REALMS
REALMS
Realms of
Elghrune
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Designers: First Last, Official Site: url
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Interior Art: First Last, Contact: email, socials
Layout: First Last,
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Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version
1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names,
new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, graphics, sidebars, and trade dress. (Elements
that have previously been designated as Open Game Content are not included in this declaration.)Open Game Content: The Open
content in this book includes the spell names and descriptions. No other portion of this work may be reproduced in any form
without permission. Published by CompanyName. Xst printing, Mon, Date, Year.
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WHAT'S A TABLETOP
ROLEPLAYING
IN THIS BOOK GAME?
WHAT'S A TABLETOP ROLEPLAYING GAME? 2 Do you enjoy sitting down with a good sci fi
THE ROLL OF A DIE 2
or fantasy video game where you can build
ELGHRUNE AS WE KNOW IT 3
WHAT'S A DUNGEONEERING TEAM? 4 your character anyway you want? Do you also
IS THIS GAME A DUNGEON CRAWLER? 4 enjoy playing that same kind of game with
HOW DO DUNGEONS WORK? 5 friends? What about making memories of
STARTING AREA 5 great stories and scenarios that you got into
CLEARING A ROOM 5 together? A Tabletop Roleplaying Game does
SECRETS 5 just that, except without using fancy graphics
DUNGEON LOCKING 5 and consoles. Grab a group of your friends,
MOVEMENT 6 sit down with some snacks and some drinks
ROUGH TERRAIN 7 on a Saturday night and escape to a world of
TRAVELING MOVEMENT 7 imagination where you can forge your own
WALKING 7
MOVEMENT DURING COMBAT 7 destinies, live your own stories, and create great
RESTING 7 memories together. Roll the dice together with
SLEEPING (LONG REST) 7 your friends, select one to be the Realm Master,
COMBAT 7 the weaver of the stories, and go on to do great
COMBAT ROLLING 8 and wonderful things.
CHARGE ATTACKS 8
CRITICAL HITS 8 Realms Of Elghrune isn’t like most Tabletop
COMBAT ACTIONS 8 Roleplaying Games, however. Most games
GETTING KNOCKED PRONE 9 throw a lot of mechanics your way and it may
MODIFIERS 9 be quite a learning curve to really grasp how to
THE “CATCH 20” 9 play. There is actually nothing wrong with that
PARRYING 9 & we encourage you to play the game that best
SIZE MATTERS 9
SIZES 9 facilitates your play style. But at its inception,
CHARACTER DEATH 9 Realms of Elghrune was created with the idea
DUNGEON SUMMONS 9 of making a quick to learn, quick to start, and
SURPRISE, SURPRISE! 10 deeply engaging game for people wanting
HOW DOES SPELLCASTING WORK? 11 something a little different. Therefore, we hope
MAGICAL BACKFIRE 13 you have a great time exploring the Realms of
Elghrune!
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alongside the Humans & Crystalians were no everything inside the dungeons more powerful.
longer able to keep peace or else they should
ELGHRUNE AS WE with all who don’t quite understand the nature
of Portal Magic, it did not have the outcome he
have their homes taken from them. The others?
Just trying to find a way to survive on a foreign
Technology is looked down upon in most places
in Elghrune as technology was used for weapons
KNOW IT had desired. Massive portals that size of planets planet. War raged for four thousand years in of mass destruction during the plague wars.
opened in space around Elghrune & chunks what is now known as the Plague Wars, as the Most Robotic races, excluding the Cyjinn, are
Elghrune as we know it now is not the picture of foreign planets came crashing down onto disease was nearly as bad as the calamity. Peace nomadic people because they are not welcome.
of what it used to be. The Animilia came first, the peaceful planet. The landscape drastically finally came and treaties were made between Mad Technomancers will often use dungeons as
and when the Humans & Crystalians crash changed and the casualties were unmeasurable. many races, but not all accepted the peace. labs to conduct their horrific experiments, so
landed on the planet, they were taken in by Because of this event, Portal Magic is now a that doesn’t help the image of technology much
the Animilia and were given refuge amongst crime that will land you a trial before the Court Those who opposed the peace found refuge in either. There are cults and factions specifically
their numbers. Then came a cataclysmic event of the Ivory Willow. the millions of miles of dungeons now found bent on the destruction of these robotic nomads
called The Merging, a time that left scars on below Elghrune’s surface, dungeons created and Technomancers.
