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Tales from the Vale

Player’s Handbook
Character Generation and House rule

The current age has no all-encompassing empire. The world is shrouded in a dark age, between the
collapse of the last great empire of Nerath, and the rise of the next, which might be centuries away.
Minor kingdoms prosper, to be sure: baronies, holdings, city-states. But the world isn’t carved up
between nation-states that jealously enforce their borders. Each settlement appears as a point of light
in the widespread darkness, a haven, an island of civilization in the wilderness that covers the world.

Those centers of civilization are few and far between. The soldiers of the big towns and cities might do
a passable job of keeping the lands within a few miles of their settlements free of monsters and bandits,
but most of the outlying towns and villages are on their own. Trade and travel do occur, but these are
the purview of plucky merchants, brave souls, and the desperate. And even so, the most ambitious of
those individuals are careful to stick to better-known roads. It might be safe enough within a day’s ride
of a city or an hour’s walk of a village, but go beyond that and you are taking your life into your hands.
A few difficult and dangerous roads tenuously link neighboring settlements together, but if you stray
from them you quickly find yourself immersed in goblin-infested forests, haunted barrowfields, desolate
hills and marshes, and monster-hunted badlands.

Many small settlements and strongholds are founded, flourish for a time, and then fall into darkness.
The wild lands are filled with forgotten towers, abandoned towns, haunted castles, and ruined temples.
Lost knowledge and ancient magic might linger in these places and ordinary folk shun these locations,
fearing what might lie within. Even people living only a few miles away from such places might know
them only by rumor and legend.

Sometimes the smallest villages have a few capable individuals and a bit of magic at their disposal.
People believe in magic and accept its power. They benefit from a hedge mage’s ability to ward off evil
spirits, a wise woman’s talent for making effective herbal cures, and a priest’s capacity to call on the
power of the gods to bless crops. Like these minor magicians, warriors are widespread enough that
most villages enjoy adequate protection from day-to-day threats. Some such soldierly types trace their
skills back to their time in an army, while others carry on the martial tradition of their family that dates
to ancient times. Still others combine the old and the new, learning to fight as necessity dictates,
creating a unique path.

In such a world, adventurers are aberrant. They are truly extraordinary people, driven by a thirst for
excitement into a life that others would never dare lead. Commoners view them as brave at best and
insane at worst. But they are heroes, compelled to explore the dark places of the world and take on the
challenges that lesser women and men can’t stand against.

Some even become legends.

All links lead to files on https://www.basicfantasy.org/ or my google drive

1
Tales from the Vale
Player’s Handbook
Character Generation and House rule

Character Generation
Attribute generation
Roll 4d6, drop the lowest die rolled, for each Playable Races
Attribute and place as desired. Races from Core Rulebook
Choose your race Dwarves
The last great empire, old Nerath, was ruled by In time of Nerath, most of the dwarven kingdoms
humans, and it contained a place for all the and city-states were absorbed into the rule of the
common races. Even though it has fallen into human-controlled empire. Over countless years,
ruin, the remains of the empire still serve as home dwarves spread across the most remote regions of
to humans, elves, dwarves, and others. this realm, and they can be found throughout the
Collectively they are called the civilized races— former lands of Nerath to this day. A few dwarven
they’re the ones found living together in the strongholds still survive from ancient times, or
towns and villages of the Nentir Vale. have been rebuilt since the fall of Nerath. In the
The Nentir Vale is also a land of gender equity, Nentir Vale, many dwarves live in human towns,
where women can be found in all professions and but dwarven communities can be found to the
ranks. The inhabitants of the Vale value skill and east, the most important of all is the citadel of
fortitude, no matter its trappings. Nobles are Hammerfast.
respected, even revered, but to the common Physical Qualities:
person they are not untouchable. Respect must be Dwarves of the Vale have the same variety of
earned, and nowhere in the world is there a people skin, eye, and hair colors as humans, although red
as ready to demand their due as in the Nentir Vale. hair is more common among them. Male dwarves
Adventurers and heroes can arise from these are often bald and braid their long beards into
various peoples. If you’re a fighter, are you a elaborate patterns. Female dwarves braid their
stubborn canien knight, a graceful elf hair to show clan and ancestry. Dwarven attire
blademaster, or a fierce half-ogre gladiator? If and equipment, including weapons and shields,
you’re a spellcaster, are you a brave human spell- are decorated with bold geometric shapes, natural
for-hire, a pious mechanoid priest, or a demented gems, and ancestral faces.
dwarven spellcrafter?

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2
Tales from the Vale
Player’s Handbook
Character Generation and House rule

Elves traders can be members of the Swiftwater,


In time of Nerath, countless elven tribes were part Swiftriver or Reedfoot clans.
of the human empire. Today, elves can be found
Physical Qualities:
in many human settlements, ranging from few
They resemble small humans and are
individuals in small villages to entire elven
proportioned like human adults. Halflings have
communities in big towns and cities. Other elven
the same range of complexions as humans, but
tribes continue to wander the wilderness, though
most halflings have dark hair and eyes. Halfling
they face increasingly violent raids by orcs,
males don’t have beards, but many have long, full
goblins, and worse. In the Nentir Vale, many such
sideburns. Halflings of both genders often wear
tribes are mostly found in the Harken Forest.
complicated hairstyles, featuring complex
Harken Forest elves revere the natural world, and braiding and weaving.
prefer the primal power of the natural world to the
Humans
arcane magic their city cousins employ, but they Humans are the dominant race of the Nentir Vale
are equally adept in its use. anywhere outside of the Dawnforge Mountains,
Physical Qualities: the Harken Forest and the Stonemarch. Although
Elves are slim, and even the strongest simply look humanity has developed rich cultures and styles
athletic rather than musclebound. They have the of their own, they are also known for borrowing
same range of complexions as humans, but their from others. The advanced construction
complexions tend more toward tan or brown hues. techniques of the dwarves, the arcane mastery of
A typical elf’s hair color is dark brown, autumn the elves, and even the traditions of lost
orange, mossy green, or deep gold, and they favor civilizations such as Bael Turath and Arkhosia
a wild and loose look to their hair. Their ears are can all be found in the human sphere. This leads
long and pointed, and their eyes are vibrant blue, to great variation in human architecture, clothing
violet, or green. Elves can’t grow facial hair and styles, and even religious iconography.
have little body hair.
Physical Qualities:
Halflings The stereotypical humans from the Nentir Vale
Halflings are the second most numerous people in have fair to dark brown skin tone, and they cover
the Nentir Vale, like humans can be found nearly the whole range of tans and browns in between.
anywhere, and they come from any walk of life. Their hair ranges from sandy blonde to nearly
Halfling adventurers might be related to the black, and their eyes are most often brown, blue,
Halfmoon, Ostermans, or the Thistletons families or hazel. Within those guidelines, they vary
from Fallcrest, or the Featherton family of greatly in appearance.
Harkenwold. Halflings descended from the

