Table of Contents
- Game Logistics
- The Setting
- Homebrew Rules
As told by GM Nickolas D. Patino.
Nevarink is my homebrew campaign setting and an optional homeland for characters in the Brightshore campaign setting. Due to Brightshore's COVID-19 break, I have been given an opportunity to flesh out Nevarink and expand upon it in and Brightshore's overall lore. I am also able to provide other players a chance to continue meaningful advancement within the Brightshore world with new transferrable characters.
Compatibility with Brightshore
Nevarink is being run to comply with Brightshore's character integration standards, as discussed in March 2020, and mandatory/applicable Brightshore DM Guidelines. Unless otherwise specified in this document, rules from all the official source books will be used. See compatibility standards below:
- Characters which do not meet Brightshore's race, class, and background standards cannot transfer.
- Any magic items obtained in Nevarink will require approval before transfer to Brightshore.
- An adventure summary will be created for each session using Brightshore's Adventure Summary Template.
- Experience Points and Treasure awarded will be limited by set Brightshore standards.
NOTE: I am allowing subclasses and spells from the Explorer's Guide to Wildemount source book which is still pending Brightshore approval (Chronurgist, Echo-Knight, Graviturgist). I am hoping these subclasses will be approved, but if you choose to play as one then be aware that your entry to Brightshore is subject to weaver approval.
Content Warning & Behavior Standards
I am more relaxed than ImBoard when it comes to mature content. Games taking place in store need to be appropriate for all ages and condusive to a family friendly environment. As such, the Brightshore campaign has been given a PG-13 standard. Playing online gives us more flexibility.
Content in Nevarink may include violence, crude humor, strong language, suggestive themes, gambling, slavery, sexism, and racism. It will be closer to an R or Mature rating. These elements will not always be present, but may occur. As a Game Master I am big on ethical conflict, grey morality, and cultural relativism. It will be up to players or their characters to navigate the maze of right and wrong; justice vs injustice.
Everyone participating should be comfortable and having fun. If something that happens in a session makes you uncomfortable or takes away from your enjoyment, please reach out to me. This includes both things said by me and by fellow players.
Dungeons & Dragons should be a safe environment for everyone to play and explore their creativity in.
Creating the right environment is even more important for online games than those in person. It is my expectation that players do their best to plan a distraction free period for themselves. Constant interruptions negatively impact the enjoyment of everybody.
We use FoundryVTT and Discord to play our game. If you need assistance setting up or figuring out these applications, reach out to me before the session.
All players need to log and keep track of the following information between sessions. How you do it is up to you, but failing to do it may impact your ability to import your character to Brightshore.
- Session Number
- Starting Exp.
- Exp. Earned
- Ending Exp.
- Gained/Lost Items
- Current Items
- Gained/Lost Gold
- Current Gold
- Ending Hitpoints, Spell Slots, etc.
Nevarink is a nation of 3 homogenous kingdoms; Duergar, Humans, and Shadar-kai. To preserve the vision of this country and its thematic elements, participants in the campaign will be limited in race options. Each available race has been flavored to this setting, so read ahead before commiting to your choice. Unless you choose a race of the 3 kingdoms, you will be considered an outcast and a threat. You may choose from one of the races below:
Participants in the campaign will be partially-limited in class options. Certain class skillsets can only be obtained from specific regions. Magic is most often seen as something nightmarish or terrifying, so be aware of this if choosing to play a caster. Using your magic in front of people may quickly land you with a bounty on your head and have you removed from polite society.
- All artificers in Nevarink hale from or were taught by denizens of Hat-Verloren. As such, they tend to be Duergar exclusively. Still there are some humans who've been taught the technology of the dwarves. A Shadar-kai artificer on the other hand would be unheard of, and not permitted without an exceptional backstory.
- No restrictions.
- All bards in Nevarink hale from the colleges of Krystælskov. As such, they tend to be Shadar-kai exclusively. A human bard would require an interesting backstory. Duergar bards would likely not be approved.
- Clerics are exceptionally rare and risk being ostracized in human territory for the power that they wield. They maybe seen as witches, devil conspirators, or posessed. Usually human clerics do not prefer a specific goddess, but instead call upon each of the four. Duergar clerics do not worship the standard pantheon. Instead, they pray for guidance from exceptional historical figures of the past. In Hat-Verloren, Duergar clerics wield great political power, able to assign and enforce marriage arrangements and labor positions to the general populous. Shadar-kai clerics often build a relationship with just one of their six deities, and act as their avatars or representatives in the material world.
