The Premises of This Campaign
The Heroes Become the Basis of History
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
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
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
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.
 
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