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Tales from the Vale
Player’s Handbook
Character Generation and House rule

Half-human Supplement When Nerath collapsed, the frontier territories


such as the Nentir Vale were the first to fall into
Half-Elf ruin. Marauding tribes of orcs, previously held at
Half-elves are a race originally descended from
bay by imperial armies, quickly encroached on
the union of elves and humans. Many half-elves
settled human lands. Half-Orcs are usually the
are the direct offspring of human and elf parents.
result of forced crossbreeding between Humans
However, half-elves produce half-elf offspring
and Orcs, and are not considered a true race. Such
among themselves, and some members of the race
creatures tend to be outcasts within Human
can trace their mixed ancestry back for
communities where they may have settled but
generations. Half-elves combine the best traits of
have been known to rise into power in a cities
both their lines, mixing the wisdom and long-term
underbelly where thieves guilds and other illegal
perspective of the elves with the energy, ambition,
aspects are known to exist.
and ingenuity of their human parentage.
Physical Qualities:
Half-elves are most common in places where Half-orcs favor their human lineage in
elves and humans live in close proximity. The appearance, but are distinguished by skin that
uncertainty that has arisen in settled lands since tends to various shades of gray, broad jaws, and
the fall of the human empire of Nerath has seen prominent lower canine teeth—though these are
countless elf and human families relocate to the still a far cry from the jutting tusks of orcs. On
settlements of the other race. In such mixed average, they are taller and stronger than humans
communities, half-elves are an increasingly as well. Their hair is usually black, though it
common sight. grays quickly with age. Most half-orcs who live
Physical Qualities: among humans favor human styles of clothing
Half-elves tend to be sturdier of build than elves and hairstyle, but a few adopt orc traditions, tying
but more slender than most humans. Half-elves small bones or beads into long braids or bunches
have the same range of complexions as humans of hair.
and elves, and like elves, half-elves often have
Half-Ogre
eye or hair colors not normally found among Half-Ogres are usually the result of forced
humans. Male half-elves can grow facial hair, crossbreeding between Humans and Ogres, and
unlike male elves, and often sport thin mustaches, are not considered a true race. Such creatures tend
goatees, or short beards. Half-elves’ ears are about to be outcasts within both Human and Ogrish
the size of human ears, but they are tapered, like communities, but their human parent, or the
the ears of their elven ancestors. human that is raising them, have been known to
Half-Orc find a home in isolated settlements.

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Tales from the Vale
Player’s Handbook
Character Generation and House rule

Physical Qualities: Clan patterns are important to bisren and such


Half-Ogres are big, averaging around 7' in height, decoration appears on bisren's clothing, armor,
broad shouldered and rangy. Their features tend to weapons, and sometimes, on their hides. Each
favor the Ogrish parent, with dark coarse hair, tan pattern is particular to a clan, and its size and
or brown skin and dark eyes. Most Half-Ogres are complexity helps them identify family allegiance
usually not very smart but they make up for that and caste.
in their strength and size.
Caneins
New Race Supplement
Caneins have a legend has that there was a wizard
Bisren who loved his dogs very much. This mage kept
Bisren present an enigma to other races. Though dogs as pets, trained them to guard his estate, and
many Bisren are civilized, they suffer suspicion even used them in magical experiments to
and hatred from other races. Animosity stems not enhance their ability to serve. They were gifted
with greater intelligence and a more humanoid
only from their monstrous appearance, but also
stature. It is unknown whether the legend is
from infamy. Who can say how savage a heart entirely true or not, but it is generally assumed to
beats behind a bisren's ribs? The ancient bisren be the genesis of the Caneins. Caneins often form
kingdom of Saruun Khel dominated the Nentir almost knight-like codes and attitudes, often
Vale before the Nerathi Empire began to colonize serving a patron in exactly that capacity. Caneins
the regions. Since Saruun Khel fell long ago, usually live in groups, known as Packs, in human
bisren inhabit the Vale but in small numbers while cities. There is no known settlement nor kingdom
of Caneins, only small groups scattered among
keeping to a semi-nomadic lifestyle. The largest
the human cities.
clan roam Harkenwold and Harken forest region.
Physical Qualities: Physical Qualities:
Bisren combine the features of human and bull, Caneins are a race of dog-like humanoids, known
having the build and musculature of a hulking for their extreme sense of loyalty whether to
humanoid, but with the cloven hooves, a bovine liege, friend, or family. There is a great deal of
tail, and, their most distinctive feature of all, a physical variance among the individual Caneins,
bull’s head. Bisrens take pride in their horns, and with some short and stocky, others leanly
sharpness, size, and color speak to the bisren's muscled, and variations in the colorations of their
power and place within its society. Fur and skin coats. However, all Caneins share a similar facial
coloring runs from albino white to coal black, and structure similar to the various bulldog or boxer
everything between, though most have red or type dog breeds, having jowls and squat features.
brown fur and hair, with lighter tones underneath. Caneins vary in their height, but are rarely larger
than the average human.

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5
Tales from the Vale
Player’s Handbook
Character Generation and House rule

