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Dark Fantasy

This type of game incorporates elements that may be more disturbing, ominous, or gritty. Expect that any encounter, dungeon, or situation, you may not get out of. PC’s are vulnerable to poor choices or unlucky die rolls.

Expect that most everything has to be worked for and earned. Travel is dangerous, and other mechanics outlined in Homebrew Rules help to solidify this feel of a gritty world.

Most monsters are going to be unknown, where I’ll either make them up completely or re-skin something out of the Monster Manual into something unrecognizable.

High Fantasy, No Tech

Magic is well known, and all magic users are accepted. Many people know how to craft magic items, and so several magic items are purchasable when in cities and capitals. Consult the DM regarding magic items, if they are available. Typically, of those available will be Rare or lower. Necromancy is accepted.

Religion

Although gods are gone, their power and influence still radiate across the world. This means that Clerics can have access to any of the domains. They may worship abandoned gods, or just ‘piggyback’ on the remaining magic that the gods left behind.

There are two organizations that have regular worshipers and believers. The Church of the Sunless, where people worship the leader and the organization itself. The other is the Charities, which is more a way of life without a god that they follow. Some Charity followers may worship ideals such as natural order or progression, or they may worship the world itself, but the ideals they have is the true core of the religion.

Knowledge about things related to Undead creatures or Undeath will typically fall under the Religion skill instead of Arcana.