the face of Elghrune that will never heal. A But, what of those that survived? And what of by The Merging. Though that’s not all that took
man, known now only as ‘The Thief’, stole the newcomers? The Planet’s resources as well residence in those cursed caverns & tombs… WHAT'S A DUNGEONEERING
books of forbidden knowledge in order to cast as inhabitable land quickly became fought over TEAM?
a dangerous spell so that he may bring all of as alliances were struck and blood was shed Now we are in the Age of Wandering, where All across the territories are what is known
the universe’s greatest treasures to him. But as needlessly, as it always is. The Peaceful Animilia people band together and form Dungeoneering as Dungeoneers. These are people who have
teams in order to clear out & map all the decided to delve fearlessly into the dungeons
dungeons below the surface so that peace will below Elghrune’s surface, whether it be for fame,
stay prevalent and to hold back those that have glory, money, or to protect those they love. The
their own agendas. reasons people become a Dungeoneer are as
varied as the dungeons they venture through.
In each territory there are a couple large cities,
People can join at any age, as long as they can
but mostly what you will find are dense towns
hold up their weapon!
and some small villages in the livable spaces.
Mostly what you will see in civilization are There are several Dungeoneering Academies in
Animilia, Humans, and Crystalians as they were each territory in Elghrune, all accepting willing
the most densely populated people before The participants. These Academies will get jobs
Merging, though no peaceful race of people is sent to them for the fresh graduates to go and
uncommon to find in any village. These places take care of. Once the Academy gets the job
are typically the ones who hire Dungeoneers they will often send a team chosen at random
because most likely there are several dungeons to go and take care of the job. The Academy will
around the town or village & money is easier to completely finance the travel on this first job,
put forth than it is to lose valuable residents. but after it is done the Dungeoneers can either
Sometimes these dungeons could have been stay together or go their separate ways. It’s not
terrorizing the town for a long time, other uncommon for a Dungeoneer to decide to go
times it could have just been discovered and the solo.
people want it taken care of before it becomes a
problem. IS THIS GAME A DUNGEON
CRAWLER?
The busiest time of year for Dungeoneering
Yes, but also no. The way this game is designed
teams is the Long Dark, specifically in the
is to facilitate a group of players who don’t have
weeks leading up to the Blood Moon. Towns
the time to set up characters and devote a year
and villages will hire Dungeoneering teams for
to a tedious campaign. That doesn’t mean that
protection against the monsters that wander
the waters of ‘Realms of Elghrune’ run shallow
about during the two weeks that the Blood Moon
though, quite the opposite. If all you want to do
is out, as well as clear out any dungeons that
is run through dungeons then have fun doing
may be a problem before the Blood Moon makes
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enemy respawning and resetting. Also, once Great Horned
you enter into a Boss Fight or a Mini Boss Fight, Moth
so! But if you want to get into a deep political you may not leave the room that the fight was
conflict between factions where you don’t initiated in until you either finish the encounter • In-Territory City - 250 glips per
THE PASSAGE OF TIME know which side is the lesser of two evils, or the entire party is killed. person
Elghrune is a large planet, therefore it Elghrune can facilitate that as well. Simplicity • New Territory - 1000 glips per person
has a large year. Their calendar year has isn’t indicative of the player base, just the
game mechanics. Realms of Elghrune is a more
MOVEMENT • Intercontinental Travel - 2000 glips
14 months with 4 weeks each, each week per person
consisting of 8 days. casual approach to the vastness of the Tabletop Each player has the same movement, 30 feet in
Role Playing Game library. any direction. Race doesn’t affect movement. If you are a part of a faction and must
WEEKDAYS MONTHS Spells and trap effects can slow movement. This travel using a Great Horned Moth, your
IODAY LITHOS HOW DO only applies during combat. Outside of combat
a player is free to move as long as they don’t
faction will cover the cost of travel by
using only the Moths, not any other form
DUSDAY GENOS DUNGEONS WORK? trigger a trap or are seen by an enemy. of travel.