- This class is restricted to Shadar-kai only in this setting.
- Echo Knights are limited to Shadar-kai or humans that have studied under them. Other fighters do not have restrictions.
- No restrictions, however monks with magic like abilities will be met with the same response as other spellcasters in human and duergar territories.
- Paladins are exceptionally rare and risk being ostracized in human territory for the power that they wield. They maybe seen as witches, devil conspirators, or posessed. Paladins of any race are most often zealots of one particular goddess, and seen as extremists by clergy of their own faiths.
- No restrictions, but ranger spells are flavored and seen as mundane.
- No race restrictions, but rogues with magic like abilities will be met with the same response as other spellcasters in human and duergar territories.
- No restrictions, but again such magic is feared and criminalized in human and duergar territories.
- No restrictions, but universally seen as problematic even in the Shadar-kai lands.
- All wizards in Nevarink hale from or were taught by denizens of Krystælskov. As such, they tend to be Shadar-kai but a human wizard could pretty easily be approved.
Joining the Game
Follow these steps to join the campaign:
- Read over the campaign information below and expectations above. Confirm that you'd like to participate.
- Join the Nevarink Discord Server.
- Create a first-level D&D 5e character with the rules (above) and setting (below). Tell me about your character so I can try to work your backstory into the campaign.
- Send me your character sheet information via whatever means is easiest for you (Dnd Beyond, Roll 20, PDF, etc.), I will provide a link to a Foundry account and transfer over your sheet to the program.
- Send me a picture that reasonably depicts your character. I'll create a token to represent you on the map.
- Play around and familiarize yourself with FoundryVTT. Set up your character, audio, etc. Reach out to me for support as needed. Make sure you are good to go before the session starts!
Nevarink is a nation of three kingdoms on the larger continent of Dynasta. The Duergar, Humans, and Shadar-Kai co-exist in a long enduring equilibrium. Duergar reign within the northern mountain tundra, where their territory has been marked for over a millenium. The Human race swarms across the deserts and grasslands, their internal borders constantly changing. To the south, the forests inhabited by the Shadar-Kai are unquestioningly avoided. Though the three races have remained at peace with each other for several hundred years now, each is in a state of constant domestic struggle. Nobility and warlords vie for internal power. For each of them, this conflict takes on its own unique font.
Betrayal, Moral Quandry, Politics, Relationships, and War
This will be a low magic setting. In human territory, magic is something mystic and strange. Magic frightens people, and is thought to come from the elves (Shadar-Kai). Use of magic out in the open may cause you to be ostracized; or worse, it may attract unwanted attention from powerful strangers.
Many cities throughout the desert are nocturnal. This includes the human capital city of Atsanyd. It will be common to see people active or traveling at night, and shutting in during the heat of the day. Weather and environmental factors will effect your travel and your combat.
Heroic individuals throughout the realms of Nevarink are forced to work together as difficult situations and scenarios are spontaneously thrust upon them. Powerful and mysterious individuals will ask heroes partied by circumstance to enact their will.
The Nevarink chronology was devised eons ago by the Duergar. Human historians recognize their usage of the dwarven timeline and that they are in the era of Empatom, but only the most studious are aware what marks the transition of an era.
The elves of Krystælskov and dwarves of Hat-Verloren know that the calendar resets at the beginning or end of a great war between the three kingdoms. The era will be named after the current Duergar King who will be remembered always for the time they brought.
There are 12 months in a year, each with 30 days. This division was made by Humans and agreed upon by rulers of the 3 Kingdoms. The Duergar do not experience weather underground and they have no day or night. They observe passage of time through measured polarity, magnetism, subterranean tides, and clocks. The Humans have a wet and a dry season which divides their years in half. Deep within the Dark Forest, the Shadar-kai observe a Winter, Spring, Summer, and Autumn.
