Rulings and background material
Your character has come to Belloc's Folly, on the edge of the Great Empire, seeking something. Your character might be seeking gold, glory, adventure, or lost knowledge. Whatever they seek, they have decided that exploring the wilderness beyond Belloc's Folly is their best way of accomplishing their goal. There are strange ruins, odd monuments, and tales of great treasures found in that wilderness.
The Great Empire encompasses a wide variety of human cultures as well as elves, dwarves, and halflings. Most of the locals come from a Germanic inspired culture, but are themselves far from their historic family lands. Your character can have come from almost anywhere. They probably do not come from Belloc's Folly itself.
The Great Empire is about 50 years old. The Emperor is the son of the original emperor who united all of the civilized lands. (If they didn't united or conquer it, it clearly wasn't civilized.)
Belloc's Folly is a new city, about 30 years old, built on the ruins of previous cities of uncertain origin. A minor knight was granted the essentially wild land and told to claim it for the empire. He brought a large retinue and many serfs. The discovery of silver in the area drew even more. Groups paid to try (unsuccessfully) to pacify the wilderness brought back
- God of unintended circumstances
|Item||Cost||Chalk, fistful||1 SP|
|Light source||Light radius||Duration|
|Lantern||25'||4 hours/pint oil|
|Light spell||20'||M: 1hours+10 min/level|
C: 2 hours
|Continual light spell||20'||Permanent|
|Riding dog||300 lbs||100 GP||Only halflings can ride one.|
|Draft horse||500 lbs|
|Light riding horse||400 lbs|
|Medium warhorse||500 lbs|
|Heavy warhorse||600 lbs|
Wizards (and Elves)
A Wizard's spell book can potentially hold all of their spells.
A first level Wizard or Elf gets the following spells:
- All of the 1st level spells except 1. Roll a d8 to see which spell you don't get. If it's Read Magic, roll again.
- 4 2nd level spells: roll 1d12 four times to find the spells you get. If you roll a 12, or you roll a previously rolled number, you lose out on that spell.
- 2 3rd level spells: rolls 1d12 twice to find the spells you get. If you roll a previously rolled number, you lose out on that spell.
Elves roll 1d6+1 at when they begin (and are F1/M1). Thereafter they roll hitpoints as usual. This can mean that they will roll fewer hit dice at a level than previously; this is okay, take the larger number as usual.
- Charm Person
- Victims are passive. They will do the minimum to sustain themselves, but nothing else unless given explicit orders by the caster. Victims are allowed a save every 24 hours.
- A character may use a weapon they are not trained in at −5 to hit.
- Only magic-users (including elves acting as magic-users) can use wands.