Tuesday, August 29, 2017

Languages


There is no “common tongue” within the fallen lands of the Imperial Shores, however, most individuals who travel know Rhysonian, which is something of a trade tongue. All player characters know Rhysonian, and most humans encountered will speak it within the area your adventures take place.

There are two more human languages, Tulonian and Darkane, spoken in those areas exclusively. While it’s extremely uncommon for most humans to speak more than one tongue, humans of high birth or education outside of Rhysone usually learn Rhysonian as well.

The elven tongue is commonly called “Pyrdani,” and that is formally the name of the langue (the Five Nations of Prydain are really the “Five Nations of Elvish”). Similarly, Dwardok is the name for the dwarven tongue. Halflings and Gnomes do not have their own languages, although all Stout Halflings learn Prydani, and all Rock Gnomes learn Dwardok. The elves also have a prestige dialect called Sperethiel, which is a bonus language for all high elves. Sperethiel is considered an ancient language for all other characters.

 There are also a number of ancient languages a character can learn. Characters who gain a bonus language due to race can learn any common or ancient language. A character who gains a bonus language due to background can learn any language. There are only three scripts in Haylene… commonly referred to as Draconic, Rhysonian, and Runic. There is also the Old Runic Script, which is not used by any mortal speakers, but descends from Old Speech and is used by many immortal creatures.

Common Languages 
Language (Typical Speaker, Script) 
Darkane (Human, Rhysonian script)
Dwardok (Dwarvish, Runic script)
Giant (Ogres, giants, no script)
Goblin (Goblinoids, no script)
Orc (Orcs, hinterlanders, no script)
Prydani (Elves, Draconic script)
Rhysonian (Humans, lingua franca, Rhysonian script)
Tulonian (Human, Rhysonian script)

Ancient Languages 
Auden Dwardok (Ancient dwarves, Runic script)
Archaic Imperial (Ancient humans, Draconic script)
Be’Nai’Le (Ancient humans (coastal), Draconic script)
Sperethial (High elves, Draconic script)

Exotic Languages
Celestial (Celestials, Old runic script)
Dark Speech (Fiends, Old runic script)
Draconic (Dragons, Draconic script)
Deep Speech (Mind Flayers, beholders, Runic script)
Old Speech (No known speakers, Old runic script)
Primordial (Elementals, Old runic script)
Sylvan (Fey, Draconic script)
Undercommon (Underdark traders, Draconic script)

Annals of the Last Conjunction Player's Guide

The Premises of This Campaign
The Heroes Become the Basis of History
Your actions write the history of the game.  The major NPCs and events are adapted from previous campaigns I’ve run.  The campaign is designed for you to move your character from place to place within continuity, and for a number of short story arcs to form a larger campaign.  Each arc has a beginning, middle and an end, and you can participate in any number of them.

Your Statistics Tell a Story; That Story is Important
If you can cast spells, you are probably part of a faction (with one or two exceptions).  Being part of a faction comes with its own storylines built around the spells you cast or the abilities you have.  It also brings particular political influences.   It’s possible to play characters of very disparate levels in the same group by focusing more on the stories between these factions, and less on adventuring.

If It’s Important, It’s Already Out There
There’s only about three or four dozen NPCs capable of raising the dead: they’re already named and the DM knows their locations.  The name of every ancient dragon is already determined: if you want to find one, you can, but one won’t appear because of a random encounter.  If you learn to cast 9th level spells, you’ll be in the company of less than dozen mortals.

The DM Doesn’t Know The Story
Most of the gameplay you will encounter will be largely random: this is a game of exploration, and random encounters will be designed to reveal parts of what is going on around you.  It’s possible to pull in a wide number of modules, and even change DMs midstream if you want to run something. This is a sandbox, and anyone can build castles here.
Character Creation
Create a character as you normally would, choosing from the following races and subclasses.  If your subclass requires a faction, you’ll have to pick the faction that corresponds to it.  Otherwise, picking a faction is optional.  Subclasses from Unearthed Arcana are marked with an asterisk.  If a race or class is not listed below, it is not appropriate for this game.


Allowed Races: Aasimar (from Volo’s Guide to Monsters), Dwarf (Hill or Mountain), Elf (High or Wood), Gnome (Forest or Rock), Halfling (Lightfoot or Stout), Half-Elf, Human (variant), Orc (use Half-Orc statistics), Tiefling


Note: All aasimar and tieflings  must join either the Heroes of the Empire or Rhysonian Mysteries factions.  All orcs must join the Pact Primeval faction.  All elves must join a faction.