HYNDAY JEKDOS
AERDAY SARIDOS
STARTING AREA 1 square = 5 feet Hyper Cycles are also a viable option.
PIODAY DJUTHOS At the beginning of each dungeon is the Most cities and towns will have a station
Starting Area (SA). In each SA there is a A player can climb an obstacle if they wish, it is to rent a hyper cycle. They travel at
YUNDAY MODTHOS
vending machine that may sell things that a dice check at the Realm Master’s discretion. A roughly 60 miles per hour.
FAEDAY TYDOS player can stealth if they wish, with a dice check
you may need to traverse your dungeon. Some
CASDAY FANTHOS items may be useful, some may be mundane. set by the RM.
GAAROS Pay attention, you may need to come back to order. In doing so, put the person either
purchase something! Movement should be kept simple. While outside most useful or least liked at the front.
MYRTHOS
of combat, a player is allowed to move freely
KYODOS Movement during combat has its own select
You may return to the Starting unless they set off a trap or something of the
ALADOS set of mechanics. A player may move freely
Area as many times as you wish. like. Every obstacle needs to be set with a dice
at all times as long as it is during their turn
GRENNOS check (DC). The DC itself, if not specified in a
(unless an ability states otherwise) and they
LOGOTHOS The SA will always be a safe zone, meaning campaign, will be left at the RM’s discretion
haven’t moved more than their 30ft limit.
no enemies may enter but also attacks do not yet still based off of units of 5. An easy task
BRUNDOS Yes, this means a player theoretically has
work in the Starting Area. 10, difficult 15, impossible, 20. There are no
the freedom to move 10 feet up to an enemy,
modifiers for these kinds of rolls, pray to
The Long Summer - the beginning of each attack as long as they are in range, and move
CLEARING A ROOM Random Number Generator Jesus.
year kicks off with the Long Summer, the remaining 20 feet. Also, if a player has the
a 5-month season lasting from Lithos - If a party survives & manages to clear a room, ability to attack multiple times in one turn,
• Every action outside of combat follows the
Djuthos. then the room will remain cleared for the they can split up attacks between movements.
same principle as the rule stated above,
remainder of the dungeon. However, should An example is a Warrior dual wielding axes
including roleplay.
The Long Dark - for 4 months, Modthos - the entire party die in a room, every creature in can run 15 feet to attack one enemy and then
Gaaros, the sun goes away, and nighttime that room respawns with full health & abilities. • Only Hunters have a different DC for Stealth, run and attack another enemy 10 feet away if
befalls all of Elghrune. During these it is always 5 less than any other class. they wish.
months the horrible creatures hidden SECRETS
• Group stealth is an option, as long as the
deep in the dungeons come out to wreak Every dungeon has its secrets. Whether it Jumping across something may be a common
majority of the party passes then the whole
havoc on the surface. is hidden lore to defeat bosses, dungeon theme in a dungeon. Each player can only
party passes the DC
summoning quests, secret hallways & rooms, jump 5ft without taking a running start. With
The Long Winter - the remaining 5 or even a hidden boss, each player must remain • Should a player or enemy get behind cover, a running start a player can jump up to 10 ft.
months of the year, Myrthos - Brundos, vigilant throughout the adventure. half cover adds +3 to defense rolls, three Seeing as how adventurers typically wear a
covers Elghrune in winter. Some months quarter cover adds +6, and full cover adds +9 lot of gear, a dice check will need to be set by
are harsher than others, but that changes DUNGEON LOCKING • Moving through a dungeon can get a little the RM to see if the players stick the landing
from year to year or not, hope you didn’t skip gymnastics day at
You are free to leave the dungeon at any point cramped sometimes. When you explore a
in time. However, should you leave the entire dungeon it may be best to set a marching adventurers’ school!
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COMBAT
ROUGH TERRAIN This means that 6 total rounds of continued
At the start of combat, each player
combat takes roughly 1 minute.
