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###
# Kingdom of Blackheart
###
## A Kingdom in the swamp
No one quite knows the origins of the grey giants or how they came about establishing a kingdom with the swamps but they all know and worship the daughter of the Daemon Lord, Mother of the Greys, Rowena Darkholm. She seemed to of appeared of thin air with her followers in tow and they erected crude walls to keep outsiders from seeing what was happening within.
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The Cult of Blackheart although not well received is well known throughout Wanell. It is by far one of the most heart-wrenching, blood-curdling, and anger-inducing denominations to have ever existed to the people of Wanell which only gives into the reason for their hatred towards the grey giants even more. Rituals frequently involve torturing and mutilation of their kin, impossible trials of faith, and cannibalism of the deceased.
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Queen Rowena is one of seven known daughters of the god Silvanus, and it rumored that she possesses the power to teach the ancient art of blood magic but she only bestows this knowledge onto her most faithful subjects and uses them as assassins to handle her bidding within their borders or as spies within the other kingdoms.
### Coldforge
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Coldforge is the largest self-sustaining settlement that exists within the inhospitable swamplands of Blackheart. The architecture is gloomy with its deadwood rooftops, decayed walls, and large graveyard giving it a morbid atmosphere. Scattered throughout the surrounding marshes are stone sarcophagi and shrines dedicated to Queen Rowena.
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The settlement has existed for almost as long as Cernunnos with a dark history revolving around evil gods, daemons, and the blood arts making them one of the least liked kingdoms on Wanell. Despite their history and xenophobic nature they produce some of the strongest weapons and have a fairly popular ancient brewing technique for dark beer.
##### Power Struggle
Rumors are surfacing about dissent within the swamp kingdom, a small rebellious sect planning to kill the queen and anyone who follows the cults old ways. They seem to be working with another rebellious group whose name is currently unknown.
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## People of Blackheart
Few races outside the grey giants exist within the borders of Blackheart and if they do they live as close to the border as possible. The swamp and marshes are an excellent place to hide for fugitives but usually aren't worth risk due to how difficult it is to traverse let alone make any suitable shelter in. Dangerous carnivorous creatures thrive in this environment and have evolved to withstand the harsh elements.
___
Similar to the beasts of the wilds the grey giants have also adapted giving them their pale grey skin and superior poison and disease tolerance, a gift believed to have been bestowed upon them by the great Daemon Lord himself.
## Customs & Practices
Funerals in the swamp are almost treated like feasts, the dead are celebrated and sometimes eaten by their surviving family but only had the body has properly begun to decompose and rot. They decorate the tombs with the most prized possessions of the deceased as an offering to them in the next life, or if they were a traitor of sorts they may be subjected to being turned into an undead and forced to serve the family they wrong for as long as their corpse can hold form.
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The people of Blackheart also love to braid or drear their hair and incorporate small animal bones, bits of metal, and sometimes fungi into their intricate hairstyles during ceremonies.
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###
# Kingdom of Ashland
###
## From Fire & Ash
The battle was very grandiose, people from all walks of life lined up to lay claim to the uncharted sands of the Ashelands after the Goddess Lun-Aus petitioned for those brave enough to bring back life to the land that was once the home of many before the fall of her sister's star.
___
Many perished to unfathomable creatures, wild magic, and not-so-friendly competition. The battle lasted years and many more lives were added to the ones lost centuries ago.
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Finally, a champion emerged from the ashes of the fallen and declared the lands as the Kingdom of Ashland, and founded the grand city of Asheborne. The hero-king rapidly expanded the city, some districts being more prosperous than others but never interfered with their growth directly because he believed that anyone who wishes to live in a kingdom that was created through blood and tears should bring their own fortune into their lives.
### Asheborne
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The grand city isn't much different from other kingdoms capitals but the way it is run is peculiar. Asheborne builds onto of itself when going through phases and a lot of builds get repurposed or scrapped for new developments.
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Between districts, you may find yourself stepping on the hot sand, cobblestone, or even paved marble which breaks up the cohesive nature that you would expect from a city, especially a capital of a kingdom. However this is by design as each district serves a purpose, the people in each district have a purpose or skill of some sort which contributes to their communities status within the city and directly impacts how it looks.
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##### Future Champions
Rulers of Ashland are not born through royal blood but through the trials held during the Festival of Ashland. During the festival the current hero-king oversees the games and challenges the last standing combatant to a duel and if he refuses for fear of his life he forfeits rights to the crown and is striped of their title of champion. They are not banished by force but most will seek exile or face humiliation.
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## Adventurers Coalition
The people of Ashland are a hodgepodge of adventurers, mercenaries, merchants, and scavengers. After the battle ended they united under the hero-king and made their homes and businesses within the grand city of Asheborne.