Classes
The following classes and subclasses do not require a faction:
  • Barbarian (Berserker)
  • Fighter (Battle Master, Champion, Knights*, Scout*)
  • Rogue (Mastermined (SCAG), Scout*, Swashbuckler (SCAG), Thief)
  • Sorcerer (Draconic Bloodline, Wild Magic)


The following classes require a faction, and are listed with the allowable races (as per that faction):
Class
Subclass
Faction
Races
Barbarian
Ancestral Guardian*
Four Towers
Elf (High), Half-Elf, Human

Storm Herald*
Speakers for the All-Father
Dwarf (Hill, Mountain), Gnome (Rock)

Totem Warrior
Tulonian Circle
Elf (Wood), Gnome (Forest), Halfling (Stout), Half-Elf, Human
Bard
College of Glamour*
Pact Primeval
Elf (Wood), Gnome (Forest), Gnome (Rock), Half-Elf, Halfling (Lightfoot), Halfling (Stout), Human, Orc

College of Lore
The Guild
Elf (High), Gnome (Forest), Half-Elf, Halfling (Lightfoot), Halfling (Stout), Human

College of Swords*
The Guild
Elf (High), Gnome (Forest), Half-Elf, Halfling (Lightfoot), Halfling (Stout), Human

College of Valor
The Guild
Elf (High), Gnome (Forest), Half-Elf, Halfling (Lightfoot), Halfling (Stout), Human

College of Whispers*
The Guild
Elf (High), Gnome (Forest), Half-Elf, Halfling (Lightfoot), Halfling (Stout), Human
Cleric
Various Domains
The Rhysonian Mysteries or
Speakers for the All-Father
Aasimar, Halfling (Lightfoot), Human, Tiefling or
Dwarf (Hill, Mountain), Gnome (Rock)
Druid
Circle of Dreams*
Pact Primeval
Elf (Wood), Gnome (Forest), Gnome (Rock), Half-Elf, Halfling (Lightfoot), Halfling (Stout), Human, Orc

Circle of the Land
Four Towers
Elf (High), Half-Elf, Human

Circle of the Moon
Tulonian Circle
Elf (Wood), Gnome (Forest), Halfling (Stout), Half-Elf, Human
Fighter
Arcane Archer*
Four Towers
Elf (High), Half-Elf, Human

Eldritch Knight
Shanolis
Elf (High)
Paladin
Oath of the Ancients
Pact Primeval
Elf (Wood), Gnome (Forest), Gnome (Rock), Half-Elf, Halfling (Lightfoot), Halfling (Stout), Human, Orc

Oath of Devotion
Heroes of the Empire
Aasimar, Human, Tiefling

Oath of Vengeance
Four Towers
Elf (High), Half-Elf, Human
Ranger
Beast*
Tulonian Circle
Elf (Wood), Gnome (Forest), Halfling (Stout), Half-Elf, Human

Horizon Walker*
Four Towers
Elf (High), Half-Elf, Human

Hunter*
Tulonian Circle
Elf (Wood), Gnome (Forest), Halfling (Stout), Half-Elf, Human

Primeval Guardian*
Pact Primeval
Elf (Wood), Gnome (Forest), Gnome (Rock), Half-Elf, Halfling (Lightfoot), Halfling (Stout), Human, Orc

Stalker*
Tulonian Circle
Elf (Wood), Gnome (Forest), Halfling (Stout), Half-Elf, Human
Rogue
Arcane Trickster
Shanolis
Elf (High)

Assassin
The Guild
Elf (High), Gnome (Forest), Half-Elf, Halfling (Lightfoot), Halfling (Stout), Human
Sorcerer
Favored Soul*
Heroes of the Empire
Aasimar, Human, Tiefling

Storm Sorcery (SCAG)
Speakers for the All-Father
Dwarf (Hill, Mountain), Gnome (Rock)
Warlock
Archfey
Pact Primeval
Elf (Wood), Gnome (Forest), Gnome (Rock), Half-Elf, Halfling (Lightfoot), Halfling (Stout), Human, Orc
Wizard
All schools
High Mages
Elf (High)

Bladesong (SCAG)
Shanolis
Elf (High)