Fauns immortal spirit or elemental being, as the spark


Fauns are branded by folklore as tricksters, for sentience. This new being had to be
hedonists and charlatans, fauns only partially autonomously capable of its tasks and able to
deserve the dark aspect of their reputation. Fauns learn.
first came to the mortal realm when the world was
In the Nentir Vale, a few of them belong to the
young and had not yet fully healed from the
noble families of Harkenwold and Hammerfast,
destruction of the Dawn War. That war drew the
or work as mercenaries. More rarely, some may
Feywild closer to the mortal realm, connecting the
still lay dormant across the countryside, relics of
two worlds through rifts in the fabric of the planes
the last war of the empire of Nerath.
that the inhabitants of the natural world would
come to call fey crossings. Physical Qualities:
A mechanoid is a bulky humanoid with a skin of
In the Nentir Vale, Fauns live among the
plates made of metal and stone, supported by a
humanoids of the Winterbole Forest, and are very
skeleton of similar material and a musculature of
rarely seen.
leathery, woody fiber bundles. Most mechanoid
Physical Qualities: average in size comparable to a human as this
Born of a union between Faun and nymph, a faun allows them to wear pre-existing armor without to
is always male. Fauns resemble humans with the much adjustments but they weigh twice as much
legs of goats, and they are covered in fur from the as the average human due to their construction.
waist down. Most fauns have a pair of small horns
While they do not require food as a normal being,
sprouting from their heads, ranging in shape from
they do require liquid such as water, wine, or oil
a pair of small nubs to the curling horns of rams.
for their meals. Mechanoid have an internal
They display the broad shoulders and powerful
network of tubes filled with bloodlike fluid
upper bodies of humans, and most sport some
nourishes and lubricates their systems.
kind of facial hair. Their wild, curly hair ranges in
length, with younger fauns keeping their hair Powerful arms end in three-fingered, thumbed
short. Older fauns let it grow as they age, until it hands, while their feet each have two broad toes.
hangs about their shoulders.
Each mechanoid has a unique rune on its
Mechanoid (homebrewed race) forehead, much like humans have distinctive
More than three centuries ago, Emperor Eothyr III fingerprints. This rune is known as a “ghulra,” a
opened imperial coffers to the Society of Imperial word that means “truth” in Primordial.
Spellcrafters, an organization of learned arcanists
honored by, but independent of, the emperor. He
set their goal as an adaptive artificial being—one
that didn’t imprison another creature, such as an

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Tales from the Vale
Player’s Handbook
Character Generation and House rule

Playable Classes Spellcrafters


Spellcrafters are specialized Magic-Users who
Choose your class focus on the creation of magical items and
constructs.
Bard
Characters who make their way in the world by Thief (core rules)
the means of influencing and entertaining others Thieves are those who take what they want or
through the use of music or oratory skills are need by stealth or deception, combined with
considered to be bards. Most bards use singing, formidable skills that range setting and disarming
playing musical instruments, and using oratory or traps/alarms, getting past locks, or even slight of
story telling skills to their benefits. hand techniques that help relieve others of their
coinage.
Cleric (core rules)
Clerics are those who have devoted themselves to Scouts
the service of a deity, pantheon, or other belief Scouts have been toughened by self-sufficiency
system. and isolation from the comforts of civilized living
as they roam the borderlands to keep outlaws and
Fighter (core rules)
monsters at bay and report to nearby towns if
Fights include soldiers, guardsmen, or anyone
threats are approaching.
else for whom fighting is a way of life.
Generate starting money
Magic User (core rules)
Everyone starts with (2d6x10)+60 in gold for
Magic-Users are those who seek and use
their life savings, be it in actual coinage or
knowledge of the arcane.
equipment.
Illusionist
Illusionists are specialized Magic-Users who
focus on the creation and manipulation of
illusions, and at higher levels the quasi-real stuff
of the planes of shadow.
Pyromancer
Pyromancers are specialized Magi-Users who
focus on the creation and manipulation of fire.

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Tales from the Vale
Player’s Handbook
Character Generation and House rule

Supplements and Optional Rules


Class ability modifiers No Thief ability may be raised above 99 percent.
There must always be that slight chance of
Equipment Emporium failure, no matter what.
Ability Rolls (core rules: pdf 157/book 153) Combat Options (Single class fighters only)
Any time when a player character tries to do
something in the game that is does not have a rule Specialization:
covering it, the Ability check will be used. Under this rule, the player of a Fighter may
choose a weapon, a shield, or armor type in which
The player rolls 1d20 and adds his or her Ability the character is especially skilled. Specialization
Bonus for the score the GM thinks is most only applies to "true" Fighters, and not to any
appropriate, as well as any situational bonus or subclasses.
penalty the GM assigns. If the total rolled is equal
to or higher than the given Target number, the roll At first level, the player applies one rank of
is a success. specialization to the chosen weapon, shield, or
armor. This choice must be quite specific; for
Thief Options (core rules: pdf 157/ book 153) instance, a specialization in the longsword will
(Single/ Combo classed core rule Thieves only-No give no bonuses when using a shortsword.
subclasses)
Every third level after first (that is, 4th, 7th, 10th,
The player is allowed to customized their class 13th, 16th, & 19th) the player applies another rank
skills progression after first level. of specialization. Each new rank may be applied
• Levels 2-9: The Thief has 30 percentiles to an existing specialization, or to a new
points (total) to spread among his skills specialization.
for each level advanced. Additional attacks always come after all other
• Levels 10-15: The Thief has 20 percentiles attacks are resolved; that is, the Fighter attacks
points (total) to spread among his skills once on his or her Initiative number, then again
for each level advanced. after all “first” attacks are done. If more than one
weapon specialist is involved in a battle, count
• Level 16 +: The Thief has 10 percentiles Initiative down twice, once for “first” attacks and
points (total) to spread among his skills again for “second” attacks.
for each level advanced.
Limitations
No more than 10 percentiles to be added to any
single Thief ability per level gain.

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Tales from the Vale
Player’s Handbook
Character Generation and House rule

Weapon Specialist Critical Fumbles


Combat Bonus Attacks per A natural 1 on the attack die roll may result in a
Rank fumble; if this occurs, the player may roll a save
(Attack/Damage) Round
vs. Death Ray with Dexterity applied. If the save
1 +1 / +0 1/1
is failed, the character has fumbled. The effects of
2 +1 / +1 1/1 a fumble vary based on the type of weapon and
3 +2 / +1 3/2 the action happening in the scene.
4 +2 / +2 3/2 Two Weapon Combat
5 +3 / +2 2/1 The weapon in the primary hand suffers a penalty
of -2 to hit, while the weapon in the off-hand is
6 +3 / +3 2/1
used at a -5 penalty normally. Subtract from this
penalty the character's Dexterity bonus, with a
Shield Specialist
A fighter character may spend a specialization minimum penalty of +0 (so a character with 18
rank to specialize with shields. A shield specialist Dexterity does not get a +1 bonus to hit this way).
receives an additional +1 bonus to AC while The primary weapon must, obviously, be one-
wielding the shield against any number of melee handed, and the secondary must be a dagger,
attacks. handaxe, or similar very small weapon.