Sometimes the best path is the one least should roll their dice. Turn order
traveled, therefore the terrain itself will be A round of combat is made up of the cumulative is decided by the highest roll down
tougher than normal. Not every surface you actions made by every character, player and to the lowest roll. There are no
grace your feet with will be smooth or level. This non-player, in the encounter. Every action modifiers that affect this. If you have
is where Rough Terrain comes in. Any 5ft space performed in a single round happens in the same never played a Tabletop Role Playing
that’s deemed as Rough Terrain will instead cost ten seconds. Game typically the RM will say “Roll
you 10ft of your movement speed to cross over it. for Initiative” at this time.
Examples of rough terrain (but not limited to) RESTING The RM will make the decision
whether to roll once for the enemies
• Sloped embankments Sometimes taking a rest is needed. Resting in a
or to roll for each individual enemy.
dungeon can be a little tricky, unless you rest in
• Jagged rocks the Starting Area which happens to be the only COMBAT ROLLING
• Thick brush or bushes true “safe” area.
When the attacking player chooses
• Pits or ditches Roughly thirty minutes passes a target, or targets, the attacking
player (AP) & the defending player
• Crumbled Walls during a rest, take a load off
(DP) will both roll their dice. If the
• Crash landed ship parts
adventurer! AP rolls higher, damage is dealt. If
During a rest a player may recover a number the DP rolls higher then the attack is
TRAVELING MOVEMENT of Health Points equal to ⅓ their total Health blocked. Add the ATK modifier to the
Points. During a rest a player may recover a attack rolls & the DEF modifier to the
Since the game isn’t exclusively played in defense rolls.
dungeons, there are a few mechanics about number of Mana Points equal to ⅓ their total
traveling and such. Elghrune may be a world Mana Points. CHARGE ATTACKS
steeped in science fiction and fantasy, but
That being said, players can’t just rest after A player may forgo an attack by
travel still costs money. You have the option to
each encounter all haphazardly! The party must skipping their turn. This is called a
travel using a Great Horned Moth, every city in
complete at least 3 encounters, that being either “charge attack”. On the next turn if
Elghrune has this grand air transport service
surviving a combat encounter or surviving the attack hits, they will deal double
available. Traveling with one, however, requires
a puzzle/trap encounter, in order to take a damage to the target. A player
you to buy their food so they can have the energy
short rest. We can’t go around with a group of charging an attack can still move
to fly.
adventuring narcoleptics, can we? Although that freely.
WALKING would be a fun idea…
CRITICAL HITS
Walking will most likely be the most common SLEEPING (LONG REST) If a player rolls a natural 20 on an
form of travel for a beginning or low level party Main Action - This action is reserved for your
Sleeping in-game doesn't need to be overly attack roll, they then deal double damage. Yes, weapon attack, your spell cast, or an action
of adventurers. A walking group of adventurers
complicated. Players sleep for 8 hours and if a player rolls a natural 20 on a charge attack it granted from a perk. If you wish to forgo your
can cover up to 15 miles per day. It’s free, it’s just
regain all their Health Points and Mana Points will technically deal 4x damage. Main Action and double your movement, you
taxing on your bones. Be wary though, there are
they may have used. This is called a Long Rest. may.
things that lurk in the wilds of Elghrune.
Very original, right? However, you cannot do COMBAT ACTIONS
MOVEMENT DURING COMBAT this while inside of a dungeon! You can do this Each playable character gets 3 actions in combat Secondary Action - this action is reserved for
anywhere else but be prepared for the dungeon and a movement. Movement can happen at any using potions or consumables, handing or
A single round of combat, including every to reset after you leave! What happens during throwing things to other players, opening or
point within the turn, as long as they have not
turn by the player characters & non-player that sleep is up to the RM, let's hope they're not closing doors, pulling levers, pulling a friend out
exceeded their movement limit.