Loremaster (UA)
Four Towers
Elf (High), Half-Elf, Human


Lands of the Imperial Shore
The bulk of the Imperial Shore once belonged to the Empire of Rhysone, although the Empires borders have largely shrunk.  What follows is a brief overview of the major geographic areas:
  • The Imperial City of Rhysone: The great City of Rhysone still dominates the Eastern Sea, however, its influence is largely limited to a day’s ride away (about thirty miles).  Beyond this, the clergy and nobility hold less sway, and one enters the Heartlands.
  • The Heartlands were once the breadbasket of the Empire… now, they are part of the Empire in name only.  Instead, they consist of personal fiefs and baronies, none larger than a couple days ride across, that maintain their independence.  The Heartlands line the coast… it’s rare to find occupied towns more than a day from the coast.  
  • Prydain: A peninsula that forms the northern coast of the Eastern Sea, this is the ancient land of the elves, and has historically been Rhysone’s chief rival.  Separating Prydain from the mainland is the Wode Wall, a massive briar patch that was magically raised to protect the Elves.
  • The Dragon Woods: While the Ancient Wyrms have always divided up control of the world, it is the White Wyrm of the north that meddles in mortal politics.  The dragon lords over the goblinoid tribes that inhabit the tundra.
  • Tulone: To the south of the heartlands lies a massive forest land that was never fully subjugated by the Empire.  Tulone has historically been a divided land dominated by wood elf tribes and nomadic humans who share the wood elves’ druidic ways.
  • The Dwardok Mountains: To the west, the largely abandoned dwarven lands lie carved into the mountain.  The Aelwode, the ancestral realm of the dark elves, abuts this area.
  • The Hinterlands: Between the Dwardok Mountains and the Heartlands are the hinterlands, a rugged, hilly territory once dominated by orcs, but now largely given to the wilderness.


Tulonian Circles

Lands: Tulone Woods
Races: Elf (Wood), Gnome (Forest), Halfling (Stout), Half-Elf, Human

The woods of Tulone have long stood as a land apart, separating the old Imperial lands from the forces of Darkane.  Loosely organized into small villages and tribes, they eschew any central authority, and are instead lead by their tradition of the Bond… a war leader and a druid who lead groups, never larger than 200 people.  

History
Historically, the Circles of Tulone were powerful, and able to resist the advances of the Rhysonian Empire.  However, during the events leading up to the Great Conflagration, the Circles were broken, never to return to their state of former greatness.  For the past centuries, they’ve existed in smaller, weaker tribes, that survive mostly by hiding from invaders.

Goals
  • Each circle is concerned only with the welfare and survival of its tribe, and led by two individuals, a Kael (war leader) and a Gunth (a spiritual leader).  One refers to an individual by their title, then their rank (so a war leader, rank 2, would be a “Kael of Modest Repute.”)
  • By tradition, the tribe is never so large that the Kael and the Gunth cannot know everyone by name.

Key Individuals
  • None.

Rank and Associated Abilities
Associated Subclasses Barbarian (Totem Warrior), Druid (Circle of the Moon), Ranger (Beast, Hunter, Stalker)

  • Of Little Repute (Rank 1): Barbarian, druid or ranger training available (required for 2nd level of druid or 3rd level of barbarian or ranger).
  • Of Modest Repute (Rank 2): Druidic or ranger training available (required for 5th level of ranger or 6th level of druid).
  • Of Notable Repute (Rank 3): Barbarian or ranger training available (required for 6th level of barbarian or 7th level of ranger)
  • Of Great Repute (Rank4): Barbarian, druid or ranger training available (required for 10th level of barbarian or druid or 11th level of ranger).  Currently, there are no Kaels or Gunths of Great Repute.
  • Of Highest Repute (Rank 5): Barbarian or druidic or ranger, training available (required for 14th level of barbarian or druid or 15th level of ranger)

Speakers of the All Father

Lands: The Dwardok Mountains
Races: Dwarf (Hill, Mountain), Gnome (Rock)


While the Ap’Dwardok (Hill Dwarves) of the Border Kingdoms were largely wiped out in an ancient war with the forces of the Pact Primeval, the Dur’Dwardok (Mountain Dwarves) still maintain their holds in the high peaks and far corners of the world.  Their Speakers are the keepers of this history and faith.


There are three pillars of the faith of the Dwardok People.  The first is that of the All-Father, and administered to by priests who obtain miracles directly from him.  The second is the blood of the All-Father, which manifests in the ability to command might tempests with sorcery (and is, in these days, exceedingly rare).  Finally, there are the Storm Heralds, mighty warriors who have been bless through their faith in the All-Father to defend their people.


History
For thousands of years, the Speakers of the All-Father have served the clans of the Dwardok people faithful.  However, the constant battles against the Pact Primeval, as the Ap’Dwardok sought to expand their empire (and eventually failed) signaled the decline of the dwarves to the state they are in today.  The Ap’Dwardok are dying, and the Dur’Dwardok have disappeared into their mountain holds.