Months of Winter: Decimas, Oncemas, Docembrus
Months of Spring: Unicus, Duolus, Triciary
Months of Summer: Quarton, Quinton, Sextus
Months of Autumn: Septimus, Octolus, Nonagon
Races in Nevarink
The dwarves of Nevarink live deep within the northern mountains and tundra. They call their home Hat-Verloren and are fiercely protective of its borders. There are rumors of a powerful demon living atop their eastern most mountain range, Akia Peaks. The Duergar are respected for their enterprise and feared for their apathy.
The Duergar government is strict and overbearing. The royal family presides over everything with a heavy hand. The queen manages the kingdom's budget, assigns ambassadors, and officiates the legitimacy of guilds. The king oversees times of war, manages the borders, and controls the mines.
There are distinct gender roles in Hat-Verloren. Women tend to be in positions of bureaucracy, diplomacy, crafts, and commerce. Men perform physical labor, raise the livestock, act as soldiers, and tend to the slaves.
Dwarven priests reign just below the royal family. They arrange marriages and assign roles to individuals best fitted to their personal aptitude. Everyone has a role to play and they are expected to perform it well. After that is the warlords and their stoneguard, then the machinists, merchants and slavers.
The Duergar purchase slaves from the Human kingdom, and utilize them to work the mines and power their constructs.
Hat-Verloren dwarves are not fans of Arcane or Divine magic. They neither study not pray for it. More often than not they've found themselves on the receiving end of it.
Instead, many Duergar are born with innate psionic abilities. They can enlarge themselves, fade into the shadows, and see through elven illusions. Those born with these gifts are placed into more favorable societal roles.
However, that isn't the only way to rise in power. A family's value is measured by how much they can produce. The clans who carry the greatest weight are those who control the best mines, have the quickest craftsmen, and breed the most powerful stock for assignment by the priests.
Dwarven infrastructure is built in a web of catacombs deep beneath the mountains. Its center houses the royal family and the kingdom progressively builds out in spheres. If a fissure were to carve through Hat-Verloren, you could count generations of construction like rings of an ancient tree.
Duergar breed Steeders to navigate the catacombs. They are large ferocious spiders, useful for traversing vertical terrain and hauling materials.
The Duergar mindset can be summed up in three simple phrases:
- Our Pockets are Never Full
- Our Fight is Never Done
- Our Resolve is Never Shaken
Duergar could be described as callous, stoic, or stalwart. You will seldom see one smile, and if you do its probably at someone else's expense. Their humor is dry, mostly consisting of sarcasm or satire.
They are a practical people. You will see no embelishment on their armor or weapons. They have no use for fine filigree or patterned jewels. They want something that works. The want the best.
Unlike dwarves common to other lands, the Duergar seldom drink. They've found over the years that it brings out the worst in them. A drunk Duergar is prone to rage, violence, depression, unfounded fear, or extreme paranoia. They hear voices that aren't there and suffer from compulsions.
Above all the Duergar are prideful. Do not insult their family, their kingdom, or their honor. They are a vengeful people.
The Duergar do not deny the gods, but neither do they worship them. The dwarves of Nevarink place their faith in real people, heroes from their history.
When seeking spiritual advice, they turn to their ancestors or great historic figures. Prayers are directed to someone they aspire to follow in the footsteps of or individuals with experience pertaining to their current dilemma. They seek council from someone who will truly understand them.
"Our gods sprang from among us. They endured our hardships and carved a path to our salvation. What have your gods done for you?"
- Morkai Ashlord (Mordenkainen's Tome of Foes)
Dwarven infrastructure is built in a web of catacombs deep beneath the mountains. Its center houses the royal family and the kingdom progressively builds out in spheres. If a fissure were to carve through Hat-Verloren, you could count generations of construction like rings of an ancient tree.
When the other races gods are made mention of, they're depicted as little more than vague robed and hooded figures.
The humans of Nevarink are center-stage, inhabiting the desert and grasslands between the forestry and mountains. They have no other name for their borders, and instead speak as if the the whole of the land is theirs. Those who do not travel or live close to the borders speak of elves and dwarves as little more than stories. In the midlands, generations have come and gone without ever having seen one.
They are divided not only by proximity, but also by adaptation. Nearly half the desert communities have chosen to live beneath the stars in place of the sun. They take shelter during the heat of day, and light their streets once the moon has risen. The other races refer to the pale nocturnal humans as Månefolk and their darker skinned brethren as Solvandrere.
