as their body serve as conduit to channel the Cosmos of their Patron Deity. Unlike common people, Clerics often pray devout prayers to a single Patron Deity, while preaching the way of their cult, promoting their god's will and way of life; their god already blessed them with manifestation of power, ergo their way is blessed as a true way of life.
  583.  
  584. Non-believers are indeed rare in this world of magic and miracles, yet there could be people who worship false gods, or considering the gods that most people worship are fake ones. However such twisted and careless thinking actually are the work of fiends, who are quite active in offering short term power in life for the cost of the souls of the poor fool, for eternity.
  585.  
  586. <div class='descriptive'>
  587.  
  588. *Inquiries and prayers have been made to the gods and deities regarding Blue Breakers, but the replies are vague at best. It seems mortals must deal with these fiends using what they currently have, as the deities provide support as usual, and not granting special help and support. This seems have caused the followers of false gods raised significantly, and it has became a threat of its own.*
  589. </div>
  590.  
  591. ## Travels
  592.  
  593. Travelling inside the Continents relied on either horses, wagons, or ships, depending on the Continent. Promethic has a wide ocean, thus ships are common sight there. Entraid on the other hand, has many mountains (and undermountains), so most vehicles are not available. Some Continents in ancient past are said to have giant owls as mounts, but now they are only bed time stories.
  594.  
  595. Travels between Continents are done with the Airships; a vessel of various size capable of flying through the Chaos Sky. Unfortunately, the convenience of flying do not extend to inside the Continent with Cosmos dominance. Records have written on thousands if not more attempts on using airship to fly in-land, but only one certain tale of successful attempt was done: once during the Cataclysm, when the Chaos and Cosmos intertwinned, by the so-called Glyphrock survivors.
  596.  
  597. Further, docks are usually located at some available spot only, as the *gate* between the Continent (Cosmos) and Chaos Sky (Chaos) are very few in a Continent. Some Continents even only have a single spot capable of becoming a Dock. Glyphrock is one curious case, with many parts of the tiny rock can become an airship dock safely.
  598.  
  599. Travelling from one place to another, in times of old, was a sensitive matter. People were required to bring detailed travel letters, describing not only where their origin, but also their destination, duration of stay, and what their travel purposes. However with several works made by major organizations of the world, a universal identification system was made, and travel becomes much easier using Passport system: a simple identification that can be updated at any metropolis, thanks to the Nations' agreement on supporting a single method of identification.
  600.  
  601. <div class='descriptive'>
  602.  
  603. *Alas, not only many airships have been gone in the last few decades, we also lost the knowledge and technology (and ritual) to manufacture one. Further, due to the destruction of organizations who maintained the Passport system, travelling the world has been falling back to using travel papers.*
  604. </div>
  605.  
  606. ## Denizens of the World
  607.  
  608. The world is filled with many kinds of mortals. Some reached the heights of civilization, some are still struggling as a primitive or dying societies. However, unlike the legends of Destroyers and Protector races, it is proven that each individual is unique, and we can find a kind and gentle Orc or a hideous and brutal Dwarf in this era.
  609.  
  610. Nevertheless, monsters do exist. Fiendish intrusion especially Demons can appear anywhere, while Devils always around a corrupted individual. While Demons came from Abyss uninvited, Devils *always* came invited; something that brings shivers to any mortals due to existing corruption nearby.
  611.  
  612. Undeads have been lurking and replicating themselves, and clashes with Undead 'empire' or 'kingdom' have happened multiple times in the past, and we can expect it to happen again.
  613.  
  614. Savage humanoids are everywhere, and some are raiding the frontiers, provoking skirmishes or even outright wars. Orcs, Kobolds, Giants, they all have shares in the conflicts to obtain resources of the world, and to survive.
  615.  
  616. Interestingly, there are also legends on how some forgotten agent of the Heaven took resident on local Continent. Even if someone can find them, they are silent about the Heaven or Gods, or even about why they are here. Some theory stated that they are casted away from the heaven, another theory stated they have forgotten their purpose and their memory of ancient past on the heaven. Nevertheless legends stated that they are always fiercely defending the Continent, especially from Fiendish intrusions.
  617.  
  618. > ##### Airship
  619. The airship of this campaign is a vessel to sail the Chaos Sky, and cannot fly above Continents. You can use your ranks in water vehicle to sail an airship.
  620.  
  621. <div class='pageNumber'>10</div>
  622. <div class='footnote'>SETTING</div>
  623.  
  624. \page
  625. # Glyphrock
  626. T*his is the city-state where anyone is welcome; the neutral ground, the melting pot. Also known as the grinder, where talented individuals can train and prove themselves. The lack of government system in this city-state should throw this city into chaos; yet the citizens seemed to run their gears using goodwill and clear meritocracy. This made Glyphrock became a no man’s land with each of the residents respect one another, and work together, and share any kind of customs and foods they have. Pan Didactherion Academy, the most elite learning institution consisted of labyrinthine libraries and laboratories, was the core and center of this city-state, even is after their fall. Thousands of restaurants of seemingly unlimited variety of food and drinks filled the gap between whatever remains of the Academy, and the Residential Area.*
  627.  
  628. <div align='right'>
  629. Geography and Anthropology for Elementary Education
  630. </div>
  631.  
  632. ## Geography
  633. This small city-state was located at a barren Continent, with massive ports dotting its outer perimeter. The metropolis houses tens of thousands individuals, and located on a plains. It is surrounded by three layers of walls, made from stones carved with runes and rocks decorated with glyphs, which separated the city into outskirt, outer area, inner area, and restricted halls. Travel inside the city relies on the network of paved roads, and the horse pulled wagons.
  634.  
  635. After a cataclysm, Glyphrock is said to disappeared and then returned, with a huge assortment of islets, along with several massive islands orbiting it in a random pattern. The massive archipelago itself was explored and some academy and laboratories were erected there, including libraries and excavation sites. However since the rise of Blue Breakers, rumors have it that they were destroyed once again and that the nature seemed reclaimed the frontier areas already.
  636.  
  637. At current moment while some of the famous academy remains can be found at Glyphrock city-state, what remain at the archipelago of islets around Glyphrock are just ruined libraries and towns, reclaimed by nature, shrouded with magical chaos storm that made travel to each isle a random event impossible to schedule.
  638.  
  639. ## Social Life
  640. City-state of Glyphrock welcomes any people with open hand, especially since everything is based on what a man can do and what a man can't do. Each individual is judged based on capabilities and merits, with constant evaluations and standardization throughout the tasks. However, the consequences of failing are not harsh, as the independent city-state also consider helping the unfortunate and those with limitations as something sentient beings should do. Nevertheless, only the competent gain trusts, power, and influences in the city, and the incompetents are viewed with pity.
  641.  
  642. <div class='pageNumber'>11</div>
  643. <div class='footnote'>GLYPHROCK</div>
  644.  
  645. \page
  646.  
  647. ## Specialties
  648. The famous Pan Didactherion Academy was located at this city-state, and numerous residential areas enclosed by commerce areas around them call this place as home. One can argue that this city of learning also houses the best yet bizarre cuisine from all over the world, thanks to the numbers of immigrants who came to this small city-state. Many of the residents were academy member, whether as students or staffs. Past numerous researchers also often contributed new inventions to the city-state's weird selection of food and drinks.
  649.  
  650. Residents of the city are usually classified as Citizens and Visitors. The application for citizenship is a difficult process with multiple tests; however just like the norm in the city, they welcome any visitors kindly. The natives tend to have a sense of goodwill and fairness, and respecting people based on their capabilities.
  651.  
  652. ## Background Packages
  653.  
  654. As the most cosmopolitan nation, adventurers coming from Glyphrock are utterly varied, however each of them is an adept polyglot and jack-of-all-trades. Any race is common enough at Glyphrock, each has their own culture yet respecting one another, ready to work together as a team based on merits and abilities.
  655.  
  656. ### Glyphrock Cosmopolitans
  657.  
  658. You came from the cosmopolitan Glyphrock, and had the luxury of choosing your own path.
  659.  
  660. * **Skill Proficiencies:** Two of your choice
  661. * **Languages:** Two of your choice
  662. * **Equipments:** A set of fine clothes, 100gp
  663. <div style='margin-top:20px'></div>
  664.  
  665. #### Feature: Cosmopolitan
  666. You are raised at multi-cultured Glyphrock, thus are highly versatile in life. You have access to many life skills or languages. You gain **Skilled** or **Linguist** as a bonus feat.
  667.  
  668. #### Suggested Characteristics
  669. There is no social status nor other dividing stigmas in Glyphrock, and each individual is treated as an individual. You are accustomed to the anarchic lifestyle of Glyphrock, and value people based on what they can do and what they cannot do. You respect people's choices, willing to cooperate, and often enjoying to try new things; from food to philosophy.
  670.  
  671. Further, you understand fully that not everyone is created equal, and that there is always good in others.
  672.  
  673. ## Glyph Gear Ability
  674.  
  675. Player Character who originated from Glyphrock gains a minor trait of **beacon**: they can become a beacon of light per the Light spell.
  676.  
  677. ```
  678. ```
  679.  
  680. > ### Pan-Didactherion Academy
  681.  
  682. > ##### Introduction
  683. Pan-Didactherion Academy was the most famous academy of many things, with thousands laboratories and libraries spread all over Glyphrock and beyond. In the ancient times, it is said that every capable individuals have experienced to study under a professor of this prestigious academy.
  684.  
  685. > The academy itself also provided a lot of scholarships for talented individuals, and received a lot of subsidiary from business and governmental bodies from all over the world.
  686.  
  687. > Its field of study branches breadth and depth, depending on the laboratory or library the professor took office, from cooking classes to music classes to airship construction classes. Needless to say, it also maintain a very close connection towards numerous private schooling as well, including but not limited to Elven Court's School of Wizardry located at Serendiluminaric.
  688.  
  689. > ##### Expansions
  690. Legends and some records have it that during the Cataclysm that brought Glyphrock away from the rest of the world towards an unknown location, several of the students and professors worked hard to return it. They did it while also struggling to survive by exploring nearby uncharted islands and continents. Eventually they succeed to return, and tales about their effort to perform massive ritual to bring Glyphrock back also succeed. Glyphrock returned, along with numerous islands and forming a peciluar archipelago.
  691.  
  692. > After their return, the Pan-Didactherion Academy keeps on expanding outwards, and establishing more of their libraries and laboratories outside Glyphrock, so the small city-state can house more people to support the area better.
  693.  
  694. > ##### Perils
  695. Unfortunately, many decades ago right after the appearance of Blue Breakers, it was also Glyphrock and especially Pan-Didactherion Academy who got the worst of attacks. It is said that in less than one year, Pan-Didactherion Academy which was located mostly outside the glyphed wall of Glyphrock, perished alongside their professors and staffs.
  696.  
  697. > It has been almost a century by now, and no progresses have been successful to reclaim the lost libraries and laboratories, due to the threats of Blue Breakers and local wilderness threats. Needless to say, whatever remains at the archipelago there, they have been claimed by either the monstrosity, or the wilderness.
  698.  
  699. <div class='pageNumber'>12</div>
  700. <div class='footnote'>GLYPHROCK</div>
  701.  
  702. \page
  703. # Grast
  704. G*rast Empire is often considered as a proof that the Gods are never fair. This empire enjoys a very vast wealth, thanks to their self-sufficient farmlands, their huge stocks of precious metals to mine, and of course their mindset of financial entrepreneurships. Wealth is everything, and Grast often put their knacks with money and banking, shrewdly negotiated lucrative deals between nations and take a little profit from everywhere. The Emperor is the wealthiest figure and maintained his empire as the sole financial backers of any large ventures. Yet, despite their uncountable wealth, they are always very careful in spending any; thus only making them accumulating monetary power, that grow and grow towards an unstoppable might.*
  705.  
  706. <div align='right'>
  707. Geography and Anthropology for Elementary Education
  708. </div>
  709.  
  710. ## Geography
  711. The Grast Empire was located on a vast, multilevel, archipelago, with tall mountains standing and waterfalls falling from one island to another. The towns and settlements are self-sufficient with their own farms, mines, and industries, with the capital city sit on the top of the highest mountain. Wide paved roads capable of sporting four passing caravans connect these towns and settlements. Bridges, enforced by massive chains, built to connect most islands of the archipelago.
  712.  
  713. ## Social Life
  714. Despite the Monarchy system, with a single Emperor (from Valois family) running the governments, Grast Empire wields two massive powers: valuable minerals (such as gold, silver, and gemstones) and financial banking. They run the kingdom based on floating prices, fully market-based, and encourages competitions in business. The fertile and rich farmlands also produce variety of food crops and ranches, not only capable of supporting the whole empire, but also to export to other six major continents utilizing their economic scale to gain almost monopoly.
  715.  
  716. ## Specialties
  717. Wealth is considered the most important thing, thus the people are often divided into the wealthy class and the worker class. It is said that their people are extremely good at appraising items, events, or accidents. The people tend to be calm, calculating, and place money above all else. They are also known for their ability in resisting temptations in over-indulging in almost anything; after all they prefer to save than spend.
  718. ```
  719. ```
  720. ## Demographics
  721. This nation is dominated by Human with light hair color such as silver and blonde, with blue or green eyes. Individuals who went outside the nation usually for business, pleasure, or study. Common language is used to a higher level of eloquence.
  722.  
  723. <div class='pageNumber'>13</div>
  724. <div class='footnote'>GRAST</div>
  725.  
  726. \page
  727. > ##### Going on an Adventure
  728. Many people from Grast have effectively vast resources and large sums of wealth, therefore it might be more difficult to find a reason on why they go adventuring. To go on an adventure means that you risk an easy and comfortable life. Further, another difficult matter is to find a reason on why they do not just gamble everything they have to buy more equipments. These two matters are the challenges of playing Wealthy or Middle Class of Grast.
  729.  