characters, lasts about 10 seconds in real time. a jerk. of a trap, switching weapons, etc. Essentially,
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GETTING KNOCKED PRONE If a playable character’s health drops to 0 points, may be found. The RM can roleplay a summon or simply use
Some things in the world hit harder than you were upon their next turn they must start making them as a tool to help the party, Lore will be
expecting! Sometimes this results in you getting Survival Checks. The quest will always have 4 stages to complete. provided regardless.
knocked flat on your back. However, should you This may be as simple as praying at an altar or
get knocked prone like the ragdoll you truly are, At the start of their next turn, they will roll a
it takes half of your movement speed to get up on d20, if they get an 11 or above it is a success
your next turn. and a 10 or below is a failure. They have three
chances to get either two successes or two
MODIFIERS failures, basically a “best two out of three”
scenario.
Attack (ATK) - This modifier is decided by the
player’s weapon of choice. If they get two successes, they will be granted
1 hit point and will be back in the fight. Two
Defense (DEF) - This modifier is decided by the
failures will result in that character’s death.
player’s armor of choice, each piece of armor
has its own modifier that stacks toward the total If at any point in time during the survival checks
score. the character receives healing from either a
THE “CATCH 20” potion, spell, or item, they will be granted the hit
points and will immediately be back in the fight.
Say you are attacking & you roll a natural 20.
That’s a critical hit, right? But what if the If a character should take damage from
defending character also rolls a natural 20 on a anything while they are at 0 HP then they will
defense roll? If you roll the same number, just automatically suffer character death.
reroll until one player has the higher number.
If a character should die, they could be revived
PARRYING by either a Cleric’s resurrection charge or a
If a character rolls a natural 20 on a defense roll, Resurrection Stone.
they then knock the attacking character back 5ft.
Should a character die there will be a penalty
SIZE MATTERS upon resurrection. All experience gained up to
this point will be lost. As an example, if a player
Most Players (besides Goblins who are classified character is level 10 with 2600 EXP, it will drop
as “Small”) will be a part of the Medium back to 0 EXP but they will remain level 10.
classification. There will be perks, spells, and
abilities that are tied to a target’s size so be weary Also, a character will lose ¼ of their glips upon
of how large something is compared to yourself! death.
The classifications are as follows:
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Realms of
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consuming Mana Crystals or by
finding & reading scrolls dedicated
to their class. Scrolls can be found
as loot or given as rewards.
Mana replenishes by
resting, drinking mana
potions, or by leveling
up.
If a player finds & reads a scroll
(dedicated to their class) that
teaches a spell that costs more
than their total mana cost, it still
counts as a learned spell.
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MAGICAL BACKFIRE
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MAGICAL BACKFIRE MAGICAL BACKFIRE
Hey, it happens to everyone every now and then! Sometimes when you cast a spell it just 19: You summon a Nibbler in an unoccupied 30.: For the next three turns you can only use
kinda...doesn’t work out as planned! Have no fear, you only need to deal with the magical space 10ft away from you. It looks particularly spells that you remember from the first movie in
backfire! stinky. a series about a little boy Wizard. Don’t act like
you don’t know what I’m talking about.
When you or a loved one rolls a natural one while casting a spell, roll two d20’s and add the 20: You cover everything in a 50ft radius with
total together. Take the number that you get & witness what the magical backfire table has Pixie Dust. You would have an easier time in a 31: For the next ten minutes, you cannot cast a
for you! Think of it as a magic 8 ball, but way less exciting. Or maybe it’s more exciting, I barrel of gunpowder. single spell unless you can spell it out to the RM.
If you look & cheat during this time, your spell
don't know your life! 21: Five 1HP Puppies fall out of the sky casting doesn’t work for the rest of the session.
This rule is completely optional. Discuss with your RM before use, not for the faint of (controlled by you until their health drops to
0) they lick your enemies dealing 1DMG. This 32: One random object within 100ft of you
heart. Can cause death. For maximum fun, ask your RM to use it for enemies too! is very cute. becomes a mimic (decided by the RM) good luck
finding it.