A character may apply only one additional rank, The off-handed weapon normally does not get
when acquired, to increase his bonus to +2. This multiple attacks, even if allowed by
is the maximum of the advancement. specialization. Like a monster using an attack
routine (claw-claw-bite) the off-handed weapon
Armor Specialist attacks at the same time as the primary weapon.
A fighter character may spend a specialization
rank to consider a type of armor of his choice one Note: Off-handed weapon attacks (with no
step lighter in regards of movement rates. A primary hand attack) are at -3 penalty, with the
fighter can only apply one rank of specialization Dexterity bonus subtracted as above.
to each specific type of armor. As an option, a character using two-weapon
Combat options (all classes) combat may choose to use the off-handed weapon
as a defensive item similar to a shield. This must
Critical Hits be declared at the start of the round.
If a nature 20 is rolled then max damage of the
weapon die is added to the result rolled (if the In this case, no special penalty is applied to the
weapon is a d6 then 6 points is added to the primary weapon, and the off-handed weapon adds
amount rolled, ect...). +1 to the wielder's AC value against a single
melee attacker per round.

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9
Tales from the Vale
Player’s Handbook
Character Generation and House rule

If the character using two weapons at once has a Trip: The character tries to hook and pull
specialization bonus with the off-hand weapon he down a foe instead of inflicting damage.
is using to defend, add the specialization AB On a successful hit, the victim must make
modifier as well to the character's AC. a save vs. Paralyzation or fall to the
ground. Standing up again is equivalent to
Defending
When the character just wants to avoid being hit. a full move.
The player must declare that the character is Cleric Options
defending and is not making any attacks. Turning undead (Druids gets Befriend Animal)
bonus.
The defending character applies a bonus of +4 to
AC. If the character is holding/using a specialized The Cleric (and Druids) are allowed to add their
weapon, he or she may add the specialization "to wisdom (or charisma for the Druids) modifier to
hit" bonus to AC to reflect the additional parrying all turn/befriend rolls. This option is applied to the
skill. Also, magic weapons usually confer the number of HD affected also.
bonus to the AC of the defending character.
Bonus spells
Called Shots
Wisdom Bonus Spells Bonus Orisons
Called shots are all those kind of attacks that are
9 – 11 N/A 0
not performed with the intent of simply dealing
damage but rather to achieve “special effects” like 12 N/A +1
tripping, disarming, or otherwise subduing the 13 – 15 1x 1st level +1
target. 16 – 17 2x 1st level +2
A called shot makes a normal attack roll with a -4 18 2x 1st, 1x 2nd level +3
penalty on the roll.
Called shots may be resisted with a saving throw
of some kind but usually Paralyzation or Death
Ray.
Here are some samples of called shots:
Disarm: The character chooses to inflict
no damage and simply disarm the enemy;
the target is permitted to save vs.
Paralyzation to hang on to his or her
weapon.

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10
Tales from the Vale
Player’s Handbook
Character Generation and House rule

Spells If a Druid consumes holy water, it will affect


Cleric/Druids may chose their spells to pray for Befriend Animals and specific spells in the same
when they gain the appropriate level to cast the manner as a cleric
spell.
A Druid can consume a vial of holy water to
Cleric/Druids start with the ability to cast (1+ receive a +2 bonus to their Befriend Animal
Bonus) Orisions at first level. attempt and the number of HD affected.
1. Cure Minor Wounds (heals for 1 point but The spells affected are: Entangle, Faerie Fire,
also stabilizes dying characters) Pass Without Trace, Speak with Animals, Speak
2. Mend (small objects only. Usually no
with Plants. The amount of vials must equal the
larger than one or two lbs).
3. Predict Weather spell level of the spell to be boosted.
4. Virtue Magic-user Options (this applies to the
5. Ward / Curse (specific version must be Illusionist, Pryomancer, and Spellcrafter also)
prayed for to be used)
6. Water to Wine Arcane bolt #1
7. Meal Blessing Base Range: 10 / 20 / 30 Base Damage 1d3
8. Guidance / Misguide (specific version
must be prayed for to be used) The Arcane bolt is treated as a normal missile
weapon created by magic and does mundane
Holy Water concussion (blunt) damage, so it will not affect
Holy water can be used by clerics to boost their creatures who are only affected by magic. It will
spell-casting and the effect of turning undead. affect inanimate objects.
If a cleric consumes holy water, they may choose Alternative XP advancement (single classed
to double the duration of some spells casted. Only only)
defensive/protective spells can be boosted this Spells
way (namely: Bless, Protection from Evil, Level EXP Hit Dice
1 2 3
Protection from Evil 10' radius, Resist Cold,
Resist Fire). The amount of vials must equal the 1 0 1d4 1 - -
spell level of the spell to be boosted. 2 1,500 2d4 2 - -
A Cleric can consume a vial of holy water to 3 4,000 3d4 2 1 -
receive a +2 bonus to their Turn Undead attempt 4 9,000 4d4 2 2 -
and the number of HD affected.
5 20,000 5d6 2 2 1
If a Druid is of appropriate level, they may create
holy water.

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Tales from the Vale
Player’s Handbook
Character Generation and House rule

Bonus spells for high Intelligence Roll 1d10 for each cantrip. Duplicates can be
Intelligence Bonus Spells Cantrips chosen instead of rerolled.
9 - 11 N/A 0 1. Exterminate
12 N/A +1 2. Mage Hand
3. Knot / Unknot (specific version must be
13 - 15 1 x 1st level +1
memorized to be used)
16 - 17 2 x 1st level +2 4. Irritate
18 st nd
2 x 1 , 1 x 2 level +3 5. Flavor
6. Clean / Dirty (specific version must be
memorized to be used)
Inherent Read Magic 7. Flare (very small ball of fire - can be used
Arcane spellcasters can read magic without
in an attempt to start a small campfire or
needing the spell but it takes ten times as long.
torch)
Inherent Detect Magic 8. Animate Tool
Arcane spellcasters can detect magic by holding 9. Inscribe (can not be used to write scrolls
said object in or with their hand. It takes a full or magical runes)
minute of concentration (no other action can be 10. Open / Close
performed) without interruption or disruption.
Upon a successful INT ability roll, the spellcaster First level spells
can feel a warm, tingling sensation, or have some Arcane spellcasters begin with 2 + bonus. Half
other unusual tactile effect (GM's call). the beginning spells are randomly rolled by the
player while the rest is chosen by the GM.
Starting Spellbooks
Saving Throw Bonus (single classed only)
All arcane spellcasters start with the following in Magic-Users get a bonus on saving throws vs.
their spellbooks: Starting number of Cantrips: 1d4 Spells equal to their intelligence bonus. This
+ Bonus represents their greater understanding of magic
and ability to predict and therefore avoid spells
cast at them.