  730. >One possible option is you are out to secure business lines. It is quite common that the Blue Breakers brought many calamities, and your business interest might be affected by them. It could means your superior tasked you to handle them, or you decide to handle them personally - all the while promoting your corporations to the world.
  731.  
  732. >Another possible option is that you are a thrill seeker that goes out to save the world, leaving the matters of business to your trusted aides and butlers at the mansion, giving you enough time to prepare for your vigilantes at a secret cave.
  733.  
  734. >On the reason on why you do not gamble everything, half is based on the complexity of capitalism, you do not have full control of your assets; the stipends are the only safe fundings you can receive. The other half is, due to the long exposure of Grast lifestyle, you are never willing to risk your wealth; you prefer to spend none if possible, and to stockpile your resources, spending only if you are sure there will be rewards.
  735.  
  736. ## Background Packages
  737.  
  738. As the richest empire at the world, there are several social classes of the people living their life there. Of course it is not surprising that the social strata is categorized based on the wealth of people, or their financial powers in the Empire (and in the world).
  739.  
  740. ### Wealthy Class
  741.  
  742. You came from an entitled wealthy family who can enjoy anything wealth can offer. You do not necessarily a member of noble or the inner circle of Emperor, you can also came from the circle of a merchant prince.
  743.  
  744. * **Skill Proficiencies:** History, Intimidate
  745. * **Languages:** Two of your choice
  746. * **Equipments:** A set of fine clothes, 1,000gp
  747.  
  748. #### Feature: High Breeding
  749. You are raised at wealthy family from Grast Empire, and enjoyed a good life. You gain **Resilient** as a bonus feat. Further, your vast resources and passive income grant you additional stipend of 200 gp every month.
  750.  
  751. ```
  752. ```
  753.  
  754. #### Suggested Characteristics
  755. As a wealthy individual, you have access to many powers and priviledges. You do not mind to put your wealth into use if needed, yet as a true Grast citizen, you are careful in any spendings and commitments.
  756.  
  757. Although you have vast resources, but you know that being reckless in spending them is foolish, thus you are accustomed to separate between your own resource and 'business resources'. You will never risk your business.
  758.  
  759. ### Middle Class
  760.  
  761. You came from a middle class worker family, not perfect but still enjoyable. You do not worry about your basic necessities and the work can support your family.
  762.  
  763. * **Skill Proficiencies:** Persuasion, Insight
  764. * **Tools:** One type of artisan's tool and one type of vehicle
  765. * **Equipments:** A set of fine clothes, 200gp
  766.  
  767. #### Feature: Middleman
  768. You live as a middle class people at a capitalist empire, and have endured any hardships. You gain **Tough** as a bonus feat. Further, you have small business running that grant you additional passive income of 20 gp every month.
  769.  
  770. #### Suggested Characteristics
  771. You were from a worker class but also enjoyed comfortable life. You are at ease with social interaction, and on your trade.
  772.  
  773. As a middleman, you realize that there are many of people more fortunate than you, but also many people that are lower than you. You mastered the art of talking nicely to the ones above you, while being cautious to the ones of lesser status. Being in the middle is a constant pressure from both sides afterall.
  774.  
  775. ### Proletariat
  776.  
  777. You came from a poor labour family, slightly better than slaves.
  778.  
  779. * **Skill Proficiencies:** Deception, Survival
  780. * **Tools:** One type of gaming set and one type of musical instrument
  781. * **Equipments:** A set of common clothes, 50gp, one gaming set, one musical instrument
  782.  
  783. #### Feature: Les Miserables
  784. You live a poor life in a capitalist empire. You gain **Tavern Brawler** as a bonus feat. You also do not gain any stipend, since basically you are struggling to make ends meet.
  785.  
  786. #### Suggested Characteristics
  787. You spent a desperate and difficult life at Grast, and often escape to gambling, music, beer, and brawl to fight boredom.
  788.  
  789. ## Glyph Gear Ability
  790.  
  791. Player Character who originated from Grast gains a minor trait of **warleader**: as an action they can talk loud and clear for a round, reaching up to 300ft away.
  792.  
  793. <div class='pageNumber'>14</div>
  794. <div class='footnote'>GRAST</div>
  795.  
  796. \page
  797. # Serendiluminaric
  798. T*he highly cultured and beautiful Serendiluminaric seemed like paradise for many. Their forests are grand; their sculptures are beyond artistic. Their poets and ballads and plays spread vast to every corner of the world. With a laidback attitude the people of Serendiluminaric are always enjoying life to the fullest. They dance, drink, sing, play, and of course, perform a public discussion using intricate rhetorical eloquence. Surrounded by many beauties and brilliant ideas that cultivated their mind and soul, the people of Serendiluminaric are said to be the purest of all; elven and halfling societies can be found here, there, and everywhere. It is often said that this Continent was a combination of Serendipity and Luminaric; but there is not even a bit of pity.*
  799.  
  800. <div align='right'>
  801. Geography and Anthropology for Elementary Education
  802. </div>
  803.  
  804. ## Geography
  805. The Serendiluminaric Continent (originally called Silduril), originally a home of many Elves and Halfling, is a fertile Land with mysterious forests, elevated pine hills, and beautiful rivers. The nature is bountiful, with multitude variety of livestocks, herds, and vegetations existed. Artistic paintings and musics decorated every villages and tree-cities.
  806.  
  807. ## Social Life
  808. Time in this Continent seemed to stop. Dukes of Serendiluminaric act as nobilities who rule the continent. Each Duke rules a serfdom, and each Duke is valued amongst their peers by their wisdom and rhetoric ability. Matters often decided after long discourses on philosophy, culture, and history.
  809.  
  810. ## Specialties
  811. People from Duchies of Serendiluminaric are often beautiful and enjoy beautiful things. They are highly cultured, with many numerous artists and artisans became famous even in the other nations. They prefer to respect life and the sacred value of freedom, and to value the purity of mind, body, and soul, over almost anything else; maybe except the self-perfection on culture. The Dukes and lesser nobles are crystal fair, the serfs and commoners are clearly nice, while everyone is good at some pure artistic style.
  812.  
  813. Serendiluminaric's purity and cleanliness, coupled with the heights of artistry, also made them a popular tourism spot. There have been many ballrooms and courts accepting guests from all over the world, while providing services of pleasant stay during a short visit.
  814.  
  815. Numerous villas and cottages spread all over the beautiful forest, nearby crystal clear lakes, or at the coasts and beaches of calming sea. Serendiluminaric's scenery is befitting the title of Paradise of Middle Plane.
  816.  
  817. <div class='pageNumber'>15</div>
  818. <div class='footnote'>SERENDILUMINARIC</div>
  819.  
  820. \page
  821.  
  822. > ##### Elven Courts
  823. It is not a secret that there are many Elves making their home in Serendiluminaric, and have became part of its culture for milennias. Reciprocally, the Serendiluminaric lifestyle also influenced heavily by the Elven culture, from architecture, foods, drinks, languages, and many other things.
  824.  
  825. >**Wizardry**. As elf commonly known to have practiced arcane magic, there are also magic academies at Serendiluminaric who practiced the art of blending sword dance and blade singing, called *Bladesingers*. Arguably the source of all bladesinger academies, schools at Serendiluminaric are relatively secluded and operating in secret, away from prying eyes, while ditancing themselves from worldly affairs. These attitude do not hinder their students and disciples to leave the school for an adventure, and discreetly teach willing and talented individuals of the arcane arts; often to their own regrets as those individuals are more often than not possess ambitions that made them corruptible.
  826.  
  827. >**Bardic Colleges**. There are also numerous and variaous Bardic Colleges where aspiring bards can dedicate and devote their souls towards arts, beauty, and culture. Nevertheless, they share the same fate with the Wizard Schools, with many left and taught disciples in secret, only to find their disciples corrupted due to their worldly ambitions.
  828.  
  829. >**Druidic Circles**. The elves and sylvan creatures have tight relationships, and thus they empathize the fate of Elohino, the Goddess of Nature. Although Wiscouth holds the largest and most dominant Druidic Circle, it is also well known that there are sacred groves of druids managed by Elves and Feys at Serendiluminaric.
  830.  
  831. ## Demographics
  832. This nation is dominated by Elves and some Littlefolks. Humans and Half-elves tend to have dark curly hair and hazel eyes with prominent nose. Individuals who went outside the nation usually are driven by curiosity of other places. Elven language is used throughout the continent.
  833.  
  834. ## Background Packages
  835.  
  836. From the most cultured place of the whole world, you are a refined individual. You belief that art and culture are the most valuable matter in life.
  837.  
  838. ### Royalties
  839.  
  840. The blood of royal families from all corners of the world run in the veins of yours. The royal families of Serendiluminaric effectively shares the same blood with the Emperor of Grast, guild leaders of Entraid, and every single powerful entities across the seven nations.
  841.  
  842. * **Skill Proficiencies:** Persuasion, Intimidate
  843. * **Languages:** One of your choice
  844. * **Tools:** One gaming set of your choice
  845. * **Equipments:** A set of fine clothes, 300gp, one gaming set, one silvered weapon, family heirloom Half-Plate
  846.  
  847. #### Feature: Noblesse Oblige
  848. You have noble blood and understand noblesse oblige. You gain **Inspiring Leadership** as a bonus feat.
  849.  
  850. #### Suggested Characteristics
  851. You know that you are a royal family who shared bloodline with many (if not any) powerful figures and nobilities, thus having great responsibility and will act like one. You are contempt to focus yourself on beauty and arts thus often lacking any ambition; yet you can pull the ranks if needed.
  852.  
  853. ### High Noble (Senate)
  854.  
  855. You are a member of aristocrats of the Serendiluminaric, who maintain day-to-day public matters, and entertaining nobles on any courts.
  856.  
  857. * **Skill Proficiencies:** Deception, Performance
  858. * **Tools:** One musical instrument of your choice, one artisan tool of your choice
  859. * **Equipments:** A set of fine clothes, 100gp, one musical instrument, one artisan tool, Breastplate
  860.  
  861. #### Feature: Courtier
  862. You are adept at courts and cultural gathering. You gain **Actor** as a bonus feat.
  863.  
  864. #### Suggested Characteristics
  865. You are a courtier from Serendiluminaric, a society that value culture and artistry. Court and ballrooms are your second home, or even your first home. You do not mind making a dramatic scene to emphasis your points, and to deliver powerful messages.
  866.  
  867. ### Common People (Plebes)
  868.  
  869. You are the lowest ranking caste of the Serendiluminaric society, possibly tending the needs of aristocrats daily.
  870.  
  871. * **Skill Proficiencies:** Nature, Perception
  872. * **Tools:** One musical instrument of your choice, herbalism kit
  873. * **Equipments:** A set of fine clothes, 25gp, one musical instrument, herbalism kit
  874.  
  875. #### Feature: Expert Attendants
  876. You are experienced in taking the many chores of aristocrat house. You gain **Durable** as a bonus feat.
  877.  
  878. #### Suggested Characteristics
  879. You are a plebes, or basically a servant or slave, from Serendiluminaric. Being a servant or slave at Serendiluminaric does not mean receiving harsh treatments; the food are nice, the atmosphere are enjoyable, and life is all good, thus you can have a good time while attending the nobles' requests.
  880.  
  881. ## Glyph Gear Ability
  882.  
  883. Player Character who originated from Serendiluminaric gains a minor trait of **gleaming**: they and their equipments will never got dirty.
  884.  
  885. <div class='pageNumber'>16</div>
  886. <div class='footnote'>SERENDILUMINARIC</div>
  887.  
  888.  
  889. \page
  890. # Wiscouth
  891. U*n-tempered and wild jungles full of rage; they can easily describe Wiscouth. There are so many uncivilized things at this Continent, but their sophisticated process of decision-making is not. Despite the short temper of these actually low profile and simple people, they believe in working together in a circle, and devised a complex voting system to help their Continent in deciding important matters.*
  892.  
  893. <div align='right'>
  894. Geography and Anthropology for Elementary Education
  895. </div>
  896.  
  897. ## Geography
  898. Lush green Continent of Wiscouth is famous with wild life. It is dominated with thick jungles, deep forests, tremendously wide plains, deep inner seas and lakes, with some steppe grasslands and deserts filled the rest. Everything in Wiscouth is bigger, wider, and more gigantic than anything else. It is also often deemed as the land of giants. Remaining powers of Elohino, the deceased goddess of Nature, is abundant here.
  899.  
  900. ## Social Life
  901. Despite the wild demeanor of Wiscouth, each druidic circle and tribe appointed a person to represent their group in the Root Tree, where decision-making is made for the Continent-wide matters. Appointment is based on elections at an interval, with numerous circles and tribes often make a political coalition in order to have a better bargaining position on the Root Tree gatherings.
  902.  
  903. ## Specialties
  904. Folks from Wiscouth are known to be tribal, practical, simple, self-sufficient, but often quick-tempered. Living attuned to the natural world also means they realize the dying aspect of the Elohino, which often made them bitter. They love to do good things for the sake of doing good things, yet very humble and always silent about their good deeds. Extravagances in appearance is also frowned; even the elites of two major influential group of tribes and druidic circles, the Elohino Grove and the Omahkapi'si, are very modest in their appearance.
  905.  
  906. ## Demographics
  907. This land is dominated by Humans with black hair, brownish to reddish skin, muscled body, and long nose. Individuals who went outside the nation usually are men with a mission to improve Elohino's condition, or to fight the destruction caused by Chaos and Demonspawn. Common language is used, side by side with Sylvan language.
  908.  
  909. <div class='pageNumber'>17</div>
  910. <div class='footnote'>WISCOUTH</div>
  911.  
  912. \page
  913. ## Background Packages
  914.  
  915. People from Wiscouth are rumored to be similar to the land: untamed and un-tempered. They are said to be very raw, yet wise enough for not sweating the small things. Druid circles and enclaves have been dominant parties in Wiscoth, that the citizen of Wiscouth is seen based on their support to a party.
  916.  
