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IMPORTANT INFORMATION - THIS IS NOT A STANDARD D&D GAME!


Torches in the Dark is a heavily modified version of the world’s most popular role-playing game. Ohr is dying a slow death, nights grow longer and colder and the things from beyond the veil are slowly clawing their way into the Waking World. The gods who once watched over Ohr have left and now only ashen skies, freezing nights, and the blood-curdling screams of the dead and the dying are here to remind us of our ancestor’s failure and hubris. Players must thrive in the shadow of the remnants of the God-binder Empire. Cities are dens of evil, greed, and excess and the wilds are untamed and extremely dangerous. Abandoned ruins, forgotten strongholds of alien creation, deadly temples filled with cultists of dark gods best left buried, degenerate and cannibalistic tribes of men, and an underbelly ruled by the dead are all that await those fool-hardy enough to adventure out into the world. Ohr is unforgiving and relentless. You will have to rely on more than a strong sword arm and a silver tongue to survive. Every single advantage is worth having when you set out to find the forgotten places. Most of you will die terrible deaths, forgotten and alone. Only a few of you brave souls will ever claw your way to the top. Those that do will be lucky, but eventually even the greatest of us fall, and in Ohr that is a certainty.

  • Characters can and will die, this is not an easy game. To survive you will have to work with others and think about your actions. Consider all options, run if you have to. Live to fight another day.
  • Combat is extremely deadly with level one characters potentially dying outright under specific circumstances. Traps, critical hits, or just being purely unlucky can all potentially spell the end of a character.
  • We have a unique list of races and classes all setting appropriate to our world. Classes are balanced around the idea of the maximum level being 10 with the first booklet detailing levels 1-4 or 'Tier 1' of play.
  • Our game is a mixture of 1st and 5th editions of the world's most popular role-playing game.
  • Skills are % based rather than having to roll a D20.
  • Characters gain a flat rate of hit points every level based on their chosen class.
  • Attributes, classes, and races are rolled randomly. You have a % based chance of being able to select a specific race or class. Some races and classes are limited to our patron members who support the server.
  • All games on our server are free to play, but you can choose to support our server by becoming a patron or by donating your time to create unique content for the community.

CREATE A CHARACTER SHEET ON ROLL20:

Create your character sheet with the command !charsheet in Roll20 chat. Change the name immediately. If you're not sure what your characters name is going to be, use the same name you have in discord.
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Naming Conventions: [Lvl. 1] Character Name
  • If we go through the sheets and your sheet doesn't fit the naming conventions exactly, we will delete that sheet immediately.​
ONE SHEET PER PLAYER
  • Every player only gets ONE character sheet.
  • If you die, REUSE that sheet. This is to cut down on sheet clutter because of the heavy player traffic.​
Testing Rolls
  • Use the command /talktomyself to make roll tests without spamming the chat.
  • Type /talktomyself again to get out of it.
MAKE SURE TO CHANGE YOUR DISCORD NAME TO MATCH YOUR CHARACTER NAME! EX: Nifel Riukroo

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GENERATING ABILITY SCORES: TORCHES IN THE DARK

You can generate ability scores by using one of three different methods. You should use a pencil to write down all information, as most statistics will change during the course of game-play. If you are playing the game online make sure that you roll all dice in-chat for the GM to see. Each character creation step should be done IN ORDER. Do not choose your race or class before rolling your attributes, etc.
 
Method 01:
Rolling the Dice: Roll 3D6 for each ability score, placing them in the attributes as you roll. 1st roll is Strength, 2nd roll is Intelligence, etc. 
 
Method 02:
Racial Attributes: When selecting a race, each race already has a pre-determined attribute array that you can choose to take for your character. These ability scores cannot be swapped or changed. 
 
Method 03:
Die Distribution: Each ability score starts at 6, roll eight D6 and add to stats as desired. No score can be higher than 18 and the full amount of any die must be able to be added.

Example:
​If you have three 5’s you can’t add all three to the base of 6 and drop the extra 3 points to get an 18. An 18 is only possible by some combination of dice adding up to 12.
Character Ability Scores:
​Characters will have scores ranging from 3 to 21 (18 max at character creation) in each of the following ability scores. A bonus or penalty is associated with each score, as shown on the table below. Please note: Some classes require specific attribute scores before being able to become a member of that class.
Ability Score
Bonus/Penalty
1-2
Retired/Dead.
3
-3
4-5
-2
6-8
-1
9-12
13-15
+1
16-17
+2
18
+3

Starting Hit Points:
Each character begins with Hit Points equal to 5 + Racial Health Bonus + Class Health Bonus
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CHARACTER ARRAY:

Contact Ridrith in Discord or on Roll20 to roll your two arrays. You will be given two sets of 3D6+1.
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​OR, you can choose to do Point Buy! Pick your poison. If you want to do Point Buy, the parameters for the generator are shown below. WARNING: Once you choose to roll your array, you're stuck with whatever you get. There's no turning back.