Humankind is isolated by the cursed forest and the mountain range. With no external enemies, they go to war internally with themselves.
Humans organize themselves in a pyramid structure, with the royal family at the top. Siblings to the King, Queen, and heir hold the titles Duke or Duchess and are alloted a region of the kingdom to preside over.
Beneath them are the Marquis, Counts, Countesses whom control territories in those regions. A Marquis's land holds a border, and so they hold just slightly higher prestige.
Next in line are the Barons and Baronesses. They will preside over a city, surrounding towns, and smaller villages. Family members of all those mentioned above may refer to themselves as Lord or Lady. Knights who serve these families may also be addressed by the title Sir.
Human politics are difficult to keep up with. For outside races it is all but impossible. Humans breed at an alarming rate and die off just as quickly. They swarm across the land and constantly change borders, forgetting the knowledge of their past cyclically with each new discovery.
Human lands are more than just dunes of sand and planes of grass. They are home to a diverse ecosystem of indigenous plants and animals. Near rivers and oases you may find exotic birds, succulents, or wildflowers.
Communities are built up around natural resources which become their life's blood. Fertile soil and water spawn larger cities. Towns will be built up around other resources such as metals, minerals, or lumber. Villages and smaller settlements may pop up near unique animals, spices, or other non-essential commodities.
Law tends to be enforced by volunteers in small towns, which are left to their own devices if resources continue to flow in. Larger cities are more apt to assert control with a city guard.
Wealthier lords enforce will enforce their rule with knights, the sons of lower lords. A knight's armour is adorned with all manner of embelishment, paying homage to whom they've pledged. These noble born warriors are glorified in tournaments and the tales of bards. Young common men aspire to be them. Young women fawn over their favorites.
Most larger cities are controlled by Månefolk, though the humans themselves make no such distinction. At night they light their streets in a variety of colors with cloth and paper shades to set the mood. Midnight markets illuminate prismatic clouds in overcast night skies. Shops tend to use natural white light for product inspection. Medicine men heal in rooms of green. Dens of iniquity are lit in reds. Peaceable taverns are often a calming blue. The fair humans of Nevarink have turned oil burning, phosphorescent plants, and the capture of firefelies into an arresting art.
Solvandrere are known to control the trade. They do not cower from the heat and are better adapted for long distance travel. The darker humans have a strong appreciation for jewelry. Gold, silver, and gemstones glimmer most brightly in the sun. Their city markets tend to be more diverse and contain goods from greater distances across the land. The difficult pasttime of taming riding lizards is a dangerous but popular hobby amongst them. They are practical out in the dunes, dressing to reflect light and blend with the sand
Fair skinned humans are softer in temperament. They're careful with their words, having a reputation for being both exceedingly polite and potentially disingenuous. The darker humans are a confident and loud. They're more likely to speak without thought for consequence. They prefer action to complaint and can hold strong lasting grudges.
Nevarink Ethnic Traits
Månefolk tend toward pale skin with dark eyes and black or red hued hair. Solvandrere oft have darker skin with lighter kinky locks and brightly colored eyes. Some high born nobility have red or purple. There are also occasional mixes of the two.
Humans worship four goddesses, beautiful women liken to Genasi who take the form or serpentine elemental dragons.
- Goddess of Peace and Wind, depicted wearing green karuta armor. "It is better to be a warrior in a garden."
- Goddess of War and Fire, depicted wearing a red performance bedlah. "It is better to give than to receive."
- Goddess of Lies and Water, depicted wearing a blue dress. "It is better to be thought of as a fool."
- Goddess of Truth and Soil, depicted wearing brown robes. "It is better to learn from the mistakes of others."
The elves of Nevarink live in the southern woods. They call their home Krystælskov, but to the other races it is simply the Black Forest. They share their home with unseelie fey; some are friendly but many of them are not. It is common knowledge that in the kingdom of elves, borders are thin between the living world and the abyss. Few know the secrets to traveling inbetween. Their king is revered as an archfey and few would fathom to contest him.
They are the kingdom of magic and secrets. Their culture is a meritocracy based in beauty, deeds, power, and prestige. The Shadar-Kai will have a King or Queen, but never both. Passing of the throne is hereditary, but may not always go to the the eldest. The former ruler will pass their crown to the most worthy of their progeny.