  917. There are three dominant parties, each consisted of many circles and enclaves or sacred groves. However, at the end of the day, there are three dominant parties, each represent how the citizens idealize their flaming spirit: to hold them inside and grow like a plant, to throw it outward and be active like animals and predators, or to be utilizing them for their own benefit like common humans. The latter is a new movement, and deemed 'unnatural' due to the distance between them and primal nature.
  918.  
  919. ### Elohino's Grove, Conservative
  920.  
  921. The Conservative Party of Wiscouth (the Tree) focuses on a more defensive posture and to be careful in changes, respecting traditions and old laws. They prefer stability, yet keeps an open eyes and ears for possible destabilization or destructions, while preparing themselves to nurture Elohino's remains.
  922.  
  923. * **Skill Proficiencies:** Nature, Medicine
  924. * **Tools:** One artisan tools and Herbalism kit
  925. * **Equipments:** A set of traveler clothes, 20gp, one polearm weapon or quarterstaff, studded leather or hide armor, one artisan tool, and one herbalism kit
  926.  
  927. #### Feature: Guardians of Old Faith
  928. Being conservative does not mean timid and coward. You gain **Sentinel** as a bonus feat.
  929.  
  930. #### Suggested Characteristics
  931. You respect the old faith and the importance of adhering tested laws and codes, yet the fiery rage of Wiscouth is smoldering inside of you. You often take the role of passive observer.
  932.  
  933. ### Omahkapi'si, Changer
  934.  
  935. The Liberal Party of Wiscouth (the Wolves) focuses on a more aggressive posture and to embrace changes and adaptation, for the sake of to become stronger; as a person, as a society, as mortals.
  936.  
  937. * **Skill Proficiencies:** Animal Handling, Acrobatics
  938. * **Tools:** One artisan tools and one musical instrument
  939. * **Equipments:** A set of traveler clothes, two martial weapons, studded leather, 20gp, one artisan tool, and one musical instrument
  940.  
  941. #### Feature: True Hunters
  942. You are brave and daring. You gain **Charger** or **Dual Wielder** as a bonus feat.
  943.  
  944. #### Suggested Characteristics
  945. You do not fear changes, and embrace the flame of spirits to propel yourself forward. You are more open to public, and enjoy to be in the heat of battles. You might also quick to anger, quick to judge, quick to make friends, quick to apology.
  946.  
  947. ### Populist Party
  948.  
  949. The Populist Party of Wiscouth (the Open Hand) is a relatively new school of thoughts, consisted of people who believe open-mindedness to outsider is a key for survival.
  950.  
  951. * **Skill Proficiencies:** Persuasion, Survival
  952. * **Tools:** Herbalism kit
  953. * **Language:** One of your choice
  954. * **Equipments:** A set of traveler clothes, a longbow and set of arrows, 25gp, studded leather, and herbalism kit
  955.  
  956. #### Feature: Far Sight
  957. You have far and wide view on many things. You gain **Sharpshooter** as a bonus feat.
  958.  
  959. #### Suggested Characteristics
  960. You believe in moderation and discourses, and keep an open mind to temper the flame inside. You opposes the idea of holding a smoldering flame inside your spirit, and also oppose the idea of bursting the raging flame outward; you hold the idea of utilizing the tempered flame for greater benefit, just like cooking with a flame which size is just right.
  961.  
  962.  
  963. ## Glyph Gear Ability
  964.  
  965. Player Character who originated from Wiscouth gains a minor trait of **sentinel** (choose one type of creature, such as fiend or aberration): they are immediately aware when such creature is in 120ft.
  966.  
  967. <div style='margin-top:30px'></div>
  968.  
  969. > ##### Rage of a Republic
  970. Wiscouth is a place where, at first glance, primal thoughts are dominant. It seems very primitive with nature still strong, and most the people are closer to plants or beasts than to other sentient mortals.
  971.  
  972. >However, the way they select their leader, is similar to a modern republic with political parties, elected councils as legislative body (the Druids), and elected government as executive body (the Arch-Druids).
  973.  
  974. >Further, the civilization of Wiscouth is actually on par with other nations. They just prefer a more natural-friendly approach of things, and prefer a more humble approach on many things. A simple life is more valued, such is the wisdom of Wiscouth.
  975.  
  976. >But these do not mean they always back down during conflicts. These people still holds the flame inside their soul, and each of them is a strong warrior, defender of nature, who often answered pleas for help from other areas.
  977.  
  978. >Especially when dealing with unnatural enemies, such as fiends, undeads, and aberrations. The warriors of the Raging Republic is often seen side-by-side with the Knights and Paladins of Promethic.
  979.  
  980. <div class='pageNumber'>18</div>
  981. <div class='footnote'>WISCOUTH</div>
  982.  
  983. \page
  984. # Promethic
  985. C*lerical Theocratic Confederation of Promethean Sacred Arc; the Continent of Gods decorated, with plentiful temples and shrines. Orchards of vines and olives side by side with apples, surrounded by churches of different faiths. Servants of the Gods devotedly train vigorously, in order to serve better. And they, the most religious of all, belief that they know what is best, as the Gods guide and bless them. Therefore it is their task to spread these blessings; to provide guidance and supports and helps.*
  986.  
  987. <div align='right'>
  988. Geography and Anthropology for Elementary Education
  989. </div>
  990.  
  991. ## Geography
  992. Olim Continent has the largest inner sea, with an inland island featuring a giant, tall mountain. Temples dotted the whole continent, while cities connected with roads full of shrines. The continent itself is fertile with many olive farms. The mountains are rich with bronze and silver, and mined by sanctified churches. Olive farms and sheep ranches covered the outer land, while the inner sea is dotted with small sailing ships and galleys, for the many fishes and holy salt productions.
  993.  
  994. The tallest mountain located at the center of the gigantic inner ocean is an active volcano. Legends have it that there is a direct gate from the summit of the volcano that connects to the Heaven above.
  995.  
  996. ## Social Life
  997. With so many cults of so many faiths overlapping, the powerful are the clerics and churches; with each church has their own High Priests. Each of these churches is ruled according to their own tenets and creeds, but interfaith relationships are decided by the confederation: a loose congregation whose members are the High Priests of each churches formally named Clerical Theocratic Confederation of Promethean Sacred Arc, which also called Promethic by most people.
  998.  
  999. Religious activities literally can always be seen. Everyone prays albeit at different times, depending on their cults. The massive salt and silver productions are seen as a divine blessings from heaven, who provide the inhabitants of this continent with proper tools to defeat many fiends.
  1000.  
  1001. ## Specialties
  1002. Promethic people are boastful of their pious and religious lifestyle, yet always do good acts, regardless from the militant nor the hospitaler branch. They also encourage others to do good, and love to warn others about the danger of irreligiousness. Due to the fact that most church promote acts of kindness, most of the people also do not mind donating their time, money, or energy to others, and they know that they are doing good things in life; and they believe they set the standard of good life.
  1003.  
  1004. ## Demographics
  1005. This land is dominated by Human with fair skins, varying hair color, and varying build. Individuals who went outside the nation usually for gospel missions in enlightening the universe with Gods' teachings. Citizens use Celestial language almost on a daily basis.
  1006.  
  1007. <div style='margin-top:30px'></div>
  1008.  
  1009. > ##### Lands of Knights and Priests
  1010. Promethic really feels like a Holy Land, where Chivalric Knights and Holy Paladins defended the realms, and Clerics blessed the life and shepherd the folks. Major alms also collected and distributed properly, even sending them to outside Promethic, in the forms of salt, seafood, silver, or soldier.
  1011.  
  1012. <div class='wide'>
  1013.  
  1014. <img
  1015. src='https://cdn.discordapp.com/attachments/335062009450070016/395087348679049226/promgini2.png'
  1016. style='width:700px' />
  1017. <div align="center">*Illustration of Promethic (by Brooche)*</div>
  1018. <div style='margin-top:50px'></div>
  1019. </div>
  1020.  
  1021. <div class='pageNumber'>19</div>
  1022. <div class='footnote'>PROMETHIC</div>
  1023.  
  1024. \page
  1025. ## Background Packages
  1026.  
  1027. Land of the faithful sees many temples and shrines, with the people living an orderly life.
  1028.  
  1029. #### Theocratic Confederation
  1030. Although each of these temple or shrine may follow a certain interpretation of a certain creed of a certain deity, all cults live in a relative harmony by respecting one another. As a theocratic confederation of temples, people of Promethic base their judgment first through prayers, and to efforts second.
  1031.  
  1032. As a person hailed from the land of gods, you know that you are on the right path, and it is a duty and honor for you to spread the teachings of the gods, often by setting up an example of doing what is right.
  1033.  
  1034. A certain cult might have a number of ordo, while a small cult might only have a single ordo. There are usually two categories of ordo: the Militant (martial inclined) and Hospitaler (hospice inclined). Recently rumors about a shadow order also rises, whose task is to ward off corruptions from their organization.
  1035.  
  1036. An orderly life filled the days of the land, with prayers can be heard chanted almost every time everywhere. Rituals of life are sacred, and properly (and respectfully) held: Birth, Marriage, and Funeral. A breach of protocol might be harshly condemned or even punished, as the people held a very high standard of sacred deeds.
  1037.  
  1038. #### Famed Orphanages
  1039. The knights and paladins from Promethic are well known to be ready at confronting evils almost everywhere. This resulted that many of them perished during their sacred duty, leaving their children behind.
  1040.  
  1041. For big and respectable families, such children are immediately taken care by the family. For those who are unlucky, there are plenty of orphanages fully supported by the whole community to shelter and educate them, with proper training needed to prepare them in their sacred service to their gods.
  1042.  
  1043.  
  1044. ### Ordo Militant
  1045.  
  1046. Regardless of temple, shrine, church, or cult, people from this order embrace military might to defend the truth and deliver justice.
  1047.  
  1048. * **Skill Proficiencies:** Athletic, Survival
  1049. * **Tools:** One vehicle and one musical instrument
  1050. * **Equipments:** A silvered short sword or silvered spear, three silvered javelins, a shield, a breastplate, 20gp, a holy text, and a holy symbol.
  1051.  
  1052. #### Feature: Defender of Faith
  1053. You are trained well to defend the faithful. You gain **Great Weapon Master** or **Shield Expert** as a bonus feat.
  1054.  
  1055. #### Suggested Characteristics
  1056. In addition to be devoted to a certain faith, you also believe in martial might and train hard. You do not afraid of defending faithful in need, or helping to strike down evil, especially undeads and fiends. You might have joined one of the Knight Templar order: a cult of a certain deity.
  1057.  
  1058. It is possible that you joined the order as your family is a supporter of the order, or even the whole order is your family. Also it is possible that you were raised by one of the many orphanage, and joined the order.
  1059.  
  1060. ### Ordo Hospitaler
  1061.  
  1062. Regardless of temple, shrine, church, or cult, people from this order embrace knowledge and passion to nurture the flock.
  1063.  
  1064. * **Skill Proficiencies:** History, Medicine
  1065. * **Tools:** One gaming set and Navigator's tools
  1066. * **Equipments:** A silvered short sword or silvered spear, a shield, a breastplate, 20gp, a holy text, and a holy symbol.
  1067.  
  1068. #### Feature: Nurturer of Faith
  1069. You are trained well to nurture the faithful. You gain **Healer** or **Ritual Caster** as a bonus feat.
  1070.  
  1071. #### Suggested Characteristics
  1072. In addition to be devoted to a certain faith, you also believe in mind over matters. You love to study and believe more in nurturing the faithful, and offering chances of redemption to others. This is a path for enlightenment and enlightening, and a path closer to your deity, by showing an example of mercy and guidance.
  1073.  
  1074. You might have joined an ordo hospitaler to gain training in treating the wounded and handling injuries, and raised with discipline.
  1075.  
  1076. ### Ordo Inquisition
  1077.  
  1078. Regardless of temple, shrine, church, or cult, people from this order do everything to keep purity in their organization.
  1079.  
  1080. * **Skill Proficiencies:** Religion, Intimidate
  1081. * **Tools:** Poisoner's kit
  1082. * **Language:** One of your choice
  1083. * **Equipments:** A silvered short sword, a leather armor, 20gp, a holy text, poisoner's kit, and a holy symbol.
  1084.  
  1085. #### Feature: Purity of Faith
  1086. You are a puritant well-versed in religion. You gain **Keen Mind** or **Observant** as a bonus feat.
  1087.  
  1088. #### Suggested Characteristics
  1089. In addition to be devoted to a certain faith, you do everything to ward off corruption. You usually participated or raised on another ordo, either the knight templar order of ordo militant, or the ordo hospitaler. However, a certain high ranking individuals saw your devotion and purity, as well as investigative talent, and offered you another path: the path of unseen one.
  1090.  
  1091. In addition to your persona (or facade, or alter ego) on the normal order, you also received extra training especially in theology, to maintain the purity of all teachings, while keenly making sure to take countermeasures in case something corrupted yourself.
  1092.  
  1093. Or your comrades.
  1094.  
  1095. ## Glyph Gear Ability
  1096.  
  1097. Player Character who originated from Promethic with wide and deep inner sea gain a minor trait of **waterborne**: they can float on water.
  1098.  
  1099. <div class='pageNumber'>20</div>
  1100. <div class='footnote'>PROMETHIC</div>
  1101.  
  1102. \page
  1103. # Entraid
  1104. M*ountains and chasms do not stop people of Entraid in producing goods efficiently; they just crave those stones and build new factories inside. Their hard-working behavior rewarded them the prestige of best crafters in the world, with tremendous efficiency as well. Using unique system of logistic and macro economy, they control everything efficiently. The only thing lacking in the people is an open heart to accept that someone else might be better.*
  1105.  
  1106. <div align='right'>
  1107. Geography and Anthropology for Elementary Education
  1108. </div>
  1109.  