22: An Astral Monk appears in a spot within
BACKFIRE PROMPTS - Roll 2d20 5ft of you. He sips from a gourd and breathes 33: Pick any spell in the player's handbook. You
fire dealing 20 DMG to everything in a 20ft now cast it free of charge. But wait! You have to
2: Rain flower petals for 5 minutes. Yes, it’s 11: Everyone in a 50ft radius turns into a
line. He immediately disappears after this find it in the book within 30 seconds or else it
very pretty. Wooly Buggler for 5 minutes. Things are about
attack. He is not a spell, he is not a target. He doesn’t happen. Hurry up, you’re wasting time.
to get really hairy!
3: Your Staff, Wand, or Weapon explodes in a barely even exists, I mean come on now.
34: For a full minute you have to pronounce your
shower of sparks, dealing 5 DMG to anyone in 12: Every enemy in a 50ft radius
23: You summon an Ogre in an unoccupied full name backwards to cast any spell. Player
a 10ft radius of you. What a Jerk. simultaneously poops themselves, they all
space 10ft away from you. It's very mad…at name or character name, it doesn’t matter which.
take 5 DMG. Even the robots, figure that one
4: For the next ten minutes it costs Glips everyone.
out. 35: For one minute you are transported to a
instead of Mana Points to cast spells.
24: Your Staff, Wand, or Weapon shoots out dimension where everything is made of meat.
13: Any simple weapon an enemy is holding
5: Quicksand forms under your feet that is 3ft confetti instead of a spell. Only this turn You come back after a minute.
just...explodes. They take 5 DMG.
deep. The sand forms in a 10ft radius of where though, imagine if it lasted longer.
36: You grow a waist length wizard's beard. If
you are currently standing and is considered 14: Any time, for the next full day, any player
25: Switch Bodies with the nearest enemy for your character already has one, it changes color
rough terrain. It will be in your shoes for a takes 1 DMG for saying the word “the”. See you
one minute. Your stats are their stats, their constantly. This is permanent until shaved.
month. all in the afterlife. Ow!
stats are your stats. Things are getting kinda
freaky now. 37: Play Rock Paper Scissors with your RM. If you
6: Everyone in a 50ft radius turns into a cube 15: A chalice spawns in the middle of the
lose, take damage equal to half your total HP. Best
for a turn (or ten seconds). They cannot move floor 5ft in front of you. If ANYONE touches it
26: Your Staff, Wand, or Weapon now two out of three!
or do anything for that matter. But hey, its starts to overflow with water and never stops
becomes a sentient being. It still retains all
gameplay over graphics, right? unless destroyed. Good luck figuring out how 38: Your shoes will permanently squeak, you
previous properties. It has its own thoughts,
to destroy it, normal weapons don’t work. must change them or you will forever alert
7: You set everything in a 50ft radius on fire. feelings, and voice. It cannot move on its own.
This is very permanent. everything in a 50ft radius of your presence.
Shawty fire burning on the dance floor, it sure 16: Your players break the fourth wall.
is getting hot in here. RM, How much damage They see that they are nothing more than 39: Summon a troll, holding a book of nursery
27: Congratulations, your socks are now
does this do? Have they been good? characters on a playmat staring up at giants rhymes. It reads one on your turn and now
soggy. That is all.
who are speaking for them. They will probably everyone must roll against the troll to see if
8: You turn inside out for a full turn, meat and need therapy, they now know nothing is real 28: Every time you move more than 10ft for they fall asleep for the next minute. The troll
bones are now on the outside. Your outsides anymore. the next minute, you puke rainbows. In theory disappears after your turn.
are now your innards. Your innards are now
this should be kinda pretty, it’s not.
your outters. 17: You spontaneously combust, draining your 40: Roll your second roll again. You thought
HP to 0. 29: For the next minute your head turns into you were getting something cool, you’ve clearly
9: Everyone in a 50ft radius will have their
a pot full of water. Boiling water. If you pour it learned nothing from this list…or from life. Cheer
head spun 180 degrees for a full minute. Yes, 18: Any time, for the remainder of the
on a target creature they instantly take on the up champ, not everyone is a winner.
you survive this. session, that the RM says the word “the”
“Burned” status.
everyone gets one Glip. It’s payday!
10: Fully heal the entire party. Mana and all.
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