___
Much like the Free Islands there needed to be some sort of code to be followed by all adventurers seeking to explore the untouched desert of Ashland and make a name for themselves. With this common thought, the coalition was born and is the central hub for all would be adventurers to get a start and take up requests from those with the coin to post on the board.
## Districts of Asheborne
**Old Town** - The original town that established Asheborne.
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**Castle Ward** - Newly built central area of Asheborne with the kings castle.
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**Silk Alley** - A grand bazaar where merchants and artisans of high quality have their stores.
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**Copper Fair** - Middle-class citizens live and shop here, very cozy area within the city.
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**Tanners Park** - Common folk skilled in husbandry, woodwork, and other crafts sell their goods here.
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**Gloomreach** - A place ruled by thieves and other criminals.
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**Greenmire** - This district is only known for housing the adventures coalitions headquarters.
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**The Orchard** - Shanty town surrounding the city.
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# Appendix: Quick Reference
## Actions in Combat
A compiled list of things you can do while actively in combat and how they work during a round or your turn.
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**INTERACTION:** A minor action, Must be something simple like kicking a small stone, planting a banner, open/close a door, or even drawing or sheathing your weapon.
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**ATTACK:** Make a melee or ranged attack.
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**CAST A SPELL:** Spell must have a casting time of 1 action.
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**CLIMB ONTO BIGGER CREATURE:** Athletics or Acrobatics vs. Acrobatics. If successful, you climb on and treat target’s space as difficult terrain. Target may take an action to make an Athletics check against your Athletics or Acrobatics to dislodge you.
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**DASH:** Move extra distance equal to your current speed.
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**DISARM:** Attack roll vs. target’s Athletics or Acrobatics. No damage on success, but target drops held item. Attack has disadvantage if target item is being held in both hands.
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**DISENGAGE:** Your movement this turn does not provoke attacks of opportunity.
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**DODGE:** Attacks made against you have disadvantage and you have advantage on Dexterity saving throws until the start of your next turn. No longer applies if your speed drops to 0 or you are incapacitated.
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**ESCAPE GRAPPLE:** Athletics or Acrobatics vs. Athletics.
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**FIRST AID:** DC 10 Medicine to stabilize dying creature.
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**GRAPPLE:** Replaces one attack. Athletics vs. Athletics or Acrobatics. On success, target becomes Grappled. Cannot be used on creatures more than one size larger than you.
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**HELP:** Give target advantage on next ability check they make before the start of your next turn, or on an attack against a creature within 5 feet of you before the start of your next turn.
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**HIDE:** Make a stealth check to become hidden.
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**MARK:** Can mark target in addition to melee attack. Your opportunity attacks against marked target have advantage until start of your next turn and do not use your reaction. You are still limited to 1 per turn.
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**OVERRUN:** Athletics vs. Athletics to move through an opponent’s space. Advantage if larger than target, disadvantage if smaller.
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**READY:** Ready an action to use later when a certain trigger occurs. Using this is a reaction and does not interrupt the trigger. Spells require concentration until they go off.
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**SHOVE:** As Grapple, but can choose to push 5 feet away or knock prone. Can try to shove aside to another space within 5 feet of you, but roll at disadvantage.
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**TUMBLE:** Acrobatics vs. Acrobatics to move through an opponent’s space.
## Exhaustion & Conditions
| Level | Effect |
|:------:|:-----------:|
| 1 | Disadvantage on ability checks |
| 2 | Speed halved |
| 3 | Disadvantage on attack rolls and saving throws |
| 4 | Hit Point maximum halved |
| 5 | Speed reduced to 0 |
| 6 | Death |
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**BLINDED:** Automatically fail sight-dependent checks, disadvantage to your attacks, advantage to hostile attacks.
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**CHARMED:** Cannot hurt or attack the charmer. Charmer has advantage on social ability checks.
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**DEAFENED:** Automatically fail all hearing-dependent checks.
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**FRIGHTENED:** Disadvantage on checks and attacks while source of fear is in line of sight. Cannot deliberately move closer to source of fear.
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**GRAPPLED:** Speed reduced to 0, no bonuses apply. Ends when grappler is incapacitated, you escape, or you are forcibly separated. Grappler can move with you at half speed.
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**INCAPACITATED:** Cannot take actions or reactions.
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**INVISIBLE:** Heavily obscured while hiding; you still make noise and tracks. Advantage while attacking, hostiles have disadvantage.
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**PARALYZED:** Incapacitated, cannot move or speak. Auto-fail Strength and Dexterity saves. Hostiles have advantage. Attacks that hit you from within 5 feet are automatic critical hits.