  1110. ## Geography
  1111. The Entraid Alliance consisted of several city-states that dotted the mountainous continent, above and under the ground. The mountains often belch thick smoke of industry. Most of the city-states are underground, beneath the massive tunnels of the tall, grand mountains. The real powers behind these city-states are the Guilds, with powers not limited by the state borders. These Guilds control the productions and consumptions of every citizen of the Alliance, from the mountain-dwelling dwarves and littlefolks, to the unique surface-dwelling humans.
  1112.  
  1113. ## Social Life
  1114. Each citizen receives payment based on their contribution to the Guilds and societies, with productions of goods are monitored by the guild. A common stockpile of resources are maintained in granaries and underground warehouses. These resources are spent only to improve the wellbeing of every guild members and everyone else who contributed to the society. The Guild leaders make decision, and each citizen is expected to support the society and Guild Leaders' decisions.
  1115.  
  1116. ## Specialties
  1117. People of the Alliance shares a common trait: hard-working. Yet they are also cautious and often wary of others, due to the possibility of backstabbing in the society. Sabotaging other works or stealing credits are quite common, however jeopardizing productions is a hideous crime; this includes slackening around. A rigid caste system separates them into guild members and outcasts, with recent addition of 'outsider'.
  1118.  
  1119. Technologies are relatively advanced, from metallurgy, structure, and the alchemical understanding enabled the Alliance to produce explosives and firearms.
  1120.  
  1121. Their production on any goods itself actually surpasses any other mortal's in the terms of efficiency; thus the label *Made in Entraid* has became a mark of prestige, for a reliable, durable, functional, good quality, yet cheap equipments.
  1122.  
  1123.  
  1124. <img
  1125. src='https://cdn.discordapp.com/attachments/335062009450070016/413268150478569481/entraid2.png'
  1126. style='width:450px' />
  1127. <div align="center">*Illustration of Entraid (by Brooche)*
  1128. </div>
  1129.  
  1130. ## Demographics
  1131. This land is highly dominated by Dwarves and Littlefolks. Humans tend to have a smaller build (compared to other human), light colored skin, black straight hair, and small eyes. Individuals who went outside the nation usually are making new business or running from old business. Dwarvish and Entraid-dialect are used more than normal Common, with the unique Entraid letters instead of using alphabet.
  1132.  
  1133.  
  1134. <div class='pageNumber'>21</div>
  1135. <div class='footnote'>ENTRAID</div>
  1136.  
  1137. \page
  1138. > ##### Complex Social Rules
  1139. Citizens of Entraid often comparing one another, as deep inside they want to be the best. However, the intricated complex social rules also prohibit them to stand out in the society; afterall their seniors would not want to be surpassed, especially without proper etiquette. There is a proverb in Entraid, "A nail that sticks out gets hammered down".
  1140.  
  1141. >Further, there are several worthy notes regarding Entraid society.
  1142.  
  1143. >**Politeness**. Entraid is driven by etiquette, thus politeness is paramount. Affiliations must be clear, and society before individual must be upheld. It is reflected on the names of citizens of Entraid, which has their surname to be written or spoken first. Addressing someone also should use their surname, except for a very close and intimate colleague.
  1144.  
  1145. >**Drinking Society**. With so many Dwarves sharing the land, it is no wonder the people of Entraid all enjoy good beer and other liquors.
  1146.  
  1147. >**Xenophobic**. People of Entraid are tight-knit and very difficult to accept outsiders. Recent additions of outsiders are still stuck somewhere at the doormat of the society, not fully accepted despite already do their best for assimilation and contributing to society.
  1148.  
  1149. ## Background Packages
  1150.  
  1151. On a strict caste communal society with everyone has their own place and task, division of castes is very clear. Society is above individual, and etiquette is highly valued. Everyone is working hard to reach perfection, and to contribute to the society. A perfect round society is idealized, with no one should ever make some edge or corner.
  1152.  
  1153. Thus there are three categories of people who live in Entraid: the one inside the society, the one crushed by the society, and the one outside the society.
  1154.  
  1155. **Languages**. All Entraid characters gain one additional language: 漢字 (all Entraid dialects).
  1156.  
  1157. ### Guild Member (社会人)
  1158.  
  1159. You are a member of a guild maintained by one of the Oligarchs, contributing to the society and having Entraidian name.
  1160.  
  1161. * **Skill Proficiencies:** Perception, History
  1162. * **Tools:** Two of your choice
  1163. * **Equipments:** any crossbow or bow, longsword, 2 quivers ammunition, studded leather, 250gp, a set of fine clothes
  1164.  
  1165. #### Feature: Swift Tinkerer
  1166. Efficient work and crafting made you have efficient hand as well. You gain **Crossbow Expert** as a bonus feat. Further, your Rank in all artisan tools are treated as 1 higher (and this may cause it exceeding your proficiency bonus)
  1167.  
  1168. #### Suggested Characteristics
  1169. You are enjoying the benefit of society and also to contribute more than others. You aim for perfection, and work hard to fulfill the expectations from the society.
  1170. ### Outcast Drifter (浪人)
  1171.  
  1172. You are an outcast of the society, for whatever reason, most of your lifetime.
  1173.  
  1174. * **Skill Proficiencies:** Stealth, Sleight of Hand
  1175. * **Tools:** Thieves Tools, Disguise Kit
  1176. * **Equipments:** Three martial weapons, dagger, five darts, studded leather, 25gp, thieves tools, and disguise kit
  1177.  
  1178. #### Feature: Cautious
  1179. You are always on the nerve and aware, being an outcast for life. You gain **Alert** as a bonus feat.
  1180.  
  1181. #### Suggested Characteristics
  1182. You are the victim of the harsh caste system of the society, fully prejudiced and never accepted. It is possible that you despised the deep hypocrite society, or consider it is rotten and ruthless society filled with people trying to sabotage other's successes. Whatever the reason, you consider the system of society is full of shackles, and you aspire to individualism over many.
  1183.  
  1184. More often than not, you also live closely to the underworld and criminal activities.
  1185.  
  1186. ### Visiting Outsider (外人)
  1187.  
  1188. Despite you spent most of your lifetime at Entraid, you are still treated as outsider due to your lineage, and possibly your appearance too.
  1189.  
  1190. * **Skill Proficiencies:** Insight, Investigation
  1191. * **Tools:** One vehicle and forgery kit
  1192. * **Equipments:** 300gp, one martial weapon, forgery kit, a set of fine clothes
  1193.  
  1194. #### Feature: Try Hard to Mingle
  1195. It is difficult to mingle on a rigid society, and you have learnt a lot. You gain **Actor** as a bonus feat.
  1196.  
  1197. #### Suggested Characteristics
  1198. You are always trying hard to be fit into any group, yet knows that most of the time it is better to keep silent and observe. Even if you were born and raised at Entraid, due to obvious appearance or lineage, you are not part of their tight-knit society.
  1199.  
  1200. ## Glyph Gear Ability
  1201.  
  1202. Player Character who originated from Entraid gains a minor trait of **delver**: they can instinctively know their current depth and/or elevation level, relative to the 'ground'.
  1203.  
  1204. <div class='pageNumber'>22</div>
  1205. <div class='footnote'>ENTRAID</div>
  1206.  
  1207. > ##### 漢字
  1208. The Entraid Alliance has their own language with specific unique letter representing a word or meaning, instead of alphabet. There are several dialects as well, namely the root Entraid language 中文, the lightly adapted 日本語, and the heavily adapted 한자. Similar to Primordial language with several dialects, anyone who understands 漢字 can understand all of Entraid dialects.
  1209. \page
  1210. # Lucia’s Gap
  1211. T*he mystical Continent where an eternal Chaos storm and Gate to Abyss took residence, and also the magical Continent where fire and ice meet each other. The place where Magic is paramount, and home of communal society who uses a delicate favor system as a currency.*
  1212.  
  1213. <div align='right'>
  1214. Geography and Anthropology for Elementary Education
  1215. </div>
  1216.  
  1217. <div style='margin-top:50px'></div>
  1218.  
  1219.  
  1220. <img
  1221. src='https://cdn.discordapp.com/attachments/335062009450070016/393958706099912713/149966459352289.png'
  1222. style='width:350px' />
  1223. <div align="center">*Illustration of Lucia's Gap (by Brooche)*
  1224. </div>
  1225. ```
  1226. ```
  1227. ## Geography
  1228. Lucia's Gap is different with most other Flying Continents; it is more vertical than horizontal, shaped like a gigantic dagger. The top part of Lucia's Gap (The Hilt) is very cold, with constant snow and icy lakes. The lower part of Lucia's Gap (The Blade) is full of underground volcanic activities, with magma and lava instead of rivers and seas. Right in the middle of the Land, a huge gap full of Chaotic energy, often spits Demonspawns out and unleashes other wild magic. The backwater towns of Lucia's Gap are separated by distance, often vertically. Traveling from one town to another often means a lot of climbing up and down, or scaling slippery icy stairs; vehicles and mounts are not practical and not used.
  1229.  
  1230. Two cities serve as possible landing spot: the Bright Peak at Hilt and Dark Pit at Blade. Other than that, it is impossible for airships to traverse the continent.
  1231.  
  1232. ## Social Life
  1233. With massive energy of Chaos that bend realities, it is no wonder that Lucia's Gap values any wizards and sorcerers above all else. Anyone who can participate in helping the community to survive is always highly sought, and in a land of Wild Magic, people who control Chaos (or Cosmos) become the heroes. Also due to this dangerous living place, each individual is expected to contribute to the society, and expected to take only what they need from the resource pool. The society uses neither money nor trade, but they use a complicated 'favor' as currency, which fits well their pure communism.
  1234.  
  1235. ## Specialties
  1236. The communal people of Lucia's Gap are very cold and stoic, yet they do their best to plant favor that can be extracted later. Mundane items such as food and equipment are easily shared with anyone in need, because it is just the way they live. This also means, when they need some mundane items, they do not bother to take it from anywhere, without knowing the concept of 'property'. Regardless, the people of Lucia's Gap are willing to endure any hardships, betrayals, or insults; what matters most for them is to survive.
  1237.  
  1238. ## Demographics
  1239. This land housed Humans with dark straight hair, fair skin, and varying eye color. Individuals who went outside the nation usually are outcasts of the society, to study, or on a mission from the Magocracy. Draconic is used by people above, below, and in-between.
  1240.  
  1241. Tieflings are also a relatively common sight at this continent of magic, especially if compared to other continents.
  1242.  
  1243. Arcane spellcasters especially sorcerers and, ironically, warlocks, are also can be found here. Anything that does not rely on long tedious training also become the path of choice on the land where common sense does not exist. Everything is just different, and on totally different scale.
  1244.  
  1245. <div class='pageNumber'>23</div>
  1246. <div class='footnote'>LUCIA'S GAP</div>
  1247.  
  1248. \page
  1249. ## Background Packages
  1250.  
  1251. In a communal utopia, there is no such thing as caste, thus usually the people of Lucia's Gap is categorized based on where do they live.
  1252.  
  1253. #### Communal Life
  1254. The communal life they have also means that matters such as 'private property' and 'monetary' are distant concepts not usable in their daily life. They usually provide others in need, but also just deliberately take things they need, and then return them should it no longer needed.
  1255.  
  1256. A complex system of favor is the closest 'currency' they have, making some of them are adept at politics of currying, extracting, or utilizing favors by diplomacy.
  1257.  
  1258. Further, due to the high mortality rate, it is common for Lucia's Gap denizens to procreate at early age, and the offspring is treated as a property of the whole community. The concept of family, father, or mother is not really cared about, with wedding or marriage is treated as a waste of time and resource. The important is to have the people mate and have offsprings to be taken care by the whole community, not to have everlasting love and sacredly ritualized ceremony. This desperate act to survive is deemed blasphemous by many, and often the denizens of Lucia's Gap are said to be extremely lecherous people.
  1259.  
  1260. However, some of the individuals indeed are protected from mated to random people, usually due to one of two things: a potential power in arcane thus they are needed as good genetic pool (and good breeding materials), or a major flaw in the genetic pool to prevent bad offspring (such as tiefling).
  1261.  
  1262. #### Arcane Magic is Power
  1263. Although there are no caste, the ruling bodies or the ones with higher decision-making ability are the ones capable of arcane magic, due to the threatening extraplanar enemies they constantly face. Sorceres are highly valued, and many fell to the tricks of greater power and bonded themselves to become a Warlock in order to defend their immediate life. A certain Wizard school has two branches at the two cities capable of airship docking: the Bright Peak city at the top most of the snowy Hilt region, and the Dark Pit city at the bottom most of the vulcanic Blade region.
  1264.  
  1265. Some sorcerers of Lucia's Gap are also highly valued, and capable of individually selecting mate to procreate, due to the highly valued of their bloodline. A mating process between two powerful sorcerers are usually a complex favor trading, as well as additional burdens to produce many offsprings, each is hoped to bear similar arcane power of their bloodline.
  1266.  
  1267. #### Feature: Arcane Talent
  1268. Regardless where you live, you have an innate arcane talent due to the exposure of strong magic, with Cosmos and Chaos at constant battle. You gain **Magic Initiate** or **Ritual Caster** as a bonus feat, regardless your selected background from below.
  1269. ```
  1270. ```
  1271. ### People of the Hilt
  1272.  
  1273. You spent your lifetime at the frozen mountains of the Hilt.
  1274.  
  1275. * **Skill Proficiencies:** Arcana, Acrobatics
  1276. * **Language:** Draconic, Infernal
  1277. * **Equipments:** silvered martial weapon, an arcane focus, spell component pouch, a studded leather armor, 20gp worth of arcane dust
  1278.  
  1279. #### Suggested Characteristics
  1280. In addition of accustomed to communal life, you are also accustomed to slippery ice and snow.
  1281.  
  1282. ### People of the Blade
  1283.  
  1284. You spent your lifetime at the flaming caverns of lava of the Blade.
  1285.  
