General Setting Information

General Setting Information for Torak House Rules

Era: Feudal
Alignments: Every player may choose 1 Alignment: a nation, one of the Vachschnee (the pantheon of gods), or possibly their lineage/house/clan.

Campaign Qualities

Miracles: Alignments (religion based), Priests are active and Torak exists in a Beneficent Universe (The pious are rewarded. When a character chooses their religious Alignment, they immediately gain the First Step along one of the relevant Paths)
Savage Wilds: Vile creatures stalk the a darker wilderness always looking for a potential meal (random encounter chances are doubled).
Sorcery: Arcane magic is active, including the Spellcasting skill for NPCs.

Magic Items are Flexible (may have Charms & Essences in any combination), Greater (may be powerful and have up to 2 each of Charms & Essences), and Rare (are especially uncommon. There is a –10 penalty on the Magic Treasure table and if this drops it to 0 or less, then reroll on the Any table and reroll any Magic results.)

Are there any Racial Changes?
Dwarves: May not have anything to do with the Arcane
Elves: In Torak, Elves are more like the Native American Indians than Tolkein’s representation. Lose Natural Elegance. Gain Lean Season: You require only 1 common meal per day. Gain Light Sleeper: Sleep is never a terminal situation for you.

Are there certain Class restrictions? Yes, Priests cannot easily abandon their god. There would be an entire Subplot and levels of the Priest class might be lost in the process.

Currency Breakdown: Silver coins are the default. The other forms of currency are Copper Coins, Gold Coins, and Platinum Ingots. In Kotokai, where gold and platinum are scarce, these are substituted with jade and pearls which are just as rare outside Kotokai. The exchange rate is fluid between certain nations.

Languages: There are multiple languages. Each Nation and Species has their own base language which when combined in name identifies either the accent, dialect or entirely separate tongue of each language. In addition, there are the following languages: Diplomatic (officially agreed upon international language of Diplomacy), Thieves Cant, Military Signals, and Trade.

Sorcery/Arcane Magic:

Axos, the god of Knowledge and Magic, granted arcane magic to the world. In order to study arcane magic, it must be taught by a learned mentor or at a magic school. Only located in major cities, magic schools are the centers of arcane learning. Those who are looking outside of the schools for instruction might be lucky to find a learned mentor in a small town, a village or even a remote hamlet. Only the major schools have access to most spells. These schools are administered by the Priests of Axos. Different schools teach different philosophies and some are corrupt or focus on darker magics as a way to handle things.

Arcane Spells may be acquired from scrolls or books and will usually come to those able to eventually learn them. They must still be taught on how to comprehend the spells they find if not of sufficient level.

Casting spells does destroy spell components regularly requiring a new Mage’s Pouch be purchased at regular intervals when outside those cities without a school. Every monarchy has their Royal Mage; every Adventuring Guild chapter has their leader in magical affairs, and every settlement from a town or smaller has a local mage usually on their Council or advising the leaders. Some Mages hire themselves out, as mercenaries while others are more altruistic.

Guilds: There are Craftsmen and Merchants Guilds in every settlement of a small town or larger, infrequently you’ll find one in a village. There are multiple Thieves Guilds across Torak some have chapters in multiple locations.

There is also an internationally recognized Adventurer’s Guild and anyone who wishes to be a Professional Adventurer must be in the Guild. The Guild is often “hired” to help out in some situations as a way to ease the cost and danger upon city guards, watches, men-at-arms or militia in the area. Members are supplied with a Writ of Permission from the Guild, which may be submitted as evidence on your behalf if you get caught illegally entering a tomb or other similar misperceptions.

The initial fee to join the Adventurer’s Guild is 250sp and may be deducted from your first expedition and typically a representative from the Guild will accompany the first time members to report on their skills so they may be weighed against the balance of needs for future expeditions/missions. To maintain your standing with the Adventurer’s Guild, you must bring in 2,500sp (equal to 250gp or 25pp) in coin (or approximate value) every year.

Court System: The Court System in most locations are usually overseen by a trio of judges: a member of the nobility, a Priest of the locally preferred god, and one other relevant to the subject of the trial at hand. The job of Accuser usually falls to the local Lord Inquisitor while the Accused is expected to defend his or herself. Punishment is decided either by the local Lord Marshall or the noble on the Court or the Court as a group and punishment is then executed usually by the Lord Justice. This is the usual practice. In certain Nations, this process does not exist, namely in Kotokai and Quaz-Dim, where the local ruler is Accuser, determiner of punishment, and sometimes even the executor of the punishment.

General Setting Information

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