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12
Tales from the Vale
Player’s Handbook
Character Generation and House rule

House Rules
Hit points Racial class restriction is abolished.
Max HP for first level A character can be any of the listed classes no
matter their race. Some races will have
Character death
• At 0 hp, a character becomes unconscious preferences but that is not stopping the player
• At negative hp, a character loses 1 hp per characters from being something else.
round until dead or stabilized. Combination classes (core rules pg 10)
• Happens at -10 hp as per the Death and To become a member of a combination class, a
Dying optional rules on page 152 (pdf character must meet the requirements of both
page 156). classes with one of the classes being a core rule
class. Combination class characters use the best
Ability score advancement values of their two classes (to the limit of any
Only humans can increase their ability scores. racial limitations).
The underlying logic of this criteria is that Subclasses can not combo with their parent class
humans are the most adaptable race and the
fastest learners. The other races have longer Divine/Arcane caster combinations is not
lifespans and other natural abilities that preclude allowed. Their approaches to magic is
them from having to improve their stats. incompatible.

A player (with a human character) may choose to Arcane caster based combinations may cast spells
increase one ability score by one point at levels 4, while wearing leather or lighter armor that is
7, 10, and 15. specially made. This based on the fact that the
additional class includes training in the use of
No score may be raised over an "18." armor.
Alignments
Armor Cost Weight AC
The conflict of good versus evil is a common
motif in D&D and other fantasy fiction. Although Padded or Quilted 30 GP 10 12
player characters can and probably will act for Hide 20 GP 30 13
personal gain rather than from altruistic motives,
Leather 40 GP 15 13
it is generally assumed that the player characters
will be opposed to evil and will tend to fight evil Studded Leather 60 GP 25 14
creatures. In that light, Good and Neutral
alignments are being allowed for player Initiative
characters. Evil alignment is not allowed.

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Tales from the Vale
Player’s Handbook
Character Generation and House rule

Initiative roll is 1d10+dex modifier. This will be a pound while 5 crowns will fit in a cubic inch
simple roll every round as combat is chaotic. (game wise). Copper and Silver coins weigh half
as much but still take up approximately the same
Poison
Poison causes damage instead of instant death. volume. Gems and jewelry are a more portable
form of wealth favored by adventurers. Among
Poison damage is *d6 per round for 1d6 rounds (* commoners, “portable wealth” usually means
= number of hit dice divided by 2 rounded down livestock (a cow is worth about 10 gold pieces in
with a minimum of 1d6). A successful Save vs trade).
Poison (Apply Con modifier to the roll as
mentioned in the core rules) reduces the damage Languages of the Vale
There are seven languages used by civilized races
by half with the minimum of 1 point of damage.
in the Nentir Vale. These languages are
Example: A 4 hd monster that has a poison attack transcribed in different scripts, most of which are
would have poison damage of 2d6. A 2hd or less alphabets. Goblin is the only language of the
monster's poison attack would be 1d6. realm that lacks its own script, owing to the brutal
Armor Worn and barbaric nature of the goblin race. The Giant
It's weight is not counted for encumbrance if language uses the Davek runes of the dwarves,
worn as that is accounted for with the base dating from the dwarves’ long servitude to the
movement change. Armor carried (in backpack or giants.
so) is counted for encumbrance though.
The gods have their own language, Supernal,
Coins and currency which they share with their angelic servants.
Merchants and Nobles use gold pieces as the When a god or angel speaks Supernal, it can
standard unit of currency for most transactions. choose to speak so that any creature that
The exchange of large amounts of money might understands a language can understand this divine
be handled by letters of credit or gems and speech, as if the speaker used their own
jewelry, but the value is always measured in gold languages. Immortals who speak Supernal can
pieces. The common people deal with silver understand speech and writing in any language.
pieces and copper pieces more but an occasional The Supernal script is a system of hieroglyphics.
electrum piece is seen. A gold piece is worth 10
silver pieces, an electrum piece is worth 5 silver The primordials have their own language as well,
pieces, and a silver piece is worth 10 copper with none of the special qualities of Supernal. The
pieces. titans and giants adopted a debased version of this
language for their own tongue, and Abyssal is a
The current gold coin (known as a crown) is form of Primordial warped and twisted by the evil
about an inch across, and weighs about a 10 to a at the heart of the Abyss.

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Tales from the Vale
Player’s Handbook
Character Generation and House rule

Language Spoken by (example) Script


Bovine Bisren Pictograph
Draconic Dragon, kobolds Iokharic
Dwarven Dwarven Davek
Elven Elves, Fauns Rellanic
Giant Giants, Orcs, Ogres Davek
Goblin Goblins, Hobgoblins, None
bugbears
Regional- All PC races Common
Common

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Tales from the Vale
Player’s Handbook
Character Generation and House rule

Religious beliefs monsters and barbarian tribes, and secret cults to


them aren’t unheard of in some towns and
villages as well.
The inhabitants of the Nentir Vale worship a large
pantheon of gods and primordials.
No Single God and no unified faith
The Gods
It’s worth reiterating that few folk of the Nentir
The gods appear in dreams and visions to their Vale devote themselves to any single god. Clerics
followers and wear countless different faces, and dedicate themselves exclusively to one single
artwork depicting them shows them in a variety of deity, but everyone else worships a selection of
forms. Their true nature is beyond any physical many deities. No single god encompasses all
form, as they alone of all creatures in the universe aspects of the average person’s life, and so
consist only of astral essence. The gods are average people devote their prayers to whichever
creatures of thought and ideal, not bound by the god seems most appropriate given the
same limitations as beings of flesh. This circumstances.
transcendence allows the gods to perform deeds That’s not to say that everyone worships every
that physical creatures can’t. Gods can also make god. Rather, every community and individual has
physical forms for themselves with a moment’s a collection of deities to whom they devote their
effort, and they do when the need arises. reverence. They occasionally offer a prayer to
In the Nentir Vale, commoners would often revere another god, if circumstances warrant—only a
(or pay lip service to) more than one deity at fool goes to sea without invoking Melora, and a
once, praying to different gods at different times village that doesn’t normally venerate Bane might
such as Bahamut for protection, Avandra for safe offer him prayers over a makeshift altar if
travel or the popular Pelor for fertile crops. suddenly forced to war—but their “personal
Clerics serve a single deity, championing that pantheon” receives the overwhelming bulk of
god’s particular cause in the world. The most their attention.
commonly worshiped gods in the Vale are the A community’s collection of deities shapes how
good and neutral ones, as well as Bane and they see each individual god. Likewise, the
Gruumsh, even if they are evil gods; Bane is a world’s religions are made up of autonomous
god of civilization, and Gruumsh worship its part sects, without monolithic governing entities.
of the divine compact of Hammerfast. The other There are no “churches,” in the sense of
evil gods are revered mostly by evil individuals,

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Tales from the Vale
Player’s Handbook
Character Generation and House rule

worldwide theological authorities that oversee all way to power. The weak do not deserve
practitioners of a given faith. compassion.