  1286. * **Skill Proficiencies:** Arcana, Athletics
  1287. * **Language:** Draconic, Abyssal
  1288. * **Equipments:** silvered martial weapon, an arcane focus, spell component pouch, a studded leather armor, 20gp worth of arcane dust
  1289.  
  1290. #### Suggested Characteristics
  1291. In addition of accustomed to communal life, you are also accustomed to lava or flame, and rock and cavern formations.
  1292. ### People of the Veins
  1293.  
  1294. You spent your lifetime moving around the many difficult paths of Lucia's Gap
  1295.  
  1296. * **Skill Proficiencies:** Arcana, Investigation
  1297. * **Language:** Draconic, Primordial
  1298. * **Equipments:** silvered martial weapon, an arcane focus, spell component pouch, a studded leather armor, 20gp worth of arcane dust
  1299.  
  1300. #### Suggested Characteristics
  1301. You are accustomed to both heat and cold, miracles and disasters, excess and poverty; but common pleasures or simple life, or even a normal weather, might be a sight too wonderful for you. You have seen and felt too much that normal is no longer normal.
  1302.  
  1303. ## Glyph Gear Ability
  1304.  
  1305. Player Character who originated from Lucia's Gap gain a minor traits of **temperate**: they are always comfortable at any temperature, as heat and cold never bother them.
  1306.  
  1307. >##### Arcane Dust
  1308. Lucia's Gap is a source of certain silvery dust called Arcane Dust. These lightweight dusts can replace any material component for spellcasting or inscribing new spells to spellbook, and often traded as commodities.
  1309. These silver dusts weigh barely 1lbs per 10,000gp worth, and spellcaster do not need to manually calculate during casting, as the spell does it for them. They are traded at the same price like commodities, and available on most cities.
  1310.  
  1311. <div class='pageNumber'>24</div>
  1312. <div class='footnote'>LUCIA'S GAP</div>
  1313.  
  1314. \page
  1315. # The Travelers
  1316. F*or those who are unlucky enough to ever settle down in the vast world of Elohino, either as traveling merchant, nomadic tribes, skyfarer crews, holy pilgrims, gypsies, or simply wandering criminals, the road is their home. The grass or deck is their floor, and the sky is their roof. For better or worse, they never stay too long at any place, hitting the road as often as possible, journeying from one place to another, or hiding from the chase of some powerful figures since ever and forever.*
  1317.  
  1318. <div align='right'>
  1319. Geography and Anthropology for Elementary Education
  1320. </div>
  1321.  
  1322. ## Concepts
  1323.  
  1324. There are always constant travelers, or people who are just never settle down at a place for too long. Unlike other people who came from *normal* demographics, who live for most of their life at a certain Flying Continent, The Travelers spent most of their life traveling, never staying at a place across the whole world.
  1325.  
  1326. ## Social Life
  1327.  
  1328. There are actually no similarities between the people of the road, except the non-similarity itself. They often good at foraging on the wild, trading if necessary, doing random works, or joining adventurers and mercenaries.
  1329.  
  1330. Also, the travelers are relatively slow to judge others, and most of minor things do not bother them, since the life at the road is always fun to have. Further, they are always helpful to fellow travelers, although still be wary of dangers and threats from cunning robbers or bandits.
  1331.  
  1332. ## Demographics
  1333.  
  1334. The variety of people of the road is on par with the variety of Glyphrock citizen; especially they always come from a diverse background and traveled for different reasons one another.
  1335.  
  1336. ## Background Packages
  1337.  
  1338. As a carefree individuals (or avoiding authorities), you are comfortable on any journey, and accumulated skills to be always ready and always on the move.
  1339.  
  1340. * **Skill Proficiencies:** Animal Handling, Survival
  1341. * **Tools:** One vehicle
  1342. * **Language:** One of your choice
  1343. * **Equipments:** 20gp, studded leather armor, a longbow or shortbow, a quiver of arrows, an arcane focus, two melee weapons, a dagger.
  1344.  
  1345. #### Feature: Always on the move
  1346. Traveling is just like breathing for you. You gain **Mobility** as a bonus feat.
  1347.  
  1348. #### Suggested Characteristics
  1349. You are comfortable to be on a journey, and settling down might be too unsettling for you.
  1350.  
  1351. ## Glyph Gear Ability
  1352.  
  1353. Player Character who originated from nowhere and spent their life on the road gain a minor traits of **guardian**: they gain a +2 bonus to initiative checks.
  1354.  
  1355. <div class='wide'>
  1356. <center>
  1357. <img
  1358. src='https://cdn.discordapp.com/attachments/277515479348674560/399873163556552706/glyphrock_1.png'
  1359. style='width:550px' /></center>
  1360. <div align="center">*Illustration of Travellers at Glyphrock (by dancingberry)*</div>
  1361. <div style='margin-top:50px'></div>
  1362. </div>
  1363.  
  1364. <div class='pageNumber'>25</div>
  1365. <div class='footnote'>THE TRAVELERS</div>
  1366.  
  1367. \page
  1368. # Deities and Gods
  1369. A*t the beginning of the Multiverse, Gods were the Agents of Cosmos; however even Time succumbed to Change, and the Gods reassembled as the Agent of Heaven. The new Gods also forsake the fallen Agent of Cosmos (commonly known as Devils) who also fight the destructive force of Abyss known as Demons. The Gods reside at the Upper Planes of Heaven, while the Devils and Demons reside the Lower Planes: The Abyss and Hell. Known Gods are called by different language, and each has its own cults of worship in the World.*
  1370.  
  1371. ## Overview
  1372. At first, Time and Space manifestated of Cosmos. Then appeared Craft from Cosmos, and the Chaos peeked and made Change appeared. From Cosmos influenced by Chaos, appeared Curiousity. From Chaos influenced by Cosmos, appeared Comfort. Then afterwards came Elohino, who is eventually shattered, and made rise to Four Mortal Protectors: Wisdom to prevent War, Hope to endure Famine, Justice to fight Conquest, and Life to be at peace with Death.
  1373.  
  1374. And somewhere during these primordial times, there lies hidden forbidden lore, about the fallen agent of Cosmos: defender of Heaven, from the Abyssal Demons.
  1375.  
  1376. ### Taranis, Greater Goddess of Time
  1377. **Ruler of Heaven (Tempest)**
  1378.  
  1379. As the first and most ancient of Gods, Taranis established Time. She is worshipped as the leader of Cosmos, creator of Sky, and arbiter of Souls. Her creed is to establish order in society. Her symbol is a lightning bolt, and her favored weapon is Javelin.
  1380.  
  1381. ### Merodach, Greater God of Space
  1382. **Enforcer of Justice (War)**
  1383.  
  1384. One of the ancient Gods, Merodach is worshipped for creating the ideal of place, space, and existence. He is also worshipped as the Judge. His creed is to enforce law and fairness. His symbol is a scale, and his favored weapon is Short Sword.
  1385.  
  1386. ### Neith, Goddess of Crafts
  1387. **Mother of Dwarves (Knowledge)**
  1388.  
  1389. The progenitor of Dwarves, Neith is worshipped by Dwarves in general, and also by those who value Law, Language, and creations. Her creed is to be productive and contribute to society. Her symbol is anvil, and her favored weapons are Hammers.
  1390.  
  1391. ### Amaranthine, God of Change
  1392. **Father of Elves (Light)**
  1393.  
  1394. The progenitor of Elves, and also the creator of Light and Darkness. Elves and artists worship Amaranthine, as he is also the God of creativity and beauty. His creed is to be creative and find beauty in things. His symbol is amaranth flower, and his favored weapon is Rapier.
  1395.  
  1396. ### Janus, God of Curiousity
  1397. **Father of Littlefolks (Trickery)**
  1398.  
  1399. The progenitor of Littlefolks is worshipped by Littlefolks, inventors, innovators, and explorers. His creed is to be bold to explore new fields and be progressive. His symbol is wheel, and his favored weapon is Crossbow (any).
  1400.  
  1401. ### Brighid, Goddess of Comfort
  1402. **Mother of Littlefolks (Life)**
  1403.  
  1404. The progenitor of Littlefolks is well worshipped by not only Littlefolks, but also physicians. She is known as the merciful and the supporter. Her creed is to share and provide comfort, and enjoy the life. Her symbol is hearth, and her favored weapon is a Staff.
  1405.  
  1406. ### Elohino, Lost Goddess of Nature
  1407. **Deceased mother of Humans (Nature)**
  1408.  
  1409. The dead Goddess of Nature, who put her divine energy into Human, Plants, and Beasts. Humans worshipped her for providing life to Humans, in the form of pure divine energy and by providing Humans nourishments through plants and beasts. Her symbol is mistletoe, and her favored weapons are Axes.
  1410.  
  1411. ### Inanna, Lesser Goddess of Wisdom
  1412. **Defender of Mortals (War, Knowledge)**
  1413.  
  1414. The Goddess of strategy, tactics, and wisdom against enemies. She is worshipped by military officers, adventurers, and anyone who seek fair combats. Her creed is to be prudent in decision making and be fair in battles. Her symbol is an owl, and her favored weapon is Xiphos (short sword).
  1415.  
  1416. ### Horus, Lesser God of Hope
  1417. **Preserver of Life (Light, Life)**
  1418.  
  1419. The God of good will, optimism, and preservations. He is worshipped by evangelists, leaders, and orators. His creed is to spread optimism and to value mortal life. His symbol is eagle, and his favored weapon is spear.
  1420.  
  1421. ### Basti, Lesser Goddess of Justice
  1422. **Avengers of the Oppressed (Light, War)**
  1423.  
  1424. The Goddess of retribution and also Goddess of feline. She is worshipped by people who were wronged and seek retributions. Her creed is to shed light and truth, and to avenge wrongdoings. Her symbol is cat, and her favored weapon is dagger.
  1425.  
  1426. ### Akasha, Lesser God of Life
  1427. **Scribe of Fate (Life, Knowledge)**
  1428.  
  1429. The God of knowledge and observation is well worshipped by people who dabble in history and arcane studies. He is known to record and have written all the events in the multiverse. His creed is to be observant and learn about all things possible. His symbol is a snake, and his favored weapon is a pen (dart).
  1430.  
  1431. <div class='pageNumber'>26</div>
  1432. <div class='footnote'>DEITIES AND GODS</div>
  1433.  
  1434. \page
  1435. # The Nine Hells
  1436.  
  1437. D*uring the Primordial fight between Chaos and Cosmos, the army of Cosmos was led by a powerful God of Promise, who was able to drive the Chaos into their primordial Abyss, and made an outpost down there. The God of Promise along with his loyal followers stood still, ever vigilant of the destructive powers of Chaos from spilling the Cosmos. Alas, residing too close with the Abyss for too long bent their shapes and corrupted their souls, and thus the soul-harvesting Devils were born, led by the fallen God of Promise, the Archdevil Asmodeus.*
  1438.  
  1439. *Below is the tale of the fallen god; an insidous tale of tragedy, treachery, and blasphemy, that you will not be find at common temples and shrines, as they have layers of hypocricy and lies.*
  1440. <div align='right'>
  1441. Anonymous Diabolist Evangelist
  1442. </div>
  1443. ### Reference Disclaimer
  1444.  
  1445. The material at this chapter is deeply inspired (and referencing) by available resources from Wizards of the Coast, as well as TSR.
  1446.  
  1447. The whole material is for personal use, non-commercial, non-profit, home play only.
  1448.  
  1449. ## Pact Primeval
  1450.  
  1451. *Acting as guardian on the gate of Abyss, Asmodeus gave his word to do his best to prevent destructive forces of Chaos Demons from spilling over to the Upper Planes, and to some extent on Middle Planes. He made sure that the Chaos breach remains at minimum, and he put a certain bastion of defense on concentrated place of the gate.*
  1452.  
  1453. *Archdevil Asmodeus upon his fall from grace actually sealed a certain deal with the gods of Cosmos, which enabled him to obtain souls of mortals. These souls are needed as the currency of his realms, which needs massive energy to operate. And souls, including the torture of it towards non-existence, is one source of such energy.*
  1454.  
  1455. *It is also theoritized that the gods of upper planes know about the deals, and they agreed, that the disbeliever of gods do not have place at the Upper Planes, and Asmodeus may bring them to his domain: the Hell at Lower Planes.*
  1456.  
  1457. *Nevertheless, not every souls directly used to power Hell by draining it to oblivion. Some worthy individuals have the chance of promotion towards a new life. A new life of immortality, as one of the strongest Devil to rule Hell domains, spreading its influence across the multiverse, and to honor the ancient pact: to defend the multiverse from Chaotic Abyss.*
  1458.  
  1459. <div align='right'>
  1460. Note from Diabolist Tome
  1461. </div>
  1462.  
  1463. ## Nine Layers of Hell
  1464.  
  1465. Legends and zealous diabolists explained about how Hell is divided into nine layers, each with their own pocket dimensions, which acted as a walls and fortresses that kept Abyss stay *below*.
  1466.  
  1467. Asmodeus as the ruler reside at the inner-most layer the ninth hell.
  1468.  
  1469. <div class='pageNumber'>27</div>
  1470. <div class='footnote'>THE NINE HELLS</div>
  1471.  
  1472. \page
  1473. # Metagame: System and House Rules
  1474.  
  1475. Glyph Gear campaign uses Dungeons and Dragons 5th Edition ruleset. However to represent more on several aspect of the setting, this campaign also uses several important house rules. This chapter will first give the list of books available for players to use. Afterwards, several house rules will be explained on subsequent sub-chapters; the house rules would be *Rank System*, *Gritty*, and *Lethality*.
  1476.  
  1477. ## Books Used
  1478. Below is the list of books that can be used for players to select races, classes, equipments, and class options.
  1479. * **Player's Handbook**: All
  1480. * **Sword Coast Adventurer's Guide**
  1481. * **Elemental Evil**
  1482. * **Volo's Guide to Monsters**
  1483. * **Xanathar's Guide to Everything**
  1484. * **Dungeon Master's Guide**: Firearms (renaissance), Fear and Horror, Poisons
  1485.  
