For DMs (Notjhurr Setting)

This page is incomplete and/or lacking flavor. Reason: Incomplete. As I add to Notjhurr, there will be elements that need explaining here, and then I will explain them here.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

About Notjhurr

How to run Notjhurr

Many aspects of Notjhurr can be run as usual, and many aspects are explained on the setting's page. Here are a few things that can be elaborated: Notjhurr has a very elaborate history, and this can play a big role in the campaign. Goods and currency requires some explaining for DMs. Use the common currencies for that part of Notjhurr. If the characters have exotic currencies (the coins used by the Kultan empire, for one) for whatever reason, and try to use these, this should attract attention.

NOTE: This page has little content, but as I add to the bestiary section in particular, it will gain more content as more things could be explained here.


Back to Main Page 5e Homebrew Campaign Settings Notjhurr

This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.