Thus, a temple or sect of a god in one community Avandra


is different—at least in the details, and frequently
in major practices—from any other. It also means Alignment: Good
that followers of a given god aren’t necessarily in Areas of Influence: Change, luck, trade, travel
agreement on religious matters.
Holy Symbol: Three stacked wavy lines
The known deities The good goddess of change, Avandra delights in
freedom, trade, travel, adventure, and the frontier.
Her temples are few in civilized lands, but her
Asmodeus
wayside shrines appear throughout the world.
Alignment: Evil Halflings, merchants, and all types of adventurers
are drawn to her worship, and many people raise a
Areas of Influence: Power, domination, tyranny glass in her honor, viewing her as the goddess of
Holy Symbol: Three triangles in tight formation luck. Her commandments are few:

Asmodeus is the evil god of tyranny and  Luck favors the bold. Take your fate into
domination. He rules the Nine Hells with an iron your own hands, and Avandra smiles upon
fist and a silver tongue. Aside from devils, evil you.
creatures are drawn to his dark cults. His rules are
 Strike back against those who would rob
strict and his punishment harsh:
you of your freedom and urge others to
 Seek power over others, that you might fight for their own liberty.
rule with strength as the Lord of Hell
 Change is inevitable, but it takes the work
does.
of the faithful to ensure that change is for
 Repay evil with evil. If others are kind to the better.
you, exploit their weakness for your own
Bahamut
gain.
Alignment: Good
 Show neither pity nor mercy to those who
are caught underfoot as you climb your Areas of Influence: Justice, honor, nobility,
protection

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Tales from the Vale
Player’s Handbook
Character Generation and House rule

Holy Symbol: Dragon’s head in profile, facing to  Hone your combat skills to perfection,
the left whether you are a mighty general or a lone
mercenary.
Called the Platinum Dragon, Bahamut is the good
god of justice, protection, nobility, and honor. Corellon
Paladins often revere him, and metallic dragons
worship him as the first of their kind. Monarchs Alignment: Good
are crowned in his name. He commands his Areas of Influence: Arcane magic, spring,
followers thus: beauty, the arts
 Uphold the highest ideals of honor and Holy Symbol: Starburst
justice.
The good god of spring, beauty, and the arts,
 Be constantly vigilant against evil and Corellon is the patron of arcane magic and the
oppose it on all fronts. fey. He seeded the world with arcane magic and
planted the most ancient forests. Artists and
 Protect the weak, liberate the oppressed,
musicians worship him, as do those who view
and defend just order.
their spellcasting as an art, and his shrines can be
Bane found throughout the Feywild. He despises Lolth
and her priestesses for the leading the drow
Alignment: Evil astray. He urges his followers thus:
Areas of Influence: War, conquest  Cultivate beauty in all that you do,
Holy Symbol: Claw with three talons pointing whether you’re casting a spell, composing
down a saga, strumming a lute, or practicing the
arts of war.
Bane is the evil god of war and conquest.
Militaristic nations of humans and goblins serve  Seek out lost magic items, forgotten
him and conquer in his name. Evil fighters serve rituals, and ancient works of art. Corellon
him. He commands his worshipers to: might have inspired them in the world's
first days.
 Never allow your fear to gain mastery
over you, but drive it into the hearts of  Thwart the followers of Lolth at every
your foes. opportunity.

 Punish insubordination and disorder. Erathis

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18
Tales from the Vale
Player’s Handbook
Character Generation and House rule

Alignment: Neutral Gruumsh is the evil god of destruction, lord of


marauding barbarian hordes. Where Bane
Areas of Influence: Civilization, invention, laws commands conquest, Gruumsh exhorts his
Holy Symbol: Upper half of a clockwork gear followers to slaughter and pillage. Orcs are his
fervent followers, and they bear a particular
Erathis is the neutral goddess of civilization. She hatred for elves because Corellon put out one of
is the muse of great invention, founder of cities, Gruumsh’s eyes. The One-Eyed God gives simple
and author of laws. Rulers, judges, pioneers, and orders to his followers:
devoted citizens revere her, and her temples hold
prominent places in most of the world’s major  Conquer and destroy.
cities. Her laws are many, but their purpose is
 Let your strength crush the weak.
straightforward:
 Do as you will, and let no one stop you.
 Work with others to achieve your goals.
Community and order are always stronger Ioun
than the disjointed efforts of lone
individuals. Alignment: Neutral

 Tame the wilderness to make it fit for Areas of Influence: Knowledge, prophecy, skill
habitation, and defend the light of Holy Symbol: Crook shaped like a stylized eye
civilization against the encroaching
darkness. Ioun is the neutral goddess of knowledge, skill,
and prophecy. Sages, seers, and tacticians revere
 Seek out new ideas, new inventions, new her, as do all who live by their knowledge and
lands to inhabit, new wilderness to mental power. Corellon is the patron of arcane
conquer. Build machines, build cities, magic, but Ioun is the patron of its study.
build empires. Libraries and wizard academies are built in her
Gruumsh name. Her commands are also teachings:

Alignment: Evil  Seek the perfection of your mind by


bringing reason, perception, and emotion
Areas of Influence: Turmoil, destruction into balance with one another.