  1486. However, it is worthy to note that there are several things that *cannot* be selected, and the variant rules to replace them, as follows:
  1487. * **Background,** instead of using background from any books, each character *must* select background packages provided at this campaign handbook, such as *Glyphrock cosmopolitan*, *Lucia's Gap people of the Hilt*, etc.
  1488. * **Feats**, characters *cannot* select Feat as advancement, and *must* select ability score increase (or a language).
  1489. * **Human**, use the human traits given at this campaign handbook instead.
  1490.  
  1491. ## House Rules: Rank System
  1492.  
  1493. This house rules is intended to add more customization to characters, at the cost of extra book-keeping and possible optimization. The idea is to give each character a choice and a possibility to learn something new - albeit a little - outside their class, and to give an atmosphere of learning slowly.
  1494.  
  1495. Rank will add a level of complexity in character building and character recording, since it will replace proficiency bonus in a d20 roll for *skills*, *tools*, and *saving throws*.
  1496.  
  1497. Due to the *rank* system, DM may rule that you can only attempt a check if you have at least one *rank* on that *skill* or *tools* (or may attempt at disadvantage or higher DC).
  1498.  
  1499.  
  1500. ### Replacing proficiency bonus
  1501.  
  1502. The *rank* is replacing proficiency bonus when you roll an ability check for *skill* and *tools*, and for *saving throws* as well.
  1503.  
  1504. Attacking using weapon or spell, and setting DC for spells, still use *proficiency bonus*.
  1505.  
  1506. ### Maximum rank
  1507. For any *skill*, *tools*, and *saving throws*, your maximum *rank* is equal to your *proficiency bonus* for that level.
  1508. ```
  1509. ```
  1510. ### Gaining ranks
  1511. On each level, including the first level, you can increase *rank* of any *skill*, *tool*, or *saving throw*, selecting one of the two options below:
  1512. * you can increase one rank on **two different** *skills*, *tools*, or *saving throws* which you are *proficient* with, or
  1513. * you can increase one rank on a *skill*, *tools*, or *saving throws* which you are **not** *proficient* with
  1514.  
  1515. Also, you gain one free rank whenever you gain new proficiency on *skill*, *tools*, and *saving throws*, including at first level
  1516.  
  1517. Therefore, at first level, you automatically have one rank on each of the *skill*, *tools*, and *saving throws* you are proficient with, and then you can select one of the two options above to improve some of your *ranks*.
  1518.  
  1519. You cannot increase any *rank* exceeding your current *proficiency bonus*.
  1520.  
  1521. <div class='descriptive'>
  1522.  
  1523. ##### Example
  1524. Below are several examples on how to use rank to replace proficiency bonus, and on the maximum rank a character can have.
  1525.  
  1526. **Using rank:**
  1527. A character making a wisdom (perception) check would roll 1d20 + *rank* in perception, instead of rolling 1d20 + *proficiency bonus*. Thus a 5th level character who only have 2 *ranks* in perception would have a +2 bonus (from *rank*) instead of +3 bonus (*proficiency bonus*) to the wisdom check.
  1528.  
  1529. **Maximum ranks:**
  1530. A 5th level character has a *proficiency bonus* of +3, therefore the character can allocate up to 3 *ranks* on any single *skill*, *tools*, or *saving throws*.
  1531. </div>
  1532.  
  1533. ## House Rules: Gritty
  1534. Dungeons and Dragons 5th Edition assumes that there will be several encounters per day, such as six to eight encounters, and having a fluctuative hit points is assumed to be common.
  1535.  
  1536. However, this campaign is putting into account that as a shared-campaign with multi-DM, it might be difficult to run multiple encounters in a very short time.
  1537.  
  1538. To add more gritty feel, and to put some extra challenge despite possible low number of encounters due to time constraints, this campaign introduces two mechanics: **bloodied** and **wounded**.
  1539.  
  1540. ### Hit Points revisited
  1541. Hit points represent characters ability to keep on fighting and functioning as normal. In this campaign, this could represent the breathing, stamina, or layers of magical protections.
  1542.  
  1543. When you lose a small amount of hit points, it might be your magical protection is chipped, or you managed to dodge in split seconds but now have difficulty in catching your breath, and so on. Even a poison attack or other disease could spread upon a slight scratch, or piercing your magical defensive layers.
  1544.  
  1545. <div class='pageNumber'>28</div>
  1546. <div class='footnote'>METAGAME: SYSTEM AND HOUSE RULES</div>
  1547.  
  1548. \page
  1549. However, when you lost more than half of your maximum hit points, injuries can be seen clearly, as blood starts dripping and the bruises starts bleeding.
  1550.  
  1551. ### Bloodied (stacking)
  1552. Whenever you receive a damage that will bring your hit points to be lower than half of your maximum hit points, you gain *bloodied* counter, as the injury becomes obvious, and the blood starts to spill faster. A consecutive damage below your half maximum hit points would result a consecutive increase to *bloodied* counter as well.
  1553.  
  1554. Your DM might explain where do you bleed and where your injuries are, or they might roll randomly the location of the injury.
  1555.  
  1556. <div class='descriptive'>
  1557.  
  1558. ##### Example
  1559.  
  1560. If you have a maximum of 30 hit points, a consecutive attack that deals 15 damage, then 4 damage, then 8 damage, would drop you to 3 hit points remaining, and two *bloodied* counter; the first damage did not make your hit points to be lower than half of your maximum, but the next two did.
  1561.  
  1562. Your DM might rule that the second damage made some cuts on your right hand, and the third damage made cuts on the foreheads, and now bloods starts rushing out from both injured body parts.
  1563. </div>
  1564.  
  1565. #### Effect of Bloodied
  1566. If you have any number of *bloodied* counters, then you cannot gain any benefit from taking a short rest.
  1567.  
  1568. If you have a long rest with any number *bloodied* counters, you also gain the **wounded** condition by the end of the long rest. Magic cannot remove *bloodied* counter.
  1569.  
  1570. #### Treating Bloodied
  1571. Any character can try to remove a *bloodied* counter by making a first aid attempt. To make this attempt, the one treating must have *ranks* in medicine skill, have a minute or so to treat the injuries, and spending one use of healer's kit.
  1572.  
  1573. **Medicine skill DC 15**, to remove each counter, a separate check is needed, and the one treating must have at least one *rank* in medicine. Another character may use help action if they also have at least one *rank* in medicine skill. You can attempt to treat your own condition by making the check with a disadvantage.
  1574.  
  1575. **One minute**, treating the injuries takes some time, and usually cannot be performed during a combat situation.
  1576.  
  1577. **One use of healer's kit**, performing first aid to treat the condition needs to spend one use of healer's kit. A healer's kit usually sold at 5gp for 10 uses.
  1578. > ##### Where are the location of injuries ?
  1579. > Although DM may determine where the injuries' locations are, a variant method is by rolling randomly using 1d12. The results are (from 1 to 12): head, upper torso, middle torso, lower torso, right arm, right hand, left arm, left hand, right thigh, right leg, left thigh, and left leg.
  1580.  
  1581. ```
  1582. ```
  1583. ### Wounded
  1584. Wounded is a status of grievous injury, gushing open wound, unstoppable bleeding, or infected rotten flesh due neglecting the *bloodied* situation. You gain *wounded* if you are incapacitated due to dropping to 0 hit points with lethal damage, or by taking a long rest while having *bloodied* counters.
  1585.  
  1586. #### Effect of Wounded
  1587. You cannot gain any benefit from taking a long rest, and magic cannot remove *wounded*.
  1588.  
  1589. #### Treating Wounded
  1590. Any character can try to remove a *wounded* situation by making a surgery attempt. To make this attempt, the one treating must have *ranks* in medicine skill, have ten minutes or so to treat the injuries, and spending two uses of healer's kit.
  1591.  
  1592. **Medicine skill DC 20**, the one treating must have at least one *rank* in medicine. Another character may use help action if they also have at least one *rank* in medicine skill. You can attempt to treat your own condition by making the check with a disadvantage.
  1593.  
  1594. **Ten minutes**, treating the injuries takes a lot of time, and cannot be performed during a combat or stressful situation.
  1595.  
  1596. **Two uses of healer's kit**, performing first aid to treat the condition needs to spend two uses of healer's kit. A healer's kit usually sold at 5gp for 10 uses.
  1597.  
  1598. **Taking 20**, a character with at least one rank in medicine can take 20 for treating other character, but doing so takes at least an uninterruptable 4 hours and spending 40 uses of healer's kit. You cannot perform this on yourself.
  1599.  
  1600. ## House Rules: Lethality
  1601. This campaign takes a gritty and lethal approach in dealing with encounters, so keeping hit points above half of your maximum and having a rank or two at medicine could save many lives.
  1602.  
  1603. ### Non-lethal damage
  1604. Any character must declare to deal non-lethal damage before rolling for attack. Ranged attacks can attempt with a disadvantage on attack roll. Spells and abilities without attack roll cannot be used for dealing non-lethal damage.
  1605.  
  1606. Non-lethal damage will not grant *bloodied* nor *wounded* condition.
  1607.  
  1608. This house rules overrides the non-lethal damage dealing from Player's Handbook.
  1609.  
  1610. ### Knocked out and incapacitated
  1611. If you are dropped to 0 hit points by lethal damage, in addition to the normal consequences, you also gain one *bloodied* counter, *wounded* situation, and one level of exhaustion.
  1612.  
  1613. Be careful as the exhaustion level is stacking, and can only be removed by gaining a benefit of taking a long rest.
  1614.  
  1615. <div class='pageNumber'>29</div>
  1616. <div class='footnote'>METAGAME: SYSTEM AND HOUSE RULES</div>
  1617.  
  1618. \page
  1619. # The Campaign
  1620.  
  1621. Last but not least, this chapter will cover details regarding the campaign of Glyph Gear: Collaborative Project of Narrative Storytelling. At first, this chapter will describe on the nature and general idea of the campaign, or the big picture of it. Then it will explain about several important terminologies, and will conclude on how to run sessions at this campaign. As a general rule of thumb, the Campaign focuses on collaborative effort in storytelling and playing, with the center stage should belong to Player Characters (the Glyph Gear wielders), and many possible interactions and possible sessions, each could give some impact to the campaign itself.
  1622.  
  1623. This campaign is ours to raise and also ours to raze.
  1624.  
  1625. ## Overview
  1626.  
  1627. Glyph Gear: Collaborative Project of Narrative Storytelling is a multi-DM campaign using Dungeons and Dragons 5th Edition, with several house rules. The basic idea is each players *can* run sessions as DM, which *might* influence the campaign as a whole.
  1628.  
  1629. A central organizer, called *Main Narrator*, however is needed to prevent rampant inconsistencies and paradox, that might lower the enjoyment of overall players. To help with the task of managing the campaign, several players *can* apply to either become a sub-organizer, called *Sub Narrators*.
  1630.  
  1631. The overall theme of the campaign can be summarized as 'conflicts between Glyph Gears and Blue Breakers in the impending apocalypse of mortal civilization'.
  1632.  
  1633. ### Multi-DM
  1634.  
  1635. The campaign welcomes any players to play as a single Player Character (PC): unique individuals who wield Glyph Gear and able to fight Blue Breakers normally. Each player also can try to run sessions at the campaign, either as a one-shot to practice DM-ing skills, or as a short arc, or even a full arc spanning the whole campaign.
  1636.  
  1637. The limitation as DM are mostly to prevent paradoxes, and to synchronize with other DMs, since each DM *might* have different agendas one another.
  1638.  
  1639. *Main Narrator* and *Sub Narrators* will be the managers of overal contents of the campaign, who will provide guidelines, as well as updating the world situations at least on each *Chapter*.
  1640.  
  1641. One of the common ground to run a session safely is to *keep it local, keep it blur, keep it non-influential, keep low impact, avoid explaining impactful results, and avoid hyperlative/superlative*. Determining the impact of a session to the world is the priviledge of *Main Narrator* and *Sub Narrators*.
  1642.  
  1643. As a final reminder, although each Player may only create a single PC (to represent the rarity of Glyph Gear wielder), at other DM's discretion and agreement a Player *might* be able to play using one of their NPC (per the DM's discretion and agreement).
  1644. ```
  1645. ```
  1646. ### Character Creation
  1647. Below is the guideline for creating a Player Character (PC) for each Player in the Glyph Gear campaign.
  1648.  
  1649. **Consult.** Please consult with SubNarrator(s) for background stories and concepts.
  1650.  
  1651. **Level One.** Every PC must start from level one. Several *Races* also have adjustments in this campaign handbook.
  1652.  
  1653. **Background.** Characters must select *Background* from the Campaign Handbook. Items and equipments also only from the *Background*. Background represents more than 75% of their dominant period of life was spent at that place.
  1654.  
  1655. **Roll for Ability Score**. To generate ability score, roll four six-sided dice seven times, each time discarding one die (seven times of 4d6-keep-3). Discard one set and arrange the other six sets as you see fit.
  1656.  
  1657. **Still not good then Standard Array.** If you are not happy with the result, you may use Standard Array (8, 10, 12, 13, 14, 15) instead.
  1658.  
  1659. ### Leveling Up
  1660.  
  1661. Instead of using experience points, Player Characters level up using milestones method to simplify book-keeping. However, at each **Chapter**, there will be a *limit* on maximum character level. Playing often will not give PCs chance to gain extra levels above the limit.
  1662.  
  1663. **One if far below**. Player Characters (PC) can level up after each session, *unless* if it will bring them to the level limit of the chapter.
  1664.  
  1665. **Two to limit**. In the case of level up towards limit of the chapter, they need to play at another additional session before they can level up to the level limit of the chapter. In other words, PC needs to play at two session to reach level of current chapter's limit.
  1666.  
  1667. **Limit is limit.** If a PC already reach maximum level limit of the chapter, playing on any session on that chapter will not grant additional levels nor milestones.
