Home / Lore & Rules

Lore & Rules

The gods, calendar, and house rules that govern the world of Harthron.

The Pantheon of Harthron

The gods of Harthron are arrayed into three divine houses, each descending from one of the three creator brothers. Beyond these houses dwell a number of independent deities — racial patrons and ancient powers who owe allegiance to no house.

House of Ghald

The house of order, light, and protection — descended from Ghald the Eldest, who set the stars in their courses and gave unto mortals the gift of law.

DeityFocusAlignmentDomainsHoly Symbol
CelebronGod of Time & StarsLNKnowledgeSilver Star
EvaleighGoddess of Knowledge & the ElvesLNNature, Knowledge, LightRising Sun
GhaldorSon of Ghald—God of Protection & LawLGLife, Light, WarShield with Horse & Sword
GhondalistGoddess of NatureNNature, KnowledgeOak Tree
HulloonThe Sun GodLNLife, LightSun
NinadolisGoddess of Peace & SerenityLGLife, NatureWhite Cloud
ThoreathiasSon of Ghaldor—God of Truth & JusticeLGKnowledge, LightTwo Crossed Swords

House of Evetorak

The dark house of death, destruction, and treachery — descended from Evetorak the Jealous, who sowed chaos and ruin into the world.

DeityFocusAlignmentDomainsHoly Symbol
BasdonLord of Death, the Banished OneLEDeath, TrickeryRed Skull
ColepramGod of Slaughter, War & GladiatorsCNWarCrossed Axes with Blood
DestraGoddess of Pain & TortureCEDeathBlack Knives
HekatesGoddess of Dark Arts, Night & ShadowsLETrickeryBlack Mask
KothLord of Destruction, Tyranny, Hate & MurderCEDeath, WarBlack Mace
LorgettaGoddess of Death, Revenge & SwampsCEDeath, TrickeryBlack Snake
MittabeaGoddess of MisfortuneCETrickeryFive-Headed Hydra
MorgologThe Unwanted—God of DeathLEDeathBones
NarduneThe Insane OneCETrickeryBroken Bones
The One With No NameThe Shadow LordCEDeath, KnowledgeBlack Skull

House of Neuthar

The house of balance, nature, craft, and trade — descended from Neuthar the Youngest, protector of the world and nurturer of all living things.

DeityFocusAlignmentDomainsHoly Symbol
ApelloniaGoddess of Beauty, Art, Music & MagicLNLight, KnowledgeGolden Harp
AzcodGod of FireCNNatureFlames
BrendrallGod of Travel & AdventureNKnowledgeRoad Through Woods
CistixGod of MagicNTrickery, KnowledgeCircle with Triangle
CordallGod of WarNWarAny Weapon
DartharGod of ShadowsCNDeathBlack Hooded Cloak
EaquackProvider of Earth & FarmersNGNatureOak Leaf
EnkuGod of the River & FishingNNatureSilver Fish
FreetaGoddess of WinterLNNature, TempestMountain Peak
FrudracGod of MagicNKnowledgeWhite Stars in Circle
GarnuGod of Sands, Sun & DesertNLightSun Rising over Sands
GrantilGod of Thieves & TrickeryNTrickeryBrass Boots
KylaGoddess of the Sea & Keeper of WindsCNTempestTrident
ManwooGod of Trade & MerchantsNKnowledge, TrickeryWagon Wheel
NeutharProtector of HarthronNGNatureNone
ShangdaleProtector of HistoryLNKnowledgeScroll
StaleanaGoddess of the HuntCNLife, NatureBow & Arrow as One
TribellaGod of LuckNTrickeryTwo Coins Melted Together
WadealeGod of Creation, Inventions & GnomesNKnowledgeLooking Glass

Independent Deities

Racial patron gods and powerful beings who stand apart from the three houses, answering to no brother’s lineage.