Holy Symbol: Unblinking triangular eye with  Accumulate, preserve, and distribute
bony protrusions knowledge in all forms. Pursue education,

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19
Tales from the Vale
Player’s Handbook
Character Generation and House rule

build libraries, and seek out lost and Areas of Influence: Spiders, shadows, lies
ancient lore.
Holy Symbol: Eight-pointed star with a web
 Be watchful at all times for the followers motif; also, a spider
of Vecna, who seek to control knowledge and
Lolth is the evil goddess of shadow, lies, and
keep secrets. Oppose their schemes, unmask their
spiders. Scheming and treachery are her
secrets, and blind them with the light of truth and
commands, and her priests are a constant force of
reason.
disruption in the otherwise stable society of the
Kord drow. Though she is properly a goddess and not a
demon, she is called “Demon Queen of Spiders”.
Alignment: Neutral She demands that her followers:
Areas of Influence: Storms, strength, battle  Do whatever it takes to gain and hold
Holy Symbol: Sword with a lightning bolt cross power.
guard
 Rely on stealth and slander in preference
Kord is the neutral storm god and the lord of to outright confrontation.
battle. He revels in strength, battlefield prowess,
 Seek the death of elves at every
and thunder. Fighters and athletes revere him. He
opportunity.
is a mercurial god, unbridled and wild, who
summons storms over land and sea; those who Melora
hope for better weather appease him with prayers
and spirited toasts. He gives few commands: Alignment: Neutral

 Be strong, but do not use your strength for Areas of Influence: Wilderness, sea
wanton destruction. Holy Symbol: Seashell with a wavelike swirl
 Be brave and scorn cowardice in any Melora is the neutral goddess of the wilderness
form. and the sea. She is both the wild beast and the
peaceful forest, the raging whirlpool and the quiet
 Prove your might in battle to win glory
desert. Scouts, hunters, and elves revere her, and
and renown.
sailors make offerings to her before beginning
Lolth their voyages. Her strictures are these:

Alignment: Evil

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20
Tales from the Vale
Player’s Handbook
Character Generation and House rule

 Protect the wild places of the world from Alignment: Good


destruction and overuse. Oppose the
Areas of Influence: Sun, summer, agriculture,
rampant spread of cities and empires.
time
 Hunt aberrant monsters and other
Holy Symbol: Circle with six outwardly radiating
abominations of nature.
points
 Do not fear or condemn the savagery of
The good god of the sun and summer, Pelor is the
nature. Live in harmony with the wild.
keeper of time. He supports those in need and
Moradin opposes all that is evil. As the lord of agriculture
and the bountiful harvest, he is the deity most
Alignment: Good commonly worshiped by humans and halflings,
and his priests are well received wherever they
Areas of Influence: Creation, artisans, family
go. He directs his followers thus:
Holy Symbol: Anvil
 Alleviate suffering wherever you find it.
Moradin is the good god of creation and patron of
artisans, especially miners and smiths. He carved  Bring Pelor’s light into places of darkness,
the mountains from primordial earth and is the showing kindness, mercy, and
guardian and protector of the hearth and the compassion.
family. Dwarves from all walks of life follow  Be watchful against evil.
him. He demands these behaviors of his
followers: The Raven Queen

 Meet adversity with stoicism and tenacity. Alignment: Neutral

 Demonstrate loyalty to your family, your Areas of Influence: Death, fate, winter
clan, your leaders, and your people.
Holy Symbol: Raven’s head in profile, facing left
 Strive to make a mark on the world, a
The name of the neutral goddess of death is long
lasting legacy. To make something that
forgotten, but she is called the Raven Queen. She
lasts is the highest good, whether you are
is the spinner of fate and the patron of winter. She
a smith working at a forge or a ruler
marks the end of each mortal life, and mourners
building a dynasty.
call upon her during funeral rites, in the hope that
Pelor she will guard the departed from the curse of

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21
Tales from the Vale
Player’s Handbook
Character Generation and House rule

undeath. She expects her followers to abide by  Seek new horizons and new experiences,
these commandments: and let nothing tie you down.

 Hold no pity for those who suffer and die, Alongside Corellon, Sehanine is at the head of the
for death is the natural end of life. Seldarine, the fey pantheon.

 Bring down the proud who try to cast off Tharizdun


the chains of fate. Punish hubris where
Alignment: Evil
you find it.
Areas of Influence: Annihilation, madness
 Watch for the cults of Orcus and stamp
them out whenever they arise. The Demon Holy Symbol: A spiral
Prince of the Undead seeks to claim the
Raven Queen's throne. Tharizdun is the evil god who created the Abyss.
His name is rarely spoken and even the fact of his
Sehanine existence is not widely known. A few scattered
cults of demented followers revere him, calling
Alignment: Good
him the Chained God or the Elder Elemental Eye.
Areas of Influence: Trickery, moon, love, Tharizdun doesn’t speak to his followers, so his
autumn commands are unknown, but his cults teach their
members to:
Holy Symbol: Crescent moon
 Channel power to the Chained God, so he
The good goddess of the moon and autumn, can break his chains.
Sehanine is the patron of trickery and illusions.
She has close ties to Corellon and Melora and is a  Retrieve lost relics and dedicate shrines to
favorite deity among elves and halflings. She is the Chained God.
also the goddess of love, who sends shadows to
cloak lovers’ trysts. Scouts and thieves ask for her  Pursue the obliteration of the world, in
blessing on their work. Her teachings are simple: anticipation of the Chained God’s
liberation.
 Follow your goals and seek your own
destiny. Tiamat

Alignment: Evil
 Keep to the shadows, avoiding the blazing
light of zealous good and the utter Areas of Influence: Wealth, greed, vengeance
darkness of evil.

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22
Tales from the Vale
Player’s Handbook
Character Generation and House rule

Holy Symbol: Five clawed star  Delight in the giving of pain, and consider
pain you receive as homage to Torog.
Tiamat is the evil goddess of wealth, greed, and
envy. She is the patron of chromatic dragons and  Bind tightly what is in your charge, and
those whose lust for wealth overrides any other restrain those who wander free.
goal or concern. She commands her followers to:
Vecna
 Hoard wealth, acquiring much and
spending little. Wealth is its own reward. Alignment: Evil

 Forgive no slight and leave no wrong Areas of Influence: Undeath, secrets


unpunished. Holy Symbol: Partially shattered one-eyed skull
 Take what you desire from others. Those Vecna is the evil god of undead, necromancy, and
who lack the strength to defend their secrets. He rules that which is not meant to be
possessions are not worthy to own them. known and that which people wish to keep secret.
Evil spellcasters and conspirators pay him
Torog
homage. He commands them to:
Alignment: Evil
 Never reveal all you know.
Areas of Influence: Underdark, imprisonment
 Find the seed of darkness in your heart
Holy Symbol: A T attached to a circular shackle and nourish it; find it in others and exploit
it to your advantage.
Torog is the evil god of the Underdark, patron of
jailers and torturers. Common superstition holds  Oppose the followers of all other deities
that if his name is spoken, the King that Crawls so that Vecna alone can rule the world.
burrows up from below and drags the hapless
speaker underground to an eternity of Zehir
imprisonment and torture. Jailers and torturers
Alignment: Evil
pray to him in deep caves and cellars, and
creatures of the Underdark revere him as well. He Areas of Influence: Darkness, poison, serpents
teaches his worshipers to:
Holy Symbol: Snake in the shape of a dagger
 Seek out and revere the deep places
beneath the earth.