POINT BUY RULES:

Point Buy Rules:
  • - 18 Points.
  • - Maximum Purchasable Attribute Before Bonuses: 14
  • ​- You can reduce your stats down to 6 for additional points.
  • - Attributes mean more than they do in a basic 5th Edition game. There is no dump stat.
  • Use this link: POINT BUY
  • Click on 'CUSTOM RULES' and make sure your numbers are identical to the ones below.
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CHOOSE YOUR RACE:

The Races of Men
The Races of Elves
The Races of Dwarves
The Other Races of Ohr

STARTING CURRENCY:

All players begin with 250 starting Copper. Any copper you don't spend you pocket after purchasing items/equipment. Please select items only found on our equipment listings which can be found below.

EQUIPMENT LISTING:

We use our own weapons, items, armor, etc. You can find our equipment listing at this link: WORLD OF OHR EQUIPMENT LISTING. Make sure to check the tabs to look at items beyond the weapons! Armor and General Adventuring equipment is found below.

INVENTORY SYSTEM:

Inventory management is different in Ohr, it's an important part of the game. You will need to consider carefully what weapons, armor, and items you choose to take with you when out adventuring. We use the alternate slot system and our equipment listing under character creation has each items slot size.

​Carry Capacity
Players can carry a number of items equal to their size and strength modifier.
  • Small - 12 + Strength Modifier.
  • Medium - 18 + Strength Modifier.
  • Large - 21 + Strength Modifier.​

STRESS, CAMPING, AND HEROICS

Dread permeates the world of Ohr. Unnatural creatures threaten the very minds and fabric of existence. Horrible monstrosities lurk just out of sight, lingering in shadows in lost and forgotten places. Horror and Stress plays a large part in the world of Ohr, it effects all Players and NPC’s in the setting. Magic is also affected by Stress, an unnatural occurrence, the use of Magic can often have terrible side effects, dragging with it eldritch things by warping and twisting reality in unintended ways. At certain points the Game Master will ask you to make a Wisdom saving throw to see if you gain Stess or not. This is a ‘Horror’ check.

VISIT THIS LINK TO READ MORE ABOUT THESE UNIQUE FEATURES ON OUR WIKI!
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SKILL REGIONS, STARTING FEATURE,

​ONE UNIQUE THING

SKILL REGIONS:

