Runes Of Havok
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Overview

The world of the Runes of Havok Campaign Setting is, for the most part, your average D&D world with a few twists and custom rules.

Characters

See RoH:EC Characters for the characters from Runes of Havok: Exil Chronicles.

Custom Races

Om Shiret

A Fox-like Anthropomorphic race native to Exil. Om Shiret tend to be around 3' to 4' tall and usually have a tail length of roughly 2.5' to 3' long. They are quite dexterous but slightly weak and generally work best as Rogues, Rangers, and Monks.

Shanm't

A Wolf-like Anthropomorphic race native to Exil. The Shanm't range in height from 5'6" to 6'6" tall and, depending on their species, may even reach 7'6". They are strong and not very dextrous and work best as Fighters and Barbarians.

Aen

Deities

Prime Deities

  • Quhirmn — The "Unknown God."
    • Quhirmn is the God of Knowledge and Time.
    • Clerics tend to have powers relating to:
      • Divination
      • Illusion
      • Conjuration
  • Yllanda Duskwalker — The "Lady of Tears."
    • Yllanda is the Goddess of Death and the Cycle of Life.
    • Worshipped on Exil for at least ninety-thousand years.
      • This, quite possibly, makes Her the youngest Prime Deity of Exil.
    • Clerics tend to have powers relating to:
      • Light
      • Healing
      • Necrotic
      • Fire
  • Zanward Mineshadow — The "Bringer of Conflict."
    • Zanward is the God of Wars and the Eternal Conflict.
    • Clerics tend to have powers relating to:
      • Darkness
      • Ice/Frost
      • Conjuration
      • War Magics
  • Ilia T'Ro — The "Keeper of Secrets."
    • Ilia is the Gnomish God of the art of Tinkering1.
    • Clerics tend to have powers relating to:
      • Illusion
      • Alteration
  • Rethis — The "Blade of Justice."
    • Rethis is the God of Justice and Truth.
    • Clerics tend to have powers relating to:
      • Divination
      • Abjuration
  • Prija Skanda — The "Alchemist."
    • Prija Skanda is considered by historians to be the Bringer of Fire2.
    • She is the Goddess of Alchemy and Transmutation.
    • Clerics tend to have powers relating to:
      • Enchantment
      • Transmutation
      • Ice/Frost
    • Clerics also gain an increased knowledge of Alchemy.
  • Ru'Shek Mid — The "Spirit of the Ground."
    • Ru'Shek is the Goddess of Mining and the Underground.
    • She is still worshipped by many Duergar.
    • Clerics tend to have powers relating to:
      • Divination
      • Evocation
  • Kirilis Vladis — The "Balanced Scales."
    • Kirilis is the Goddess of the Neutrality of Law.
    • She is worshipped mostly by those who enforce the law.
    • Clerics must choose only from the following powers:
      • Abjuration
      • Divination
      • Evocation (Healing only)
  • Erwann Gaël — The "Paladin's Shield."
    • Erwann is the God of Goodness and Righteousness
    • He is worshipped by many Paladins, especially those who lead.
    • Clerics tend to have powers relating to:
      • Evocation
      • Abjuration
      • War Magics
  • Ferdinand Jere Takala — The "Merchant's God."
    • Ferdinand is the God of Trade and Commerce
    • He is worshipped primarily by merchants and businesspeople.
    • Clerics tend to have powers relating to:
      • Divination
      • Enchantment
      • Illusion
  • D'rik Rabbitdancer — The "Bringer of Celebration."
    • D'rik is the Halflings' God
    • Clerics tend to have powers relating to:
      • Enchantment
      • Illusion
  • Karna Lykourgos — The "Sister of Death."
    • Karna is the Goddess of Necromancers
    • Clerics must be of the Death domain and must choose their powers thusly.
    • Clerics of Karna are not playable, as they must be aligned as Evil(any).

Lesser Deities

  • Felorin Kashmir — A Lesser Deity who acts as a free agent and messenger between the gods.
  • Yoggitr-Soth — A Lesser Deity of the madness sphere whose power and influence are growing.
  • Tletl — A dead god, murdered by his caretaker, Zanward Mineshadow. Temples in Everfrost are attempting to resurrect him.
  • Jannu Amuul — A Lesser Deity who acts as an intermediary between the seasons.
  • Hrodger Theudemar — A Lesser Deity who serves as the speaker of the Primes.
  • Stocteve Vysem Caeba — The Lesser Deity of fertility.
  • Ghinikhag Afuh Miadiza — The Lesser Deity of Gnomish ingenuity.
  • Yd'Gar — The Lesser Deity of Messengers.

