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Preliminary House Rules

NO EVIL PC’S ALLOWED. You can be any non-evil (LG, NG, CG, LN, N, CN), but partially-evil PC campaigns quickly become ridiculous and not very fun. Regarding classes:

Allowable Classes:

  • Everything in the Player’s Handbook (PHB)
  • Hexblade (Complete Warrior)
  • Swashbuckler (Complete Warrior)
  • Scout (Complete Adventurer)
  • Spellthief (Complete Adventurer)
  • Favored Soul (Complete Divine)
  • (if you REALLY want something else, let me know and we can discuss it)

For the most part, alignment restrictions on classes will not be enforced, but are still recommended as guidelines.

All sorcerers get the feat Eschew Materials for free, but do not receive familiars. They may take “Familiar” as a feat to acquire a familiar. A minor difference in familiars: a wizard’s familiar is there willingly because they have been enchanted/charmed into wanting to serve the wizard, while a sorcerer’s familiar has been enslaved by the dominant will of the sorcerer and thereby has limited free will of it’s own.

A couple notes on races:

  • No half-elves. They don’t exist, period. While elves are capable of intercourse with other races, elves can not have children with any other races. All of the other races in the PHB exist and may be chosen.
  • Elves are a significant minority. While they aren’t so uncommon are to be a rare sight, they are easily the least common of the ‘common races’ found in the PHB (with the possible exception of half-orcs, since the hybrid human-orc offspring themselves are exceptionally rare).
  • If you want to play a non-PHB race, let me know and we can discuss.
  • Regarding age: Humans, orcs, and half-orcs can occasionally live to see 100 and are adults at 15. Halflings can age up to the around 150-175 but are likewise considered adults at 15. Dwarves and gnomes typically live to be between 200 and 250 years old and are adults at 30. Elves commonly live to around age 400 and are considered adults at 50 (but treated as extremely young and immature adults by most older elves until they reach around 100).

Armor: The base armor bonus of all Medium armor is increased by +1. The base armor bonus of all Heavy armor is increased by +2.


The Ring of Ten
(the greater deities)
Tiamat, the Adjudicator (Balance): A massive 3-headed golden dragon who sits at the center of the Ring and acts as impartial judge. His/her (considered to be completely genderless) word is final and not to be overturned. Rarely known for much original thought, instead seeming to exist almost only for his purpose as judge. Has no other plane of origin, but rather exists in the unique plane of the Ring. Any neutral person may choose to worship Tiamat, but a more specific deity is a more common choice. True Neutral.

Yaela, the Beginning (Life): A nondescript humanoid woman without hair or facial features and of absolute pure white skin. With Beirut, referred to as “the Twins.” Is responsible for giving life to the all living creations and for working with Beirut to maintain balance. Lives in the Underworld (plane of souls). Not commonly directly worshiped as she is seen to be more of a passive force than a active deity.
Lawful Neutral. Domains: Healing, Law.

Beirut, the End (Death): A nondescript humanoid man without hair or facial features and of absolute pure black skin. With Yaela, referred to as “the Twins.” Is responsible for overseeing the dead in their journey and for working with Yaela to maintain balance. Lives in the Underworld (plane of souls). Not commonly directly worshiped as he is seen to be more of a passive force than a active deity.
Lawful Neutral. Domains: Death, Law.

Corellon, the Champion (Charity & Prosperity): Rumored to appear as a tall and slender elven male. Serves as the champion for the supposed ‘intelligent races’ before the Ring. Known for rewarding good works and selfless devotion to good. Rules the Celestial plane. Despises the blood-lust of Kord and is engaged a seemingly endless war between their planes. Easily one of the most worshiped of the greater deities, especially among good characters and elves.
Lawful Good. Domains: Good, Law, Protection.

Kord, the Destroyer (Destruction & Battle): Known as a disgusting half-human half-orc beast of incredible size, impossible physique, and only one massive cyclopian eye. Kord is the god of strength and battle who serves an important role in the world in forcing change and progress. Rules the plane of Fire (sometime called the plane of War). Despises the weak Corellon and is engaged a seemingly endless war between their planes. Worshiped by many war-faring people (even those of good or neutral alignment) and most barbarian tribes.
Chaotic Evil. Domains: Chaos, Destruction, Evil, Fire, Strength, War.

Thrym, the Sage (Knowledge & Magic): Legend claims that Thrym was once a mortal wizard who achieved such knowledge that he ascended to the Ring as an immortal deity. Thrym is rumored to appear as any of the intelligent races of the world. He is the god knowledge, progress, and the (disputed) god of magic. He is in eternal conflict with Vecna over the ownership of the plane of Magic. Thrym is the most common deity among wizards and a common choice for any person seeking higher education.
Lawful Neutral. Domains: Knowledge, Law, Magic.