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**PETRIFIED:** Your weight increases tenfold. You are incapacitated and unaware of your surroundings. Hostiles have advantage. Auto-fail Strength and Dexterity saves. Resist all damage, poison, and disease.
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**POISONED:** You have disadvantage on attack rolls and ability checks.
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**PRONE:** Can only crawl at half speed until you stand up. Attacks have disadvantage. Hostiles have advantage within 5 feet and disadvantage over 5 feet. Standing up uses half of your base movement.
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**RESTRAINED:** Speed reduced to 0. Your attacks and Dexterity saves have disadvantage. Hostiles have advantage.
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**STUNNED:** Incapacitated, cannot move, and speaks haltingly and in fragments. Auto-fail Strength and Dexterity saves. Hostiles have advantage.
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**UNCONSCIOUS:** Incapacitated, prone, cannot move or speak, and unaware of surroundings. Auto-fail Strength and Dexterity saves. Hostiles have
## Cover
In the midst of battle sometimes you need to mitigate incoming damage by using natural, magical, or other forms of cover.
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**HALF COVER:** +2 to AC and Dexterity saves. 3/4
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**COVER:** +5 to AC and Dexterity saves.
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**TOTAL COVER:** Cannot be directly targeted.
## Stealth
**HIDING:** Stealth vs. Perception (if searching) or Passive Perception (if not searching) . Cannot hide while engaged in melee.
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**LIGHTLY OBSCURED:** Disadvantage on Perception check.
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**HEAVILY OBSCURED:** See Blinded.
## Travel & Resting
| Pace | Hours | Day | Effects |
|:-----:|:-----:|:---:|:-------:|
| Fast | 4 miles (6.4 km) | 30 miles (48.2 km) | -5 penalty to passive Perception |
| Normal | 3 miles (4.8 km) | 24 miles (38.6 km) | —————— |
| Slow | 2 miles (3.2 km) | 18 miles (28.9 km) | Able to use Stealth |
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**FORCED MARCH:** At the end of each hour, a character must make a Constitution save with a DC of 10 + the number of hours over 8 they have traveled that day. Failure gains them a level of exhaustion.
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**SHORT REST:** 1 hour. Spend hit dice to regain HP.
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**LONG REST:** 8 hours. Regain full HP and half of your maximum hit dice
## Donning & Doffing Armor
| Category | Don | Doff |
|:---------:|:---:|:----:|
| Light | 1 min. | 1 min. |
| Medium | 5 min. | 1 min. |
| Heavy | 10 min. | 5 min. |
| Shield | 1 action | 1 action |
## Concentration & Spellcasting
Some spells will require your undivided attention or the effect will end. Here is a short list of things that can break your concentration.
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**CASTING ANOTHER SPELL THAT REQUIRES CONCENTRATION:** You cannot concentrate on two spells at once. You can, however, cast spells that do not require concentration while concentrating on a different spell.
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**TAKING DAMAGE or OVERWHELMING DISTRACTION:** Make a Constitution save with a DC of 10 or half the damage you took, whichever is higher. If you fail the saving throw, your concentration ends. Make a separate saving throw for each source of damage.
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**BEING INCAPACITATED or KILLED:** 💀💀💀
#### Spellcasting Requirements
I won't require you to carry any components for spells you're able to cast normally but for spells such as resurrection of any sort will require some components to keep things *lively*.
___
**SPELLCASTING FOCUS:** Can replace material component. Holy symbol must be held or worn visibly.
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**VERBAL COMPONENT (V):** Cannot cast while gagged or in area of silence.
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**SOMATIC COMPONENT (S):** Must have free use of at least one hand to perform gestures.
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**MATERIAL COMPONENT (M):** Must have specific components required by the spell on their person. If components are consumed by the spell, must provide enough components for each casting. Must have one hand free to access the components.
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**A CLEAR PATH TO THE TARGET:** Target cannot be behind total cover. If you try to cast an area of effect spell with something in the way, the area of effect begins on the near side of the obstruction.
#### Overlapping Spells
Spells can only overlap with different spells. While two instances of one spell overlap, the version of the spell with the higher numbers is applied.
## Death & Dying
As you know this campaign will not allow much room for error so death is a very real thing that can happen depending on your actions or inaction.
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**INSTANT DEATH:** If you drop to 0 HP and there is damage remaining that exceeds your maximum HP, you die instantly.
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**DEATH SAVING THROWS:** If you start your turn with 0 HP, roll a d20. On a 10 or higher, you succeed; on a 9 or lower, you fail. At three successes, you are stabilized; at three failures, you are dead. A natural 20 counts as 2 successes, a natural 1 counts as 2 failures.