Just below the monarch are the kithlords, powerful elves who've established their dominance and carved a place for themselves within the dangers of the wood. Each kithlord is served by their own personal soldiers called the kithguard. The kithguard carry out their will.
Shadar-Kai believe in four pillars in society. Their cities will have a structure dedicated to each of these ends: Commerce, Education, Justice, and Warfare.
As is common in most fey societies, the Shadar-kai have a great reverence for physical beauty. The deceitful words of a pretty face maybe held in higher regard than honesty from the disfigured.
Shadar-kai have an affinity for masks. Masks represent an individual’s personality. They may wear signature masks or switch for different moods and occasions. The young may at times not wear a mask as they try to find themselves but adults are seldom seen without one. It is common to trade masks, make masks for each other, or pass masks down through a family as a way signify a bond.
They are skilled in artificial shaping of plants to form or repair structures. Trees are shaped and framed by metal forged implements. Buildings scarred with damage are repaired in this way. Harsh angles and sharp edges are seen as attractive.
Piercings and arcane tattoos are common, even among youth. Children will have two tattoos at most, usually with some familial meaning. Adults use them to mark an occasion or symbolize something. Shadar-Kai fashion employs chains and spikes, as does their weaponry.
Polygamy is common with Shadar-Kai. Relationships are assymetrical with one accomplished or powerful individual finding many interested suitors.
Shadar-Kai monasteries never teach moderation, but instead focus on extremes. Acolytes focus on strong emotions, trying to maintain a powerful feeling for a longer duration of time.
Shadar-Kai maybe viewed as cold, callous, and calculating. Life near the abyss bares a heavy burden and can drain one of their feelings. However, when they do show emotion it tends to be in extremes, like a bubble that has just burst. They can go from zero to a hundred in just moments, and reverse that just as quickly.
"Rage cuts deeper, love burns so brightly that it tears at the flesh. Of course they feel, but there is no gentleness to temper their emotions."
- Jaleigh Johnson (Unbroken Chain)
Due to the Shadar-Kai's reverence for beauty, escape from Krystælskov can be addicting. Shadar-Kai visibly age and deteriorate within proximity to the abyss. They try to hide this with masks and adornments, but outside of the forest they revert to former youth and beauty.
Shadar-Kai mature physically around the same rate as humans, and appear to stop aging from 25 to 100 when they reach adulthood. From that point forward, while in close proximity to the abyss, their physicality will appear similar to that of a human ¼ their age and hair will turn grey/white.
The Shadar-Kai of Nevarink worship the same four gods as their human counterparts, but the elves worship two more.
- Goddess of Life and Light, depicted wearing white silks. "It is better to be kind than right."
- Goddess of Death and Darkness, depicted wearing black leathers. "It is better to be feared than loved."
Each goddess wears a unique and elaborate mask. Ava is obfuscated in blinding light. Daerdra wears a cloth half mask which covers her nose and mouth. Finris's mask is porcelain full. Naga's is iron and depicts a fiend. Psinax's face is covered in mirrors. Veritas covers only her eyes.
Aasimar, Genasi, Tieflings: These races have heritage from extra-planar beings, collectively known in Nevarink as spirits and monsters. This connection may have lied dormant in their family for generations or it could come from a more recent relative.
Abberations, Angels, Celestials, Demons, Devils, Fey, etc. are all lumped together with little distinction in Nevarink. It is not uncommon for an incorrect label to be applied. Terms used are more a reflection of how a creature is viewed than an attempt at identification. Aasimar, Genasi, and Tieflings are often treated much the same.
Those with extra-planar heritage are not only born to humans. There maybe a particularly angelic Shadar-Kai or a Duergar with skin like the stone beneath the mountains. They can be born among any of the races, to the spirits in the east tropics, or to the demons at Akia Peak. They are ostracized and hidden away. Their town's misfortunes are blamed upon them.
"Not really a demon; not really human. I'm not either. That's all. There was no place for me, so I had to find one myself. And then I realized. I had a place, but I was the only one in it. I didn't know any other way to live."
- Rumiko Takahashi
On the rare occasion one of these half-spirits comes to be accepted, they quickly rise to power and are revered. Small cults form around them and they are burdened with heavy expectations.
