Tag: Add tags

Results

  • Home Page

    h1. LIGHTS IN THE DARKNESS: Adventures in the Mornlands an Adventurer Conqueror King System campaign [[Recruiting Post]] [[Additional Background Data]] [[File:398894 | class=media-item-align-center | noobdelverco.jpg]] h6. Art © Wizards of …

  • Main Page

    [[File:387626 | class=media-item-align-center | Dungeon_01.jpg]] This wiki aims to serve as the main repository for information related to _Lights in the Darkness_. h4. [[Campaign Rules]] This section outlines rules specific to the _Lights in …

  • Campaign Rules

    h3. Ability Scores A character's Wisdom modifier affects all saves (vice only those versus spells). h3. Adventurer Creation [[File:387629 | class=media-item-align-right | Rules.png]] See the [[Adventurer Creation]] sub-section for information on …

  • Classes

    This sub-section lists the classes available for play in the _Lights in the Darkness_. Note that some classes have a different name but, unless specified otherwise, are identical to the descriptions found in the _Adventurer Conqueror King System_ rulebook …

  • Throw Ability Modifiers

    h3. Class Skill Throws |_. SKILL|_. ABILITY| |Climb Walls|=. STR| |Dabble in the Arcane|=. INT| |Find and Remove Traps|=. INT| |Hear Noise|=. WIS| |Hide in Shadows|=. DEX| |Loremastery|=. INT| |Move Silently|=. DEX| |Open Locks|=. DEX| |Pick …

  • Adventurer Creation

    h3. Starting Hit Points Starting adventurers have maximum hit points at first level. After first level, hit points are randomly generated as per the normal rules. h6. Return to [[Campaign Rules]].

  • Economics

    [[File:473135 | class=media-item-align-center | Merchant.jpg]] h3. Economics The economy of the Mornlands is largely based on the use of currency. In fact, due to the requirements of trade with Ellasene merchants and the Alfar, the Geatings had …

  • Magic

    h3. Spell Signatures Normally, the cosmetic aspects of spell signatures are unique to individual casters based on their personality, field of study, and religious affiliation. In _Lights in the Darkness_, the sensory components of spell signatures are …

  • Chronicles of the Company

    h3. [[Company Inventory]] This section lists the party swag and who contributes how much to transport it. h3. [[Magic Items]] This section lists unique magic items discovered by the company. h3. [[Rumours]] This section captures some of …

  • Magic Items

    h3. Jewelry *_Fox Amulet_* - This blue gold amulet is fashioned in the shape of a fox. In addition to providing immunity to magical sleep, it also grants its wearer a +1 to surprise rolls. _*Wolf Bracer*_ - This silver bracer bears the device of two …

  • Barbarian

    [[File:390123 | class=media-item-align-center| Barbarian.jpg]] h3. Barbarian Cultures |_. CULTURE|_. NATURAL PROFICIENCY|_. FIGHTING STYLES PERMITTED| |Brimmen|Seafaring|Two-handed Weapon, Weapon & Shield| |Geatings of the High Slade|Climbing|Two …

  • The Mornlands

    h3. Geography Information regarding the lands of the _Lights in the Darkness_ campaign setting may be found in the [[Geography]] sub-section. h3. Peoples and Cultures Discover information regarding the peoples and cultures in the [[Peoples and …

  • Church of the Maker

    [[File:394474 | class=media-item-align-center | Monk.png]] h2. *COSMOLOGY* h3. *The Maker* The Maker is the godhead of the Makerite faith. h3. *The Amyndors* Amyndors are a broad category of spiritual beings created by the Maker to execute …

  • Recruiting Post

    h3. **Adventures in the Mornlands: an Adventurer Conqueror King System campaign for 4 to 8 players** *Guidelines, Themes, and Tone:* - Think weird fantasy rather than high fantasy. Magic items are uncommon and special. Most folk have no magical …

  • Additional Background Data

    h3. Inspirations: Thematically, the chief inspirations for the Mornlands are Historical Europe from the Dark Ages through the Early Middle Ages (though with plate and two-handed swords because it's D&D!) with nods to a wide variety of Appendix N …

  • Religion

    The sole religion of civilized folk in the Mornlands is the [[Church of the Maker]].