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**DAMAGE WHILE DYING:** You suffer a saving throw failure if you take damage while dying.
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**STABILIZING:** Stable creatures do not make death saving throws and regain 1 HP after 1d4 hours.
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## Special Movement
**LONG JUMP:** Up to Strength score in feet with 10 foot running start and half that distance with a standing start. If landing on difficult terrain, DC 10 Acrobatics or fall prone.
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**HIGH JUMP:** Up to 3 + Strength mod feet with 10 foot running start and half that height with a standing start.
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**FLIGHT:** If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise prevented from moving, it falls and takes 1d10 damage for every 10 feet it plummets. The ability to hover or magical means of flight negate this.
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**UNDERWATER COMBAT:** Creatures that do not have a swim speed have disadvantage on melee attacks not made with a dagger, shortsword, spear, or trident. Ranged weapons cannot hit beyond their normal range, and have disadvantage unless they are crossbows, nets, or javelin-type throwing weapons. Creatures immersed in water have resistance to fire damage.
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**MOUNTED COMBAT:** A willing creature that is one size larger than you and physically capable of carrying you can serve as a mount. You can mount or dismount a creature within 5 feet of you once during your move, though this costs half your movement speed.
___
If an effect moves your mount against its will or you are knocked prone while you are mounted, make a DC 10 Dexterity save or be thrown off. You have advantage on this check if using a saddle. If your mount is knocked prone, you may take a reaction to land on your feet; otherwise, you fall prone within 5 feet of your mount.
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A mount that is not acting independently moves as you direct it, and may take the Dash, Disengage, and Dodge actions. A controlled mount can act on the turn you mount it. If the mount provokes an opportunity attack while you’re on it, the attacker can choose to either target you or the mount.
## Environment
**FALLING:** Falling deals 1d6 bludgeoning damage for every 10 feet you fall, up to 20d6.
___
**SUFFOCATING:** You can hold breath for a number of minutes equal to 1 + your Constitution modifier (minimum 30 seconds). Afterwards, you can last a number of rounds equal to your Constitution modifier (minimum 1) but drop to 0 and starts dying at start of your next turn afterwards.
___
**FOOD:** You need 1 pound of food per day. Half rations count as half a day without food. You can go without food for a number of days equal to 3 + your Constitution modifier (minimum 1). Afterwards, you take a level of exhaustion at the end of each day without food.
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**WATER:** You need 1 gallon of water per day, 2 in hot weather. Half water requires DC 15 Constitution save; if you fail, you take a level of exhaustion at the end of the day. Not drinking any water causes an automatic level of exhaustion at the end of the day. If you already have a level of exhaustion, take 2 levels instead.
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## Abilities & Skills
**STRENGTH:** Athletics
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**DEXTERITY:** Acrobatics, Sleight of Hand, Stealth
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**CONSTITUTION:** Concentration
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**INTELLIGENCE:** Arcana, History, Investigation, Nature, Religion
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**WISDOM:** Animal Handling, Insight, Medicine, Perception, Survival
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**CHARISMA:** Deception, Intimidation, Performance, Persuasion
## (Dis)Advantage
**ADVANTAGE:**
* Attacking an unaware target
* Attacking a blinded, paralyzed, restrained, petrified, stunned, or unconscious target
* Attacking a prone target in melee
* Flanking
**DISADVANTAGE:**
* Attacking while blinded, frightened, poisoned, prone, or restrained
* Attacking a prone target at range
* Attacking a dodging target
* Perception checks in lightly obscured environment
* Ranged weapon attacks while engaged in melee
* Ranged weapon attacks at long range
## Vision & Area of Effect
**BLINDSIGHT:** A creature with Blindsight can perceive its surroundings without seeing them, within a specific radius.
___
**DARKVISION:** Within a specified range, a creature with Darkvision sees dim light as if it were bright light. Additionally, it sees all darkness as dim light, though it can only perceive shades of gray.
| Type | Area Covered |
|:-----:|:-----------:|
| Cone | Size ÷ 10 (round up) |
| Cube or Square | Size ÷ 5 (round up) |
| Cylinder | Radius ÷ 5 (round up) |
| Line | Length ÷ 30 (round up) |
| Sphere or Circle | Radius ÷ 5 (round up) |
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The Fall of the Golden Star is a campaign setting is built to be played using D&D 5e ruleset.
When in Wanell don't judge a book by it's cover, as you discover the world isn't always what it seems at first look and someone you may see as an enemy may turn out to be an invaluable ally.
In this grim dark world your [insert text], [insert text], and even your [insert text] will be challenged. As you travel you may experience bandits, dangerous beasts, legendary creatures, and the harsh elements of the world.