Vecna, the Unseen (Secrets & Magic): Supposedly never before seen by mortals, Vecna’s appearance is a mystery, but her followers commonly use a symbol of a closed hand grasping a purple ribbon to represent her. She is the god of evil, secrets, and the (disputed) god of magic. She is in eternal conflict with Thrym over the ownership of the plane of Magic. Vecna is a very common deity for sorcerers (since her magic innate rather than based on knowledge), rogues, and a massive number of criminals.
Chaotic Evil. Domains: Chaos, Evil, Magic, Trickery.

Obad-Hai, the Creator (Nature & Earth): An earth elemental of ever-changing shape. Obad-Hai is the god and creator of all nature and the earth itself. She is interested in seeing how her creation will live and grow on it’s own, although she frequently will give the natural world the occasional encouraging push. Obad-Hai rules the plane of Earth. She is often worshiped by druids (who refer to her as “the Earthmother”), rangers, and any other who is reverent of the natural world.
Neutral Good. Domains: Animal, Earth, Healing, Plant.

Neptune, the Shaper (Air & Sea): A statuesque man composed of swirling water. Nepture is the god of the air and the water, and of the chaotic nature of both. It is said that Neptune’s wind and waves are what actually shaped the creation of Obad-Hai into the world as we know it. Rules the plane of Water. Neptune is commonly worshiped by any chaotic people and by anyone close to the ocean or sea who is hoping to win his favor.
Chaotic Good. Domains: Air, Chaos, Water.

Pelor, the Shining One (Sun & Travel): Pelor is said by his follows to be not just the god of the sun, but that the actual sun itself is the physical body of Pelor. Pelor is the guiding light and therefore it is his light that encourages exploration of the unseen world. He is the god of the sun, travel, light, and exploration. Pelor is said to dwell in, but not rule, the Celestial realm. Bards and any nomadic people are extremely typical followers of Pelor, but he is a common devotion choice for any of the intelligent races.
Lawful Good. Domains: Law, Sun, Travel.

Cyndor, the Infinite (Moon & Time): Supposedly without any physical form, Cyndor is told to exist only as pure energy. Cyndor is the god of the moon and of time and said to exist outside of normal comprehension, existing simultaneously at all moments as one. Cyndor exists in the chaotic outreaches of knowledge and thrives on things that defy understanding. Cyndor is known to traverse the planes frequently, but most commonly calls the Underworld her “home.” Cyndor is rarely directly worshiped by the intelligent races, but can sometimes be considered a sort of inspiration for certain wizard sects and can be is often seen as relate-able to the insane.
Chaotic Neutral. Domains: Chaos, Knowledge, Luck.

Lesser Deities:
Kord’s Vassals: Joramy (fire), Caliban (plague), Hextor (war), Incabo (famine).
Twin’s Vassals (all nameless): The Reaper (death), The Ferryman (death), The Seraph (healing), The Merciful One (healing).
Corellon’s Vassals: Melora (the justicar), Arvoree (the defender), Heironeous (the paladin).
Thrym’s Vassals: Koriel (the scholar), Boccob (the magician), Palin (the machinist).
Vecna’s Vassals: Loki (the trickster), Dallah-Thaun (the keeper of secrets), Hastur (of the wild magic).
Obad-Hai’s Vassals: Oberon (keeper of the animals), Elebrin (bringer of the harvest), Ulaa (maiden of stone), Tatiana (the garden-mistress).
Neptune’s Vassals: Chan (of air), Olydra (of water), Remni (of the flying creatures), Deethan (of the water creatures).
Pelor’s Vassals: Suuni (who drives the chariot, god of exploration), Aurifar (the holy light, god of light).
Cyndor’s Vassals (worship Cyndor, but receive no acknowledgment in return): Labelas Enoreth (god of time & history), Avandra (god of change & luck)

Unaligned Deities:
Racial gods: Freya (humans & halflings), Moradin (dwarves & gnomes), Ehlonna (elf), Gruumsh (orcs & goblins), Semuanya (lizardfolk), Gorellik (gnolls), Bahamut (dragons).

Commonly worshiped demi-gods: Lirr (art & poetry), Flandal Steelskin (mining & smithing), Jazirian (peace & learning), Olidammara (music & humor), Zai Chulth (wisdom & discipline, common with monks), Erythnul (hate & slaughter), Afflux (necromancy & death), Estanna (hearth & home), Mouqol (trade & negoitation), Osprem (fishing & sailing), Umarlee (cities & progress), Meriadar (crafting & enchantments), Hansirth (celebration & alcohol)

Many other lesser deities and demi-gods exist, some known and some unknown. Additionally there are many who worship no deity, and even some who actively despise the gods and want to see the end of their worship.


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