Rhean Revised

New in Rhean
A listing, updated (hopefully) weekly or daily, of the major changes and additions to Rhean.

Background
Including much of the history and mythology of the world, which explains why the races, magic, and structure of the world are the way they are; and therefore explaining some of why the game works as it does.

Races
An explanation of the changes to each race in the new system; note that much of the information presented for the old system is still valid, although of course the game conventions are not.

Characters
Information on how Heroes (as well as more ordinary folk) differ from their old system counterparts, including some templates for characters, and an explanation of the terms and ideas necessary for character creation.

Sample Characters
Examples on how to make and use characters, and some fully developed sample characters.

Character Homelands and Paths
A listing of character homelands, the languages and other abilities they gain from this part of their background, and the Paths that characters may have followed earlier in their lives.

Character Events
Tables the players may roll on to generate events in the earlier lives of their characters.

Experience and Character Improvement
Information on how to gain more skills and otherwise improve your character.

Skills
Rules and a listing for the skills that now govern how and what PC's do.

Combat Skills
A listing of skills involved in non-magical combat.

Focused Skills
The more specialized skills, available only to those who find the right teachers and have learned something of the basic skills.

Rules
The system itself, created in an attempt to make the game match the setting.

Other Rules
Rules for damage and healing, special combat situations, and other less common questions.

Magic
Magic is greatly changed from the old system; indeed, magic is now revealed to be an inherent property of the world and life. This explains the ways in which magic is brought forth in the world and provides the necessary framework for using magic in the game.

The Magic System
The actual ways of using magic.

Elemental Magic

The Runic Magic of Rhe

Spirit Magic
Magic derived from the Spiritual world, including faerie magic and illusions.

The Anti-Cosmos, Necromancy, and Undead

Song Magic
Creating magic through music, as the bards and some faeries do.

Priests and Deities
Religions and priestly powers explained.

Magic How-To Guide
The How-To Guide to the new Rhean magic system, to help aspiring spellcasters navigate its complexities and figure out how to create that favorite effect.

Equipment Lists
Costs and availability for items available in the world.

Equipment
Descriptions of the items every character needs to make it in the world.

Crafting
The rules for crafting, and options available to craftsmen and artisans.

Alchemy and Herbalism
The rules for creating and using alchemical and herbal compounds.

Setting
As with races, only those points which differ from what has been previously published will be considered. Please see the Tour of Rhean for a description of some of the world, and basic facts about the continent. Also, please see Rhean Languages for notes on the languages of Rhean.

AD&D version Table of Contents AD&D version