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23
Tales from the Vale
Player’s Handbook
Character Generation and House rule

Zehir is the evil god of darkness, poison, and  Etch Avandra's symbol on a path to
assassins. Snakes are his favored creation. He indicate a safe course or on a building to
urges his followers to: show it is a safe house.
 Shout at the heavens during a storm to
 Hide under the cloak of night, that your
prove your bravery to Kord.
deeds might be kept in secret.
 Wear golden jewelry during the day and
 Kill in Zehir's name and offer each murder silver at night, to please both Pelor and
as a sacrifice. Sehanine.
 Inter a raven’s feather with a corpse to
 Delight in poison, and surround yourself keep undeath from claiming the body.
with snakes.  If you tell a lie, splay wide the fingers of
the left hand under a table or behind your
Common rites to the deities of back, to ask Lolth for help to make sure
the untruth is not discovered.
the Pantheon  Place the weapon of a fallen warrior in the
corpse's hand. This will show Bane of war
The people of the vale worship the deities in that he or she died fighting and therefore
different ways. The listed ones below are various deserves honor.
common practices in the Nentir Vale.

 When you are proven wrong, write down Many believe that to speak the noble name of
two copies of the truth you discover, Bahamut is a sign of disrespect, so instead they
keeping one and taking the other to a call him the Platinum Dragon.
shrine to loun.
Worshipers of Avandra, Ioun, and the Raven
 After you take fruit, herbs, or wood from a
Queen pay them homage as the three deities of
forest, trace a star in the soil so Corellon's
destiny. In the Feywild, however, the three deities
magic can replace what you've taken.
of destiny, or the Three Fates as they are called by
 Swear by Bahamut when you make an
the fey, are Sehanine (as the Maiden), Melora (as
oath to bring someone to justice.
the Mother), and the Raven Queen (as the Crone).
 When you agree to an alliance or a
Inhabitants of the Feywild believe those three
business arrangement, interlock your
deities are patrons of the Wild Hunt, and they will
fingers like the teeth of two gears—
declare Wild Hunts against someone who breaks
forming the symbol of Erathis.
an oath, because oaths in the Feywild are
powerful things.

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24
Tales from the Vale
Player’s Handbook
Character Generation and House rule

The Primal Spirits gods exist in their astral dominions, the spirits in
the mortal world, and each is worthy of respect,
veneration, or worship as appropriate to its
The gods are sometimes known by different
station.
names in isolated cultures that follow the spirit
way. For example, Kord is called Wild Storm
Those who follow the spirit way often blend that
Father by some barbarian tribes, and Melora is
path with the worship of gods such as Corellon,
known as Great Mother in certain remote regions.
Kord, Melora, Sehanine, and even Bane or Zehir.
However, people who learn the lore of such folk
As long as the practice of primal magic and the
can easily note that those people speak of Wild
proper relationship with the spirits are
Storm Father and Great Mother differently from
maintained, both ways can easily coexist.
how they speak of Stormhawk or Dark Sister. The
latter are treated as familiar allies or even family;
the former are more powerful and distant Known Primal Spirits in the Nentir
monarchs. Vale:

The primal spirits are not gods. They are plentiful  Always Falling, a spirit of water in
beyond counting, unlike the limited pantheon of motion, strongest around rivers and
gods. They do not demand worship, and their waterfalls.
power is limited to the natural world. Followers  Blood Cousin, a spirit dedicated to
of the spirit way do not limit their veneration to a maintaining harmony between disparate
single spirit in the way that some people devote savage tribes.
themselves to the worship of one deity. Even so,  Deep Winds, great elder spirits that dwell
some people confuse the primal spirits with in the wild areas of the Underdark.
deities, referring to the spirit way as “the old  Earth Wheel, a spirit that provides for
faith”—as if, somehow, worship of the pantheon nomadic tribes.
of gods was destined to supplant and replace  Everflame, the only one of the fire spirits
reverence for the primal spirits. that is eternal, he protects the world of the
lesser fire spirits. He was one of the most
In fact, most of the time the spirit way and the active spirits during the Dawn War.
worship of the gods do not conflict. The gods  Fate Weaver, the Grandmother Spider
have no vested interest in stamping out the spirit that control destiny and is said to have
way, and the primal spirits certainly feel no need created the bindings between the planes
to argue against the teachings of the gods—  The Grandmothers, an extended group
indeed, they rarely argue much of anything. The of female ancestor spirits.

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25
Tales from the Vale
Player’s Handbook
Character Generation and House rule

 Great Bear, a powerful warrior and  Soul Serpent, keeper of the gate of
protector spirit who defends the world in dreams.
the way that a she-bear ferociously  Spirit Drake, a spirit revered by savage
defends her cubs. dragonborn.
 Great Watcher, a mysterious, formless  Stoneroot, the ageless force that thrust
spirit said to see and hear everything. mountains toward the sky.
 The Hunter Twins, a mortal brother and  Stormhawk, a spirit who fought the gods
sister that have been reincarnating into and the primordials to protect the world at
mortals and animals, taking turns on their the end of the Dawn War.
roles.  Tree Father, an ancient and trusted spirit
 Hunter of Winter, a sabretooth tiger who created the forests.
revered by the barbarians of the  Whisper, also known as the Dark Sister,
Winterbole Forest, it is believed he is the a capricious spirit, a trickster, and a
ancestor of the Tigerclaw tribe. bringer of monsters.
 The Monster Slayers, a group of heroic  World Healer, the force that mended the
ancestor spirits that warriors and world after the Dawn War.
adventurers of all tribes look up to.  World Serpent, the most powerful of the
 Old Grandfather, also known as the primal spirits. He surrounds and protects
Sand Father, a spirit that claims he was the World.
first ancestor spirit.  World Tree, the spirit of the World itself.
 Primal Beast, a predator from the dawn
era, when the first sentient races were just
another kind of prey for the mighty beasts.

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26

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