On Nevarink's eastern border, between the Black Forest and Akia Peaks, lies a lush and humid valley. Those who travel there seldom return. Rumor has it that the place is filled with pixies, nymphs, dryads, and other spirits. Those who live there know this to be true.
Faeries lead travelers astray, enchant or seduce them, and take them as lovers or slaves. Vindictive spirits make mortals drown themselves or commit them to endless travel and starvation.
The place is beautiful. It features still ponds, exotic fruit, magical creatures.
The north-east mountain range is permanently hidden above the clouds. Duergar whisper rumors of a powerful demon atop the highest peak. Little do they know there are hundreds more.
There are walls built above the cloud line, left over from an ancient war. There is a shrine to an ancient monarch, a deep valley like a pit, an inn run by monsters, a quaint bar, and a deep fissure through the earth which houses extra-planar aristocracy.
- Player's Hand Book (all content, multiclassing, feats, and variant races/backgrounds allowed *1)
- Dungeon Master's Guide (Death Domain allowed)
- Elemental Evil Player's Companion (Genasi)
- Sword Coast Adventurer's Guide (all content *2)
- Volo's Guide to Monsters (all content)
- Xanathar's Guide to Everything (all content)
- Modenkainen's Tome of Foes (Chapters 1-5 only)
- Guildmaster's Guide to Ravnica (Order Domain, Circle of Spores)
- Ghosts of Saltmarsh (Fisher, Marine, Shipwright, Smuggler)
- Ebberon: Rising from the Last War (Artificer)
- Explorer's Guide to Wildemount (Chronurgist, Echo Knight, Graviturgist *3)
*1 - The only races allowed in the Nevarink setting are Aasimar, Duergar, Genasi, Human, Shadar-kai, Tiefling
*2 - Some of the backgrounds/classes in this sourcebook may need to be reflavored to fit the setting. Work with Nick on the specifics.
*3 - These subclasses are not yet officially approved in Brightshore. You may have issues transfering them over.
Characters created for this campaign must fit to the setting of Nevarink. You should tailor your character’s background to the setting.
In addition to the backgrounds from the above listed sourcebooks, these custom background choices are also available for your use:
Use the standard array or point buy system to determine your starting ability scores.
For your first level and each level you gain after that, use the fixed hit point value for your class.
Use the starting equipment for your class/background. You can exchange this equipment for other non-magical items in the PHB of equivalent gold value. Don't roll for wealth.
Lifestyle, Reputation, & Downtime
At the start of your first adventure session in a week, your character gains 30 days of downtime. For each in-game day your character spends adventuring you must deduct 1 day from your downtime total.
At the end of an adventure, players will collectively decide whether they want to spend their downtime, or pick up at the same spot next session/adventure. This mechanic has been adopted from Jude's Hon'ni adventures, due to our campaign settings not always starting/ending in a central location.
Before the start of each in-game month (during the prior month's downtime), your character must pay a lifestyle expense. Paying this cost will allow you to make purchases and take advantage of services without keeping track of individual costs. Both in session and during downtime, it can be assumed that they are part of your lifestyle. Additionally, the lifestyle you live at will have an effect on your character's reputation in the locales in which they stay. This expense is void for your character's first month of play.
- Wretched (0 gp).
During your adventures, you must pay for all of your food and lodging directly or go without. You can’t spend downtime days on anything of use. You have a 50% chance of suffering a major complication. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, Weapons, and Adventuring Gear, which represent a fortune by their standards. You are beneath the notice of most people.
- Squalid (3 gp).
You can obtain rations for yourself, feed for any animals you travel with, and cheap food and lodging without deducting the cost from your character sheet. You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent Environment, in places rife with disease, hunger, and Misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease.
- Poor (6 gp).
A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the Common Room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types.
- Modest (30 gp).
You can obtain moderately-priced food, lodging, and luxuries (like entertainment) without paying directly. A modest lifestyle keeps you out of the slums and ensures that you can maintain your Equipment. You live in an older part of town, renting a room in a boarding house, inn, or Temple. You don’t go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like.
- Comfortable (60 gp).
Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your Equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and Military officers.
- Wealthy (120 gp).
Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the Social Status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a Favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants.
- Aristocratic (300 gp).
You can obtain even the most extravagant food, lodging, and luxuries without paying directly. You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political Intrigue as a pawn or participant.