  • Rumours

    [[File:403144 | class=media-item-align-center | tavernscene.jpg]] The following are rumours and other tidbits of information gathered in the course of the company's travels: * Heresy and pagan cults gnaw at the foundations of the kingdom of [[ …

  • Geography

    h2. *LANDS AND POLITIES* h3. *[[Dwimores]]* Dwimores is the largest independent domain in the Ghost Marches. *[[Hewflore]]* Hewflore is the capital and chief town of Dwimores. *[[Froxhall]]* A large farming village in Dwimores, Froxhall is …

  • Froxhall

    h3. *Basic Information* Froxhall is a large farming village notable solely for its "Sending Stone" and the community's proximity to the Sunken City. The village is surrounded by a wooden palisade with three gates (two are on the east-west road while …

  • Dwimores

    h3. *Basic Information* Dwimores is the largest independent domain in the Ghost Marches. Before the Dreaman Conquest, the Geatish kingdom of Dwimores encompassed all the lands between the Hellfor and the Deepwater. Following the Conquest, "Dwimores" …

  • Henchmen

    h3. Henchman Pay and Number _Lights in the Darkness_ now uses the ACKS rules as written to calculate maximum number of allowed henchmen as well as determine appropriate terms of compensation. As an additional clarification, henchman pay comes from the …

  • Peoples and Cultures

    h2. RACES h3. Men h4. Geatings Before the collapse of the Alfarn Hegemony, Geating ships were a common sight in the Mornlands, bearing trade goods to the ports of the Hegemony, the Weallack kingdoms of Illanmoria, and the Ellesene emporia …

  • Languages

    h3. Languages This list is not comprehensive. _*Geatish*_ is the common tongue for most who live in the Mornlands. Of the civilized peoples, only the Weallacks speak a different language in their day-to-day dealings. The language of …

  • Calendar

    Amongst the Mannish and Dwergar peoples of Mornlands, years consists of 364 days split into twelve months of twenty-eight days and four festivals of seven days each. The moon's cycle is twenty-eight days in length resulting in it completing thirteen …

  • Makerite Theology

    Topics in this section will be presented thematically with key tenets of the Makerite faith followed by a discussion of each tenet's significance as well as associated heresies. h4. The soul is immortal. *Discussion*: This key tenet of the …

  • Flora, Fauna, and Foemen

    h4. *Fauna* *Adhex* - an armored, highly aggressive crocodilian that commonly grows up to three yards in length *Ironback* - this four-legged creature is distinctive for the bands of armored, horny scales that begin behind its head and head at the …

  • Widdigman

    [[File:478735 | class=media-item-align-center | Widdigmen.png]] The widdigman is a disgusting creature common to the [[Sunken City]] and surrounding [[Great Marish]]. Weak and cowardly, the widdigman typically scavenges and makes war only in large …

  • Hewflore

    h3. *Basic Information* Located at the confluence of the Rivers Hellfor and Issen, Hewflore is the largest settlement in the Ghost Marches. Chiefly notable for its role in trade between the Alfarn Hegemony and the lands of Men, Hewflore also serves as …

  • Alfar

    All Alfarn heroes begin play with the following languages: Alfarn Beastman Kabalos and two Mannish languages

  • Dwergar

    All Dwergish heroes begin play with the following languages: Dwergish Kabalos Katharevousa and one Mannish language

  • Venturer

    In _Lights in the Darkness_, the Venturer has only a passing resemblance to the class found in the _ACKS Player's Companion_. *Prime Requisite: STR and CHA* *Requirements: None* *Hit Dice: 1d6* *Maximum Level: 14* Venturers are skilled …

  • Canon

    Canons cannot use darts and daggers. However, they may use slings.

  • Warden

    Wardens may use flails and morning stars (over-sized maces and flails, not spiked weapons) in addition to those weapons already listed in the core rules.

  • Craftpriest

    The weapon list of Dwergar craftpriests matches that of the [[Warden]] minus morning stars (due to their size).