  1668.  
  1669. **Language instead of Ability Score.** You can select a language you have learned during play instead of increasing your Ability Score.
  1670.  
  1671. **NPC**. For non player characters, there is a hard limit of character level 13.
  1672.  
  1673.  
  1674. ### General Plan
  1675.  
  1676. The campaign is scheduled to have 3 *Parts*, each part consists of 3 *Chapters*, and each chapter is synchronized every 2 weeks of real world time. Thus, the Campaign runs a total of 18 weeks.
  1677.  
  1678. On each chapter, a *level limit for PC* will be updated as follows (from Chapter 1 to 9): *3, 4, 5, 7, 8, 9, 11, 12, 13*
  1679.  
  1680. Due to this synchronization, it is expected that each DM will collaborate to the project in a respectful manner to one another, and for planning their stories and arcs with some considerations on *possible adjustments on each chapter regarding world conditions*; some sessions ran by a DM might influence the campaign in some manners that might pose some arcs to be adjusted.
  1681.  
  1682. <div class='pageNumber'>30</div>
  1683. <div class='footnote'>THE CAMPAIGN</div>
  1684.  
  1685. \page
  1686. ### Several Tasks to Handle
  1687.  
  1688. The campaign pits PC (Player Characters) as Glyph Gear wielders and their allies to fight intrusions of powerful monstrosities known as Blue Breakers. Basically it is about an attempt to repel the disasters, and to protect the mortal lifes, with a doomsday clock is ticking surely towards another apocalypse.
  1689.  
  1690. The Blue Breakers incidents threw the world into some state of despair: people need to prepare a war against the Blue Breakers and other monstrosities, corruptions amongst mortals spreading like a plague due to desperation, trade routes and productions disrupted and logistical famine impeding, while no one really understands what and how the Blue Breakers (and Glyph Gears) actually are.
  1691.  
  1692. Should these four *Pillars* shattered, the apocalypse will surely fall, and the campaign *will end* as a tragic story. Should these four pillars stand strong, the whole mysteries might be answered at the end of the road.
  1693.  
  1694. Details of each pillar are described at subsequent sub-chapter.
  1695.  
  1696. #### Justice to fight Conquest/Pestilence
  1697. ##### Scrutiny
  1698.  
  1699. Plagues at the heart of mortals, who are desperate or ambitious, are rampant during these times of trials. These unseen threats of corruption must be handled properly, lest the mortal world will collapse from within their walled defenses.
  1700.  
  1701. The justice-seeker Basti keeps watch over the world, fully supported by bards and courtiers of Serendiluminaric, with field activities held by the Travelers.
  1702.  
  1703. #### Wisdom to prevent War
  1704. ##### Defense
  1705.  
  1706. The threat of Blue Breakers are not the only obvious threat to mortal world. Monstrosities, Undead Legions, Fiendish Intrusions, or even barbarian hordes of Demonspawns (Orcs, Giants, Goblinoids, Gnolls) stands ready to raid the crippled civilizations of the seven nations.
  1707.  
  1708. Knights and Paladins of Promethic, along with warriors from Wiscouth, are famously known with their activities in defending and protecting the realms, often guided by Inanna.
  1709.  
  1710. #### Hope to endure Famine
  1711. ##### Welfare
  1712.  
  1713. With the trade routes are routed, logistics disturbed, and productions halted, an impending threat of famine is looming at the near future. Unless means are taken to re-establish them, a painful slow despair will surely engulf the mortals into chaos and weakness.
  1714.  
  1715. The economical giant Grast and the productive machinaries of Entraid received Horus' blessings in providing the world with logistics, supplies, and equipments.
  1716.  
  1717. #### Life to be at peace with Death
  1718. ##### Research
  1719.  
  1720. There are so many unknown things lately, and so many questions unanswered; each question might only one steps away to cause deaths to many mortals. Efforts to seek the answers, by unearthing hidden lores spread across the whole world, are indeed needed.
  1721.  
  1722. Akasha provided hints for researchers of Glyphrock and Lucia's Gap to keep an open eyes and ears on ancient lores and tales hidden in depths of ruins or beyond.
  1723.  
  1724. ## Terminologies and Roles
  1725.  
  1726. It is assumed that each players have read the player's handbook to familiarize themselves with Dungeons & Dragons 5th Edition terminologies.
  1727.  
  1728. This part of the handbook will focus on certain terminologies used in the campaign.
  1729.  
  1730. * **Campaign**: The whole game, which will takes 3 *Parts*, each will have 3 *Chapters*, which each *Chapter* can have various numbers of *Session*, ran by various DM.
  1731. * **Chapters**: A chapter takes two weeks of real time, where the *Level Limit* and world events are updated, based on the *Sessions* done. Three *Chapters* make one *Part*.
  1732. * **Session**: A single DnD game session, ran by various DM. Guidelines to run a *Session* in this campaign can be found at subsequent subchapter.
  1733. * **Level Limit**: Maximum level of any PC on a chapter. The *Level Limit* for *Chapter* 1 to 9 is as follow: 3, 4, 5, 7, 8, 9, 11, 12, 13.
  1734. * **Downtime Activities**: Time during off-mission, between *Sessions*. PC can do open-roleplay with other PC, sending a message to another PC, receiving a message from another PC, or performing certain activities at Sub Narrator's permission. During this time, it is assumed each PC can provide for themselves with appropriate food and lodgings.
  1735.  
  1736.  
  1737. ### Main Narrator
  1738.  
  1739. The whole campaign needs a single main narrator who is responsible and priviledged to make any adjustments and any rulings needed to help manage the campaign progresses smoothly. Main Narrator is the final arbiter of the campaign, and the initial setter of the campaign.
  1740.  
  1741. * Main Narrator can override any event, story, ruling, or anything, if needed; the override will be made publicly known.
  1742. * Main Narrator have access to any number of Airships of any size, to provide the transport ship and cargo ship between Islands of the World at the background of the game.
  1743. * Main Narrator holds the final words on Airship, Cosmology, and Magic, including Planes of the World.
  1744. * Main Narrator approves or rejects chapter updates proposed by Sub-Narrator.
  1745.  
  1746. <div class='pageNumber'>31</div>
  1747. <div class='footnote'>THE CAMPAIGN</div>
  1748.  
  1749. \page
  1750. ### Sub Narrators
  1751. ##### Conquest, War, Famine, Death
  1752. The campaign should be able to *evolve* based on the actions of players and DMs (the *Collaborators*). Sub Narrators hold the responsibility and priviledge to analyze, manage, and propose updates on certain *Pillar* threats of the Campaign: **Conquest (justice), War (wisdom), Famine (hope), Death (life)**, as well as managing background stories of characters (PCs and NPCs alike) to maintain some level of coherency and consistency.
  1753.  
  1754. * Sub Narrators must prioritize this campaign over other campaigns and games.
  1755. * Sub Narrators must be reachable by other players (in Discord, Forum, etc.).
  1756. * Sub Narrators must also collaborate to the campaign by running at least one *Session* per *Chapter*.
  1757. * Sub Narrators can manage the story and background stories from relevant region of *Pillar* threats: Conquest (Serendiluminaric, Travelers), War (Promethic, Wiscouth), Famine (Grast, Entraid), Death (Lucia's Gap, Glyphrock).
  1758. * Sub Narrators are the *only* ones capable of introducing magic items (from allowed books) into the *Campaign*, either through treasure, trade (selling), or special crafting, at a maximum of two magic items per chapter. Details on how to handing them is up to Sub Narrator (i.e. can give them on their session, or delegate another collaborator to hand them out).
  1759. * Sub Narrators manage media(s) related to their pillar and/or regions, such as in-game newspapers and publications.
  1760. * Sub Narrators have access to five Airships of any size.
  1761. * Sub Narrators manage and analyze the *Sessions* on each *Chapter*, to propose an update (and effects of the update) for next *Chapter* to Main Narrator. Details on how this is done will be briefed only by Main Narrator to Sub Narrators.
  1762.  
  1763. ### Collaborators
  1764.  
  1765. As any player can try to be a DM in this campaign, several notes are needed to prevent paradoxes to happen too soon and too often, and to keep coherency as long and as stable as possible.
  1766.  
  1767. * The basic note is: keep it low scale, keep it blur, keep it non-influential, and let Sub Narrators to determine the impact on the bigger scale.
  1768. * Read the region guidelines, and consult to the related Sub Narrator before running any *Session* there.
  1769. * Events must happen on Material Plane (or Infinite Paths) only; unless given priviledge by Main Narrator.
  1770. * Collaborators only have access to one small Airship, at the size of keelboat or a tiny sailing ship; unless given priviledge by Main Narrator.
  1771. * Can only introduce common magic items (from any allowed books) into the *Campaign* unless delegated by a Sub Narrator.
  1772. * Please use encounter difficulty of Hard or lower only.
  1773. * Do not using extraplanar celestials ever. Please use material-plane denizens, fiends, aberrations, and elementals only, unless already consulted to a Sub Narrator.
  1774. ```
  1775. ```
  1776.  
  1777. ## Session Guidelines
  1778.  
  1779. Below are the guidelines to check, before you run any *Session* in this *Campaign*. It is assumed you have read the Campaign Handbook and have played in a session before running any session.
  1780.  
  1781. **SubNarrator's Guide**. Please check regional guidelines before running at that region, or better to consult to related Sub Narrator. Some Sub Narrators might provide few to no limitations for local and non-influential *Session*, yet the results of such *Session* might still influence the *Campaign*.
  1782.  
  1783. **Short Duration**. Although there is no exact duration of game time per session, rough guide is to have around 5 days (1-2 days each for gathering and departing, 1-2 days for short mission) per session; further due to the shared campaign aspect, session that could stretch longer than 7 days would need prior permission from Sub Narrator, and longer than 14 days would need prior permission from Main Narrator.
  1784.  
  1785. **Material Plane Only**. Do not make any time travel or extraplanar trip to another plane (except infinite paths) without prior written permission from Main Narrator; all events should be happening at material plane or infinite paths.
  1786.  
  1787. **No Magic Items**. Avoid from introducing magic items (as treasure or shop items) unless priviledged, and has some meaning (or good story aspect).
  1788.  
  1789. **Monetary rewards.** It should be around 20% of Exp values of monsters defeated, or 20% of Exp of a monster of equal CR to Average party level; this is just a rough estimate only, and not a strict rule. For *extra simple* formula, session reward per person around 20gp x average party level should be alright.
  1790. This could be in the form of rewards, loots, gifts, etc.
  1791.  
  1792. **Impacts**. Impacts and results of the *Session* to the *Campaign* is determined by Sub Narrators, and it might takes time before they can be seen, if any.
  1793.  
  1794. **Freedom for PC**. Inform the players *beforehand* if you plan to lock their PC into your game; the *Campaign* assumes each PC can freely roam elsewhere right after each *Session*.
  1795.  
  1796. **Select Pillars**. Select relevant threat to *Pillars* that you want to improve and/or risk inside the *Session*: Death, Famine, War, Conquest. An investigation to dangerous corrupted place might improve Life but worsen Conquest, sending troops to counter raids might improve Hope but risking War, a simple bashing against troops might improve Wisdom or risk War depending on the result, etc. This selection of threats to *Pillars* (Conquest, War, Famine, Death) is to help Sub Narrators to focus on related *Session* only to judge the impacts. You may freely put the pillar before the session (i.e. on announcement).
  1797.  
  1798. **Report**. Make a session report after the *Session* to describe events happened in the *Session*. It is preferably written in the form of eye witnesses reports and rumors, or obvious facts and analysis, and if possible everything is written from *in-game point of view*, such as by scholars, by fellow adventurers, clients, eye witnesses, etc. Do not forget to put a tag of the *Pillars* related to your session, to help *Sub Narrators* to make observation of the events in the *Session*.
  1799.  
  1800. <div class='pageNumber'>32</div>
  1801. <div class='footnote'>THE CAMPAIGN</div>
  1802.  
  1803. \page
  1804. ## Advanced Campaign Rules
  1805.  
  1806. This subchapter will describe several advanced rules, which are **optional** for players but may be used inside the campaign. Casual play or trial play in this campaign *do not need* the use of rules written at this part, however in-depth playing might have deeper immersions by observing the advanced rules here.
  1807.  
  1808. The rules are as follows:
  1809.  
  1810. * **Downtime Activities**. Whenever your character is not attending a session (or skipping a session), they can perform some possible downtime activities, to represent what they are doing during the time period. Several things that you can do are: Resting, Crafting, Performing Pseudomission of SubNarrators, or simply Open-Roleplay with someone else.
  1811.  
  1812. * **Character Flaw**. As an optional rule, you can have your character to have a flaw (or some flaws) such as phobia or addiction; however please be considerate to other characters.
  1813.  
  1814. ### Downtime Activities
  1815.  
  1816. In a multi-DM shared campaign, there could be many sessions that a player cannot attend, yet the time still flies according to the sessions. Therefore, to represent what the character do *during* that time period, they have the option to have Downtime Activities.
  1817.  
  1818. The basic guideline is *mutual consent and agreement*. To have a Downtime Activities held at a certain place, you must obtain the SubNarrator's permission. To interact with an NPC, please contact the DM. To have a meeting or discussion with a PC, please make sure that they are available during the same period, then contact them.
  1819.  
  1820. The friendly reminder is *please be careful of paradox*. Downtime Activities are supposed to be happening at the background, yet due to some situation might influence the foreground. In example, a couple broke up during Downtime Activity might bring changes on how they play in session; if the timing is not carefully maintained, possible paradox can erupt. Please pay attention to the campaign calendar (and your character's timeline) if you opt to have Downtime Activities.
  1821.  
  1822. Below are explanations on each possible Downtime Activities.
  1823.  
  1824. #### Resting
  1825.  
  1826. You can take the Rest option to recover from your wounds. This could mean you pull some favors to old allies to shelter you, or receiving alms of charity from good temples, or being treated by friends and allies. You can also be treated by another character if they are also available during the same time period.