Each character may select a skill region that represents the area where he or she was raised. These skill regions make up the different segments of society on Ohr, each containing skills that may be taken by characters of that region. You are considered to be proficient in the skills granted to you by the chosen skill region. Skill regions are a different way of doing backgrounds and in our opinion at least, a more interesting and varied way to add to the details of your character while providing them with a mechanical bonus.
Rural
Across Ohr lie countless fields and farmsteads that act as the backbone of most lands' economies. Small villages and nobles' manors act as centers for farmers to sell their produce and barter and trade for other commodities. Rural areas include farmland and small villages of up to 900 people.
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Choose 2 skills to become proficient in: Nature, Athletics, Animal Handling, Acrobatics, Perception.
Town
These settlements act as the center of many small rural districts and are often the home to a few local shopkeepers and skilled craftsmen. Towns usually have a militia for defense and cater to travelers far better than rural villages. Towns range in size from very small settlements of a little over 900 inhabitants to large rural centers with up to 5,000 people.
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Choose 2 skills to become proficient in: Medicine, History, Perception, Sleight of Hand, Religion.
City
Located by trade routes, mines or other strategic areas, cities act as the centers for the production of refined goods as well as the social and political life of a region. Many master craftsman and skilled professionals of all types call the many cities of Ohrros their home and travelers will find no better places for amenities. Cities are often home to con-artists, thieves and others who prey on the unwary, however the law enforcement in cities top notch and professional magistrates often preside over trials. Cities range from 5,000 to 25,000 inhabitants.
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Choose 2 skills to become proficient in: History, Sleight of Hand, Religion, Stealth, Insight.
Seaport
Many cities are founded on the coasts of the seas and oceans of the world and act as centers shipping cargo and trade to and from other lands. These cities often have large numbers of mariners and taverns enough to keep them occupied while on shore. Seaports often lend to be a bit rougher than inland cities due to their larger numbers of vagrants and sailors but the larger quantities of exotic goods draw merchants and travelers to them just the same. 
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Choose 2 skills to become proficient in: Acrobatics, Sleight of Hand, Insight, Intimidation, Athletics. ​
Metropolis
 (Andminas, Kaastark, Ankhi, Axis) - Most kingdoms have one city that stands above the rest in terms of population, prestige and influence. These metropolises are often the centers of an entire region, drawing traders, nobles and travelers alike. Hundreds of the finest craftsmen and workers of all professions can be found along with professional soldiers, merchant companies and performers. These mammoth cities or seaports range from 25,000 inhabitants and upwards and are renowned for t heir cosmopolitan and sophisticated societies. 
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Choose 2 skills to become proficient in: History, Religion, Stealth, Sleight of Hand, Persuasion, Performance.
Wilderness
While most of society chooses to live within the protective walls of cities and towns, some call the wild and untamed wilderness their homes. These folk live off the bounty of the land often hunting and trapping to meet their needs. They must learn the many difficult skills to thrive in regions where most could not. The inhabitants of the wilderness range from large tribes to lone hermits but what characterize most of them are their hunter/gather life style sand a dependency on uncultivated nature to meet their needs. 
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​Choose 2 skills to become proficient in: Nature, Animal Handling, Insight, Survival, Stealth.
Nomad/Herder
On the great grasslands, hillside and rolling valleys that are scattered across the continent wander the nomads ever looking for green pastures for their herds. These groups derived their livelihoods from the animals they watch over and protect. Some of these nomads are expert riders, using their mounts to aid their herding and allowing them to travel many miles in search of new lands. Nomadic tribes often settle down during certain seasons but can be characterized by their dependence on migration to keep their herds fed. ​
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Choose 2 skills to become proficient in: Survival, Animal Handling, Insight, Acrobatics, Athletics.
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STARTING FEATURE:

Each character may select a feature for their character to begin with. These are "feats", but are limited to level one characters and can only be taken at CHARACTER CREATION.
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Eclectic Training
Your natural abilities have been encouraged and you have been taught something in each of the areas in which you excel. 

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Feature: You can now choose 3 skills instead of the normal 2 from your skill region to gain proficiency in.
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High Status
 Your character hails from a minor noble family or the landed gentry of your country. A higher level of education and greater societal respect are the benefits of this upbringing and in some lands those of a high status receive special treatment and privileges. 

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Feature: You gain a +2 bonus on all Persuasion skill checks when speaking with nobles and other officials. In addition you gain +1 starting Charisma.
Multi-Talented
You have a knack for picking up odd skills and talents, which you often practice in your spare time. 

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Feature: Pick one additional skill to become proficient in that is not included in your skill region. Choose one additional skill at level 5, 8, and 10.
Natural Ability
You are naturally talented at a particular skill giving you a greater degree of prowess in that skill. 

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Feature: Choose one of the skills you are already proficient in from your skill region, you gain double your proficiency modifier when using that particular skill.
Well-Funded
Your character comes from a wealthier than average family or has been funded by allies who wish to help you start a successful adventuring career. 

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Feature: You receive 8D8x10 Copper worth of equipment in place of your standard starting funds. Anything you don't spend at character creation is removed.
True Grit
Maybe you were a soldier, a guard, or just someone who is able to naturally endure more pain and suffering than the average person on Ohr. Either way, it's more difficult to bring you down. 

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Feature: You have advantage on the first death saving throw you make after you are brought down to zero hit points.
Professional Soldier
As a professional soldier you have been trained in the art of war, at least that's what they're going to tell you right before sending you off to a lonesome battlefield. In reality you've been pulled up and taught how to use a single weapon with the intent to kill others on behalf of lofty goals of a nation. 

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Feature: You gain proficiency in two martial weapons of your choice.

ONE UNIQUE THING:

Your character’s One Unique Thing (their unique) is a special feature invented by you, the player, which sets your character apart from every other hero. It is a unique and special trait to your player, and markedly unusual. The intent is that it provides a special flavor to the campaign and can assist the GM in determining how your character can interact with characters and story in the campaign.
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Your character’s unique should not provide general practical value in combat. That is not the intent. The intent is to open up story arcs and fun role-playing opportunities. That means: Do not create a feature that gives you a mechanical advantage in game. This is something that a story can be built around.
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AVAILABLE CLASSES & ARCHETYPES:​

