Tuesday, August 29, 2017

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.


No comments:

Post a Comment