At the Table
The house rules this campaign runs on: downtime by day, week and month, the price of a lifestyle, and what a character is allowed to know.
Downtime is sorted by what it costs in time rather than by what it achieves. A lesser activity fills the better part of a day, a greater one a week of sustained attention, an extended one anything up to three months. What can be done with them runs from a day of shopping to gaining a contact, building renown, cultivating a favor, earning income and pulling the thread on something the party wants to know. Each resolves on a check with four outcomes rather than two, so a character who spends the week helping another can hand over a bonus of four, a bonus of two, nothing at all, or a penalty when the help goes wrong.
Living costs money whether anyone is adventuring or not. Five lifestyles are priced by the day, the week, the month and the year, from subsistence, which buys a bedroll in a common room and stale bread, up to extravagant.
What a character understands about magic is graded rather than assumed. Ranks in Knowledge (Arcana) run from nothing beyond an awareness that magic exists, through naming the schools, through knowing which of them oppose each other and what happens when they are mixed, up to the eighth.
Regional Traits carries the geography every character option is keyed to, country by country and province by province. It is a working list. A good part of it still stands with the trait names and their effects unfilled.
Filed alongside the rules is the shape of the campaign itself: an investigation in Loshev that opened into a slave trade running through the towns and ruins of Idir.