[More coming soon]

Demigods

Locations

Tirovona

Tirovona is the largest continent on Exil. It is home to the Runes of Havok game setting.

Aubergine Kingdom

  • Capital: Korinthas
  • Primary Race: Human
  • Population: 7.3 million
  • Primary Religion: Mixed worship of Primes and Lesser Deities

Pralibaen

  • Capital: Ausrel
  • Primary Race: Mixed
  • Population: 5.6 million
  • Primary Religion: Ancestor Worship

Olendatram

  • Capital: Whitebridge
  • Primary Race: Mixed
  • Population: 7.3 million
  • Primary Religion: Prime Worship

Miralia, the Independent Northlands

  • Capital: Riverhollow
  • Primary Race: Mixed
  • Population: 3.6 million
  • Primary Religion: Mixed

Charnag K'lar

  • Capital:
  • Primary Race: Drow
  • Population: ~ 1 million
  • Primary Religion: Unknown

Everfrost

Everfrost is an ancient continent believed to be one of the more recently inhabited continents on Exil.

The Kingdom of Akril

  • Capital: Akril
  • Primary Race: Human
  • Population: 5.8 million
  • Primary Religion:

Oathvale

  • Capital: Padstow Keep
  • Primary Race: Human
  • Population: 6 million
  • Primary Religion: Tletlism

H'appa-El

  • Capital: Ei'kel
  • Primary Race: Aen
  • Population: Unknown
  • Primary Religion: Unknown

Thanngir

  • Capital: Anar
  • Primary Race: Elf/Human
  • Population: 3.4 million
  • Primary Religion:

Umchek Confederacy

  • Capital: майхан
  • Primary Race: Umchek Human
  • Population: 47 thousand
  • Primary Religion: Unknown Shamanism

The Titan Vale

  • Capital: Unknown
  • Primary Race: Unknown
  • Population: Unknown
  • Primary Religion: Unknown

Tolgalen di Oseari

Platohol

  • Capital: Platohol City
  • Primary Race: Tiefling
  • Population: 2.2 million
  • Primary Religion:

Cursefate Cove

  • Capital: Cursefate Village
  • Primary Race: Half-Elf/Dwarf
  • Population: 104
  • Primary Religion: Mixed

Trothar

  • Capital: Ner
  • Primary Race: None (Extinct)
  • Population: None (Eradicated)
  • Primary Religion: N/A

World of Exil (Custom World Rules)

  • Magic (Characters, Creatures, and so on)
    • Every race has their own inherent magic, treated as either a Cantrip or a Per Diem spell.
      • Shanm't
        • Disguise Self — Three times daily. Full Action and a DC 13 INT(Investigation) check to detect.
      • Om Shiret
        • Prayer of Healing — Twice Daily. Cast as if 4th level, (4d8+8 to up to six creatures).
        • Ray of Frost — As Cantrip.
      • Tiefling
        • Thaumaturgy — As Cantrip
      • Dwarf
        • Heat Metal — As 2nd level spell.
      • Elf
        • Levitate — As 2nd level spell.
      • Half-elf
        • Jump — As 1st level spell.
      • Human
        • Prestidigitation — As Cantrip.
      • Halfling
        • Charm Person — As 1st level spell.
      • Gnome
        • Minor Illusion — As Cantrip.
      • Dragonborn
        • Tenser's Floating Disk — As 1st level spell.
  • Magic (World)
    • Wild Magics Enabled. We use The Net Libram of Random Magical Effects v1.20 by Orrex.
      • There is a high risk involved with being a magic user on Exil. Any casting has a chance to trigger a Wild Surge, but the chance differs from time to time. For example, early morning on any given day has a risk factor of 5% (1d20=1), whereas midday has a risk factor of 3% (1d100=3), and evening has a risk factor of 7% (1d100=7).
      • Certain celestial events have different risk factors:
        • Lunar Eclipses:
          • Singular eclipses have a risk factor of 15% (1d20=3).
          • Double eclipses have a risk factor of 25% (1d20=5).
          • Triple eclipses have a risk factor of 80% (1d20=16).
        • Solar Eclipses:
          • Solar Eclipses have a risk factor of 50% (1d2=1).
          • Solar Eclipses also cause a Red Shadow to fall across the land. Click here for more info.
  • Misc. World Rules
    • Flames are naturally purple on Exil. This is due to the soil containing certain amounts of potassium and strontium and is not a magical effect.
    • Every Fruslat the 13th is an unlucky day. Critical fails occur naturally on a 2, and the results chain together into a comedic moment. This takes the detriment away due to critical fails becoming 200% more likely.
    • Every Melat the 3rd is a lucky day. Critical successes occur naturally on a 19.

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