  1827.  
  1828. For each day of rest, you are considered to be having of bed rest. Further, the treatments also remove your *Bloodied* counters at the rate of one per two days, and remove your *Wounded* condition if you rest for five days.
  1829.  
  1830. The order of treatment remove the *Wounded* first (if resting for five days and more), then *Bloodied* counters if able, then restoring hit points as if having bed rest and treated.
  1831.  
  1832. To have Resting as Downtime Activities, your character is assumed to have received care from others, and it costs 10 gold pieces per day. Without paying the cost, Resting will not treat your *Wounded* condition nor *Bloodied* counters, and you only considered to have one long rest per day normally (*Wounded* and *Bloodied* apply).
  1833.  
  1834. #### Crafting
  1835.  
  1836. You can craft mundane items if you have Ranks in appropriate artisan's tools, and also possess to the artisan tool. Doing so enabled you to obtain a cheaper equipment, at the extra cost of time spent crafting.
  1837.  
  1838. To start a Crafting, you must first decide the target product(s) and their costs in gold pieces. Then for every three days of Downtime Activity spent Crafting, you made progress of 120 gold pieces. If you have completed the total costs, then the products are completed. Several PCs can work together to complete products of a single project, each contributing 120 gold pieces worth per three days of Crafting. You cannot have a Crafting in less than three days of Downtime Activity. You can perform several Crafting consecutively if you have many free days to perform Downtime Activities.
  1839.  
  1840. It is assumed that you can buy raw materials on major metropolis on the main Continents. The raw materials needed per day is depending on your Rank in appropriate artisan tools, since it represents how good and efficient you are at the trade. Divide the progress cost (120gp) by your effective Rank to determine the cost for the three days.
  1841.  
  1842. A single project can include several of objects which are made using the same Artisan tools (e.g. 2 potions of healing and 4 healer's kit can be made using Herbalism Kit and the target cost is 120gp).
  1843.  
  1844. As a reminder, selling goods to public is difficult and might have many extra costs such as bureaucracies, such as protection rackets, taxes, and guilds pressures. Selling to NPC is at 20% of base value in this campaign. This means that Crafting can be used to have cheaper equipments, but cannot be used to gain easy money.
  1845.  
  1846. Below are the list of artisan tools and the possible mundane items to craft. Please consult Main Narrator if you have doubt.
  1847.  
  1848. * **Alchemist’s supplies**: Acid, Alchemist's Fire, Antitoxin, Explosives, and similar.
  1849. * **Brewer’s supplies**: Potion of Healing, beverages and similar.
  1850. * **Calligrapher's Supplies**: Spell Scrolls (Cantrips 36gp, 1st-level 120gp, 2nd-level 240gp, 3rd-level 480gp, 4th-level 840gp, 5th-level 1,440gp; crafter must know and can cast the spell, expensive materials must be provided separately during casting).
  1851. * **Carpenter’s tools**: Tools, wooden vehicles, furnitures.
  1852. * **Cartographer’s tools**: Maps of known places.
  1853. * **Cobbler’s tools**: Shoes, sandals.
  1854. * **Glassblower’s tools**: Crystals, Orb, glasses, telescope.
  1855. * **Jeweler’s tools**: Jewelries.
  1856. * **Leatherworker’s tools**: Light armors made from leathers, outfits made of leathers.
  1857. * **Mason’s tools**: Structures, buildings.
  1858. * **Painter’s supplies**: Paintings.
  1859.  
  1860. <div class='pageNumber'>33</div>
  1861. <div class='footnote'>THE CAMPAIGN</div>
  1862.  
  1863. \page
  1864. * **Potter’s tools**: Potteries.
  1865. * **Smith’s tools**: Metal equipments.
  1866. * **Tinker’s tools**: Firearms, Crossbows.
  1867. * **Weaver’s tools**: clothings.
  1868. * **Woodcarver’s tools**: Wooden equipments.
  1869. * **Poisoner's Kit**: Poisons (including poisons from DMG), Antitoxin.
  1870. * **Herbalism Kit**: Healer's Kit, Potion of Healing, Antitoxin.
  1871.  
  1872. As an extra note, not all tools can be used for Crafting during Downtime Activities, and Sub Narrators might offer special Crafting rules to introduce Magic Items.
  1873.  
  1874. #### Pseudomissions
  1875.  
  1876. Several SubNarrators might offer some short pseudomission, basically a short Play-by-Post. It might influence the region of play, or even for *unlocking possible stories*.
  1877.  
  1878. This could be a short investigation on some ruins, a quick browse on local library for research, several nights spent at local taverns for gossip and informations, etc.
  1879.  
  1880. Please contact the relevant SubNarrators for available Pseudomissions, and/or if you can request one. A DM may also inform SubNarrator of a possible Pseudomission to some characters (in example to investigate further on details of the unearthed tome recently found); that way SubNarrator can approve the DM to prepare the Pseudomission to the character.
  1881.  
  1882. Pseudomissions are reported as normal sessions, as it might affect the campaign; however participating characters do not gain 'experience'.
  1883.  
  1884. #### Open Roleplay
  1885.  
  1886. By definition, open roleplay is a free roleplay between characters without DM. This can be done by mutual agreement by players (and similar time period).
  1887.  
  1888. Since there are no DM in this downtime, it is usually used for exploring in-character relationship.
  1889.  
  1890. You can also implement Open Roleplay during performing other Downtime Activities together (e.g. during resting/treating, during crafting together, or during performing pseudomission together).
  1891.  
  1892.  
  1893. ### Character Flaws
  1894. As an option, you may have flaws in your characters, such as phobia or some code of conduct (similar to paladin's oaths). However, please keep in mind to be considerate to other players. Having a flaw of always flirting to any female characters to the level of harassments might ends up offending other players.
  1895.  
  1896. To have flaw, please inform it at the Background Story and consult to the Sub Narrator. A Sub Narrator whose character comes from the region they manage should inform another Sub Narrator regarding this flaw; a hidden flaw is more interesting, and it might need some witness about the flaw itself.
  1897.  
  1898.  
  1899. ```
  1900. ```
  1901. > ##### Paradoxes
  1902. In multi DM shared campaign with many players, skipping several sessions between play is quite common, due to the player is not available (or playing at another game). Therefore, paradoxes (and plotholes) can easily rise, should several matters are ignored. Please be cooperative in preventing/avoiding paradoxes, especially by respecting other players and the campaign.
  1903. * Fixed and set locations such as addresses of other characters could lead to paradox, in example when the player is not available, but some other character want to contact them by visiting their home. This could lead to some paradox, and also burdening the current DM and the unavailable player.
  1904. * Flashback events that might change the current event, such as killing / altering something on a Downtime, that is impactful to the current session.
  1905. * Superlative claims, such as *the only tower* or *the highest building*, which basically closing other DM's option, or even SubNarrator's rulings.
  1906.  
  1907. Several guidelines on how to apply some campaign-safe flaws are described below.
  1908.  
  1909. **Self-gimp**. The idea to have a flaw that *burdens other players* should be avoided. A flaw of "I hit nearest people when cornered" or similarly offensive to others should be avoided. "I cower in fear when hearing loud voice or scream" is a good example of self-gimp and not offensive to others.
  1910.  
  1911. **Conditional**. Please to select a specific condition that will trigger the flaw, otherwise it will be over-played and not interesting at all. "I lose consciousness everytime I see red color" is a bad condition, as it can happen very often, compared to "I lose my strength and become helpless and paralyzed if my hair is cut".
  1912.  
  1913. **Balanced**. It is quite difficult to judge the severity of the flaw, but as a good rule of thumb, it should be rare enough to occur in sessions, and when it occurs, it can affect the character for the whole encounter. If it would be extremely rare, then it is okay to affect it the whole session or more. If it is not really rare and could happen quite often, it is alright if it takes only a few seconds or a single turn.
  1914.  
  1915. **Overcoming**. At the Player's discretion, they can slowly overcome the flaw as the story progresses. Or alternatively, they can keep the flaw until the end, to add more quirk (and drama) to the character.
  1916.  
  1917. **Roleplaying**. The purpose of flaw is to add another layer of roleplaying the character. Feel free to add more details or backgrounds on the flaw, or the lack of it (e.g. mysterious unknown factor, which might be used by SubNarrator in their story).
  1918.  
  1919. <div class='pageNumber'>34</div>
  1920. <div class='footnote'>THE CAMPAIGN</div>
  1921.  
  1922. \page
  1923. ## Frequently Asked Questions
  1924. This part is to list clarifications and frequently asked questions.
  1925. ### Glyph Gear / Blue Breaker
  1926. <div style='margin-top:5px'></div>
  1927.  
  1928. **Can a Glyph Gear wielder monk uses unarmed attack and bypass the Blue Breakers' special defenses?**
  1929.  
  1930. *Yes, a Glyph Gear wielder's direct attacks and spells bypass the special defenses. However a summoned creature is not Glyph Gear wielder, thus cannot bypass the special defenses.*
  1931. <div style='margin-top:5px'></div>
  1932. **What is the CR of Blue Breakers, especially with the massive special defenses?**
  1933.  
  1934. *Blue Breakers are meant to be dealt by PC (Glyph Gear wielders) in this campaign, thus the 'need an army' story came from. Nevertheless, the resistance they have can be treated as around CR+1 of base monster.*
  1935. <div style='margin-top:5px'></div>
  1936. **What about thrown weapons or ammunitions consumed by Glyph Gear?**
  1937.  
  1938. *A thrown weapon that leaves the body of the wielder would be 'separated' and must be 'consumed' again later on. Ammunitions cannot be consumed as they are not 'worn' nor 'wielded', but their quiver (worn at the waist) can be; nevertheless, those leaving the body of the wielder must be consumed again later on.*
  1939. <div style='margin-top:5px'></div>
  1940. **Can a Glyph Gear wielder wield or use normal equipments?**
  1941.  
  1942. *Yes. Of course, it is still limited to the number of limbs they have; manifested equipments take 'slot' of equipments as normal.*
  1943.  
  1944. ### Character and Advancements
  1945. <div style='margin-top:5px'></div>
  1946. **How to determine that a background is appropriate for my character? Also, what about Travelers background?**
  1947.  
  1948. *As a rule of thumb, a background (in example, Grast) is valid if you have around 75% of your whole life so far at that place, and preferably on that status (e.g. Wealthy). This represents that background is something that really shaped you due to a dominant and long exposure of a certain life style. For travelers, this means that you never spent more than 25% (total) of your life staying at a certain place / exposured to certain life style.*
  1949.  
  1950. <div style='margin-top:5px'></div>
  1951. **How the expertise class feature (add double proficiency bonus) interact with Rank system?**
  1952.  
  1953. *Since they are used for rolls, in case of Expertise, use the double of Rank instead of proficiency bonus. However Jack of all trades or Remarkable Athlete still use the half proficiency bonus.
  1954.  
  1955. **Can I hold my level due to various reasons? Or should I immediately level up?**
  1956.  
  1957. *You can hold your level if you want to, but you also need to ignore the sessions played. Basically, your level up is at the end of a session. If you do not level up (although you could) on a session, the session does not count (or you might need to play again, and cannot suddenly level up without playing).*
  1958.  
  1959. <div style='margin-top:5px'></div>
  1960.  
  1961. **Can I re-fluff or re-skin the appearance of my spells or techniques?**
  1962.  
  1963. *Yes you can; however Wizards tend to be more rigid by the rulebook, to represent the rigorious disciplined study. Otherwise, you can re-skin or re-fluff most spells (and especially manifestation of Glyph Gear), as long as it still can be identified as the spell (and not changing the meta). In example, Eldritch Blast or Magic Missile can be in the form of magical arrows, bullets, or green-colored fists that deal Force damage.*
  1964.  
  1965. <div style='margin-top:5px'></div>
  1966.  
  1967. **Can you give short explanations about the background, in a very short tldr way?**
  1968.  
  1969. *This will reek of spoilers, but here they are: *
  1970.  
  1971. *Glyphrock is an anarchic, ravenous city state based on meritocracy, with cosmopolitan people of mixed culture, cuisine, and fashion, who welcome anyone. It is the melting pot.*
  1972.  
  1973. *Grast is an ambitious capitalist empire (literally an empire with emperor), blessed with wealth beyond imagination, yet very cautious in spending. It took inspiration from French/Franks, and european in general.*
  1974.  
  1975. *Entraid is a socialist oligarchy filled with hardworking individuals and engineers, on a rigid society of peer pressure. It took inspiration from East Asia.*
  1976.  
  1977. *Serendiluminaric is a laidback art and culture center motivated by socratic aristocracy system. Heavly inspired by ancient Athens.*
  1978.  
  1979. *Promethic is a confederation of theocractic temples and cults, full of themselves yet quick to offer help and alms, because they know it is the right thing. Papal states, Spain, Italy, and Portugal are the inspirations, along with Ancient Rome.*
  1980.  
  1981. *Wiscouth is a druidic republic, with hot-tempered yet down to earth people. Took inspirations from middle-east, and natives of southern hemisphere.*
  1982.  
  1983. *Lucia's Gap is a communist magocracy capable of enduring even extreme magical environment, with prominent basic instincts to survive. It is more inspired by Romanian and Ravenloft.*
  1984.  
  1985. *Travelers are anything but above; they never stay too long to be influenced by local values.*
  1986.  
  1987. ### Setting
  1988. <div style='margin-top:5px'></div>
  1989. **What is the scope of 'infinite paths' actually?**
  1990.  
  1991. *Infinite Paths actually represent those planes existing at basic core DnD but not enlisted in this setting, such as Shadowfell, Feywild, Astral, etc. They are merged into one plane called Infinite Paths.*
  1992.  
  1993. <div class='pageNumber'>35</div>
  1994. <div class='footnote'>FREQUENTLY ASKED QUESTIONS</div>
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