You can choose from any of the classes and archetypes listed below. If a class or archetype is not listed, that means that it is not available to be played. Keep in mind, some of the classes archetypes are tied to specific races, so please check the class you wish to play here first before diving into it.
Multi-classing is NOT allowed in Ohr.
Official Sources
Barbarian
  • Ancestral Guardian
  • Battlerager (Tewa Dwarves Only)
  • Berserker
  • Storm Herald
  • Totem Warrior
  • Zealot
Bard
  • Glamour
  • Lore
  • Swords
  • Valor
  • Whispers
Cleric
  • Forge (Human & Dwarf Only)
  • Grave
  • Knowledge
  • Life
  • Light
  • Nature
  • Order
  • Tempest
  • Trickery
  • War (Human Only)
Druid
  • Dreams (Human Only)
  • Land
  • Moon (Elves Only)
  • Shepherd
  • Spores
  • Twilight (UA)
Fighter
  • Arcane Archer (Elf Only)
  • Battle Master
  • Cavalier
  • Champion
  • Brute (UA) (Orkon Only)
  • Eldritch Knight (Elves Only)
  • Samurai
  • Sharp Shooter (UA)
Monk
  • Drunken Master (Dwarf Only)
  • Four Elements (Elves Only)
  • Kensei (Human Only)
  • Long Death (Human Only)
  • Open Hand (Human Only)
  • Shadow (Human Only)
  • Sun Soul​ (Harkon Only)
Paladin
  • Ancients
  • Conquest
  • Crown
  • Devotion
  • Redemption
  • Vengeance
Ranger (Not UA)
  • Beast Master
  • Gloom Stalker
  • Horizon Walker
  • Hunter
  • Monster Slayer​
Rogue
  • Arcane Trickster
  • Assassin
  • Inquisitive
  • Mastermind
  • Scout
  • Swashbuckler
  • Thief
Sorcerer
  • Divine Soul
  • Draconic (Drakon Only)
  • Shadow
  • Storm
  • Wild
Warlock
  • Archfey
  • Celestial
  • Fiend
  • Great Old One
  • Hexblade
  • Undying
Wizard
  • Abjuration
  • Bladesinging (Elves Only)
  • Conjuration
  • Divination
  • Enhancement
  • Evocation
  • Illusion
  • Necromancy
  • Transmutation
  • War Magic
Midgard Heroes Handbook
Barbarian
  • Path of the Ancestors (Oronok, Thorimund, Tewa Dwarves Only)
Bard
  • College of Entropy
Fighter
  • Edjet (Drakon Only)
  • Shieldbearer
  • Sword-Dancer (Hwn, Selha, Sakin'iidhan Only)
Paladin
  • Oath of Radiance (Human Only)
  • Oath of Thunder (Human Only)
Ranger
  • Vampire Slayer
Rogue
  • Duelist
  • Fixer
  • Whisper
Wizard
  • Entropy
  • Illumination
  • Necrophagy
Cleric
  • Apocalypse Domain
  • Clockwork Domain
  • Darkness Domain
  • Dragon Domain (Drakon Only)
  • Hunger Domain
  • Hunting Domain
  • Justice Domain
  • Labyrinth Domain
  • Moon Domain
  • Mountain Domain
  • Ocean Domain
  • Prophecy Domain
  • Travel Domain
  • Void Domain
Sorcerer
  • Mazeborn
  • Shadow
Warlock
  • The Genie Lord
  • The Great Machine
  • The Light Eater​
Additional Classes
Other Classes:
  • The Pugilist
Matt Mercer's Classes
  • Gunslinger (Fighter)
  • Blood Hunter
Matt Colville's Classes
  • Illrigger
  • Official Sources: Player's Hand Book (PHB), Volo's Guide to Monsters (VGM), Mordenkainen's Tome of Foes (MTF), Elemental Evil (EEPC), Wayfarer's Guide to Ebberon (WGE), Xanathar's Guide to Everyting (XGtE), Unearthed Arcana (UA).
  • Third Party Sources: Midgard Heroes Handbook (MHH).
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Some archetypes are RACE specific in our setting. Multi-classing is NOT allowed. If you see an archetype missing from the list below, it is intentionally removed.