DeityFocusAlignmentDomainsHoly Symbol
BahamutGod of Good Dragons, Wisdom & JusticeLGLife, WarHead of Bahamut
BarvindorGod of the Dwarves, War & MiningLGNature, WarCrossed War Hammers
DarbisonGod of SnakesCENatureTwo Snakes Wrapped as One
God of OrcsConquest, Survival & StrengthCETempest, WarUnblinking Eye
HargnackGod of Bugbears, Violence & CombatCEWarMorningstar
God of TroglodytesHunger & DestructionCEDeathImage of Lizard
KeniloraQueen of the DrowCETrickerySpider
TiamatGoddess of Evil Dragons & GreedCETrickeryDragon Head with Five Claws
Togul MierGod of Trickery & AdventureLGTrickerySmall Sword
The One-Handed GodGod of Destructive & Evil SecretsNEKnowledgeHand with Eye in Palm

The Calendar of Harthron

The year in Harthron comprises fourteen months of twenty-eight days each, numbering 392 days in all. The year commences upon the first day of Melt.

The Three Moons

Three moons trace their ancient courses through the heavens of Harthron. The Red Moon Endri waxes to fullness upon the 7th of each month. Ghaldi, the White Moon, shines full upon the 14th. And Neutha, the Grey Moon, completes the cycle upon the 21st.

Melt
The New Year dawns upon the 1st. The ice begins to break.
Winter
Birth
The Celebration of Life falls upon the 4th. New growth stirs forth.
Winter → Spring
Planting
The flowering of all growing things. Seeds are sown across the land.
Spring
Heavens
The dead are honoured upon the 10th. A season of remembrance.
Spring
Blooming
The Great Celebration falls upon the 23rd. The world stands in full flower.
Spring → Summer
Celebration
The month of heat and gladness. A time of festivals and revelry.
Summer
Fire
The height of summer. A time of searing heat and fire observances.
Summer
Harvest
The fields are cleared from the 20th through the 28th. The bounty is gathered in.
Summer → Autumn
The Hunt
The thinning of the herds. Hunters venture forth into the wilds.
Autumn
Hearty
The season of kin and hearth. Fires are lit and tales are shared.
Autumn
Coming
The month of contemplation and quiet foreboding. Winter draws nigh.
Late Autumn
Chill
The cold winds of the north descend in earnest upon the land.
Autumn → Winter
Frost
The ground hardens beneath the frost. Travel grows perilous.
Winter
Icebound
The deepest month of cold. All the world awaits the coming of the Melt.
Winter

House Rules

Modifications and additions to the standard rules of the Fifth Edition, as practised at our table.

Aimed Shot

A player may target a specific part of the body with a −5 penalty and disadvantage upon the attack roll. Should the blow find its mark, the DM determines the effect according to the area struck.

Fumble

A natural 1 upon an attack roll signifies that the attack misses, all remaining attacks that turn are forfeit, and the character is limited to bonus actions alone for the remainder of the round.

Attunement

Characters may attune to a number of magic items equal to their proficiency bonus (rather than the customary three). The methods of attunement vary by item and demand more than a mere short rest to complete.

Companions

Rangers may direct their beast companions as a free action. All others must expend their movement or an action to command a companion.

Equipment & Natural Armor

When a creature possessed of natural armour dons additional armour, its AC is reckoned thus: worn armour AC + half the natural armour bonus (rounded up).

Experience

Players earn experience through several avenues:

  • The penning of character backstories
  • Combat encounters
  • Aiding fellow party members with spellcasting
  • The completion of adventure milestones
  • Roleplay of exceptional quality

Metagaming results in XP penalties.

Inspiration Points

Bestowed by the DM for exceptional roleplay or at moments of great import. When invoked, the player adds a d10 modifier to any roll. A player may hold up to 4 points in reserve and may gift one point per session to a fellow character.

Skills & Saves

A natural 20 always succeeds. A natural 1 always fails (or is counted as two failures should the character possess advantage).

Character Creation

Two options are available:

  • Rolling: Roll 4d6, reroll 1s once, and keep the highest three dice. Repeat for each ability score.
  • Standard Array: Start with 15, 14, 13, 12, 10, 8 and adjust using point redistribution.