Goals
  • The Faith of the All-Father revolves around the sky:  the open sky is sacred to Dwarves, and most dwarves tend to avoid it outside of religious ceremonies.  
  • As the advisors, defenders, and arcanists of the dwarven people, the Speakers of the All-Father serve the chieftains, but never lead.  
  • While the Dwardok people observe a strict caste system, there is little structure or order within the Speakers… they exist outside of the Clan dynamic, and often travel between clans to make sure their people are well served.


Key Individuals
  • Barra Zendarek: The last of the Ap’Dwardok storm heralds, Barra spends his time drunk on the edge of human and elven lands, dividing his time between marauding and self-pity.
  • Irma of the High Hold: The high priestess of the Dur’Dwardok fortress known as High Hold, Irma is regarded as the First Speaker of the All-Father.
  • Indal Blackrock: Irma’s brother and one of the most powerful arcanists on the planet, India also dwells in High Hold.
  • Yurek of Wyvern Pass: The high priest of the hold at Wyvern Pass, and Irma’s main rival for influence amongst the six holds.  
  • Manx of Ubantoe: Perhaps the most famous dwarf outside of the Dwardok Mountains, and one of the few “adventurers” known to be active in this age.
  • Note that each of the 6 Dur’Dwardok holds have a cleric of the rank of Cordel or higher.  No remaining Ap’Dwardok clan has a cleric or storm sorcerer of greater than Thrundel rank


Rank and Associated Abilities
Associated Subclasses Barbarian (Storm Herald), Cleric (Forge & Tempest domain), Sorcerer (Storm Sorcerer)

  • Dundel (Rank 1): Barbarian, cleric, or sorcerer training available (required for 1st level of cleric or sorcerer or 3rd level of barbarian).
  • Drankel (Rank 2): Cleric training available (required for 2nd level of cleric).
  • Thrundel (Rank 3): Barbarian, cleric, or sorcerer training available (required for 6th level of barbarian, cleric, or sorcerer).
  • Cordel (Rank4): Barbarian, cleric, or sorcerer training available (required for 8th level of cleric, 10th level of barbarian, or 14th level of sorcerer).
  • Grandel (Rank 5): Barbarian, cleric, or sorcerer training available (required for 14th level of barbarian, 17th level of cleric or 18th level of  sorcerer).

The Shanolis

Lands: Prydain
Races: Elf (High)


For centuries, the Shanolis have defended the elves of Prydain, and are known as some of the most fearsome warriors in the world.  Each one of them is versed equally in blade and spell, and the training of a Shanolis is a very specific thing.  


Note: each rank of the Shanolis requires specific levels in an associated subclass.  


History
The Shanolis serve the Queen, there is no Shanolis without the Queen to serve.  Still, the traditions that encompass the Shanolis style are quite old and must predate the founding of Prydain.  However, since the founding, the elves of Prydain have only allowed the Shanolis to practice the art of Bladesinging.


Goals
  • Serve the Queen.
  • Protect the Realm.
  • Perfect the Art


Key Individuals
  • Fiedilann Ap’Andin: The Queen’s champion and the grandmaster of the Shanolis, Fiedilann is a living legend amongst the Prydani.
  • Ecorina Ap’Mengali: Fiedilan’s former apprentice, and one of the masters of the Shanolis.  
  • Wendolyn Ap’Urlond: A master and ruthless agent of the Queen who she currently favors for missions.
  • Inselle Ap’Ingalis: The newest master, and youngest since Fiedilann to achieve that title.


Rank and Associated Abilities
Associated Subclasses Fighter (Eldritch Knight), Rogue (Arcane Trickster), Wizard (Bladesinger)

  • Apprentice (Rank 1): Fighter, Rogue training available  (required for 3rd level of fighter or rogue). An apprentice must complete this training to move onto journeyman
  • Journeyman (Rank 2): Wizard training available  (required for 2nd level of wizard).  A journeyman must complete this training to move onto Bladesinger
  • Bladesinger (Rank 3): Fighter, rogue or wizard training available (required for 6th level of wizard,7th level of fighter, or 9th level of rogue).
  • Master (Rank4): Fighter, rogue or wizard training available (required for 10th level of fighter or wizard,13th level of rogue).
  • Grand Master (Rank 5): Fighter, rogue or wizard training available (required for 14th level of wizard, 15th level of fighter, or 17th level of rogue).  There is only ever one grandmaster at a time.