A Typical Guardian Fetish
Tales of Primordia - Gathering Mysts (ToPGM) uses the 5th edition (5e) rules set of Dungeons & Dragons (D&D). Players may build their characters utilizing any official Wizards of the Coast (WotC) 5e D&D source book. There are also certain house rules in effect for characters and character building, which are very close to those used in the prior Tales of Primordia -- Dark Tides (ToPDT) campaign, which are adapted from Pathfinder (PF) first edition (1e) to D&D 5e. Those house rules are as follows:
* Characters select their ability scores using the Variant: Custom Ability Scores rule found on page 13 of the Players Handbook (PHB).
* Characters begin with maximum hit points for their hit die at first level as indicated on page 12 of the PHB (which affirms our usual house rule used in ToPDT). Beyond first level, characters gain hit points at the fixed value shown in each class entry, which is the average die roll rounded up, as described on page 15 of the PHB (which also reflects prior house rules in ToPDT).
* Players start with maximum gold for their class as indicated on page 143 of the PHB.
* Evil characters are not allowed in ToPGM, just as in ToPDT.
* In Primordia, there are no "gods," at least not in the sense defined in various mythologies. The people of Firefly Holler and its environs generally adhere to the Old Ways, a vaguely defined and intuitively understood worldview inspired by Appalachian folklore and Scotts-Irish legends inherited from the old world. Divine Domains (see PHB pages 58-63) will be associated within the Old Ways in a manner explained in following Campaign Notes posts and will roughly approximate the pattern utilized in ToPDT (but here, instead of the Ten Pointed Star-- with the ten divine domains in PF-- the Old Ways have seven domains in 5e D&D).
* In Primordia, "magic" is a general term referring to the supernatural and supernatural powers. Whether a character learns to wield these supernatural powers through faith (cleric or paladin), study (wizard), meditation (monk), nature (druid), pact (warlock), intuitively (sorceror or bard), or otherwise, the Old Ways acknowledge the magic all comes from the same place.
* As always, players should feel free to build their character any way they like, understanding that ToPGM has a certain flavor and context as described in prior, and in future, campaign posts. Character concepts should not stray outside the core campaign concepts. If anyone has any questions about their character concept and ToPGM, we can discuss it either at the Campaign Open Forum, or at any time before the campaign kicks off!