HIT POINT VALUES:

PLAYING A MAGIC CLASS:

  • STARTING HP: Racial Health Points + Hit Die + Con Mod.
  • LEVELING HP: Classes grant the same HP bonus every level. DO NOT ADD CON!
    • Barbarian: +7 Hit Points every level.
    • Bard: +3 Hit Points every level.
    • Blood Hunter: +4 Hit Points every level.
    • Cleric: +4 Hit Points every level.
    • Druid: +3 Hit Points every level.
    • Fighter: +6 Hit Points every level.
    • Monk: +3 Hit Points every level.
    • Paladin: +5 Hit Points every level.
    • Ranger: +4 Hit Points every level.
    • Rogue: +3 Hit Points every level.
    • Sorcerer: +2 Hit Points every level.
    • Warlock: +3 Hit Points every level.
    • Wizard: +2 Hit Points every level.
    • Illrigger: +4 Hit Points every level.
If you choose to play a caster, you'll need to be prepared to face the in-world consequences. Folks don't take kindly to wytches 'round these parts, and the dark magicks they conjure from the void.

​Magic in Ohr is strange, chaotic, and volatile. Wytches use up a part of their very being with every spell they cast, regardless of their school of magic and can suffer extreme exhaustion as a result. Playing a caster is not for the faint of heart, but if you can stomach the challenge, you'll have a vast wealth of knowledge and incredible power at your disposal. 
READ OUR MAGIC RULES HERE:
MAGIC IN THE WORLD OF OHR
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CHARACTER TOKEN CREATION:

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Using the token tool found at: ​http://rolladvantage.com/tokenstamp/ create a circle token token using our custom borders.
  1. Click the 'Set Custom Border' button.
  2. Download our custom borders from below and make sure you select the proper token border.
  3. Follow the instructions on the token tool after that point. You'll only need to drag/drop an image to create your own token.
  4. Make sure the 'Border Tint' is set to white for any custom border you upload!

TOKEN REQUIREMENTS:
  • DO NOT USE ANIME/CARTOON TOKENS!
  • Use fantasy art with a dark or lord of the rings like theme.
  • Once your token is created please make sure you link it up to your Roll20 character sheet.

TOKEN BORDER

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CHARACTER TOKEN BORDER
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Creating Your Story is the last part of character creation, and only if you survive the introduction. The importance of your character goes beyond basic attributes and what you're going to find on your character sheet. More than numbers. It's about the story and the world you're able to build through that characters actions.
Personality Traits: Write five key words that describe your characters likes, past accomplishments, things your character dislikes or fears, your character's self-attitude or mannerisms.  

Appearance: In one sentence, describe your most distinctive physical features. Jewelry, piercings, tattoos, unusual clothing, birthmarks, skin color, hair, or missing limbs are examples of what you could include.  

Flaws: In one sentence, describe your character's flaws. What vice, compulsion, fear, or weakness in particular keeps them up at night? What enrages them? What's the one person, concept, or event that they are terrified of? What are their vices?  

Interactions with Others: In one sentence, describe how your character interacts with others. A character's behavior can change depending on who he or she is interacting with. Are they argumentative, arrogant, friendly, honest, quiet, racist, suspicious? You can use up to three key words, which will stand out here and inform how you role-play your character for the length of the campaign. ​

Useful Knowledge: In three words, list bits of knowledge you possess that might be of use to the other player characters. You might know something as banal as the best inn in town or as important as a clue needed to solve a murder.  

​Bonds & Rivals: Create connections to people, places and events in the world. They tie you to things from your background. They might inspire you to heights of heroism, or lead you to act against your own best interests if they are threatened. They can work very much like ideals driving a character's motivations and goals.
Call to Adventure: Why have you taken up the call of becoming an adventurer in a world where leaving the comfort or relative safety of your village or town there is a very real, very serious risk of death?​​
  • Searching for someone or something:
    • Missing family member.
    • Orphan looking for parents.
    • A missing family heirloom.
    • An artifact.
    • Trying to figure out who you are.
    • Understanding of why you have special powers.
  •  ​Quest:
    • Destroy something evil.
    • Performing a task for a king, chief, or leader.
    • Solve a puzzle or mystery.
    • Helping someone desperate or in need.
    • Uncovering an important piece of knowledge.
  • Revenge:
    • Recapture homeland.
    • Hunt down the man or woman who killed your family.
  • Outcast or Lost:
    • Slave.
    • Refugee.
  • Other:
    • Fulfilling your duty.
    • Running away.
​What were the events that happened leading up to your character's call to adventure?
Player Long-Term Goals:
  • What do you (the player) want to do with the character after completing the initial game sessions in Ohr?
  • What do you want character to be when he or she is 6th level?
  • As a player, what are you trying to do in the world on a grand scale?
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The Ohr Gaming Network  is a gaming community focused on fostering a group of mature, intelligent, funny and down to earth players who are more interested in camaraderie over competitiveness. We want the Ohr Gaming Community to be a place for adults that can enjoy socializing with friends as much as they enjoy playing the games themselves.

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