Showing posts with label Factions. Show all posts
Showing posts with label Factions. Show all posts

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.


Heroes of the Empire

The Heroes of the Empire
Lands: The Imperial City, the Heartlands
Races: Aasimar, Human, Tiefling

The Heroes of the Empire are the collective names for the nobles of the old Empire.  These are the individuals who held positions, either in courts, or private lands beyond the city (or both).  In recent days, their numbers have dropped, such that most cities beyond the walls of Rhysone are run by guildsmen of the Keepers Guild.

Note: while the ranks of all factions are only loosely correlated with the abilities of certain subclasses (with a particular rank being a prerequisite for certain levels, not the other way around), this is particularly of note for the Heroes of the Empire.  The Rhysonian nobility is fallen and a shadow of its former self: there are very, very few holy warriors of true power left.  

History
Before the Great Conflagration, and even up until the days of the Reckoning, the nobility of Rhysone was known for their prowess in battle as much as for their constant scheming against each other.  Now, of course,  they are known only for the latter.

Goals
  • Every noble has but one goal… gain power for his or her family.  The ideals of the Empire have largely fallen to the wayside.

Key Individuals
  • Count Sambrun Corringbyrd: A cunning, if somewhat detached man, who opposes the unchecked power of the priests of the mysteries.
  • Countess  Inga Winding: The leader of House Windling and a hero to the people, Countess Inga is the most likely to gain the support to be named Duke (and thus open ruler of the Imperial City)
  • Count Wendall Ironcrown: The greatest arcanist in the Imperial City is this aging man who none the less has managed to make his family into a force to be reckoned with.

Rank and Associated Abilities
Associated Subclasses Paladin (Oath of Devotion), Sorcerer (Favored Soul)
  • Lord/Lady (Rank 1): Paladin or sorcerer training available (required for 1st level of sorcerer or 3rd level of paladin).
  • Baron/Baroness (Rank 2): Paladin training available (required for 7th level of paladin).
  • Count/Countess (Rank 3): Sorcerer training available (required for 6th level sorcerer).  Currently, there are only three Counts.
  • Duke/Duchess (Rank4): Paladin or sorcerer training available (required for 14th level of sorcerer or 15th level of paladin).  Currently, there are no dukes.
  • Emperor (Rank 5): Paladin or sorcerer training available (required for 18th level of sorcerer or 20th level of paladin).  At any time, there could only be one Emperor.

The Guild

Lands: Throughout the known world
Races: Elf (High), Gnome (Forest), Half-Elf, Halfling (Lightfoot), Halfling (Stout), Human

An ancient organization that won great influence after the Great Conflagration, when the Queen of Prydain agreed to allow her “speakers” beyond the borders.  In the centuries that followed, the speakers worked with the various bardic colleges and guilds to establish an understanding… today, these five Guilds essential control the roads and any diplomatic relations between settlements.  The five guilds are:
  • The Ancients Guild: These guildsmen seek out ancient works and collect them, making sure old knowledge remains in the guild.  They also maintain the college of Lore.
  • The Bondsman Guild: Justice is difficult with the lack of strong nobles, and so the bondsman’s guild is essentially a collection of bounty hunters.  They maintain the college of Swords.
  • The Jester’s Guild: Jesters are extremely rare in this day and age, but their guild is the oldest, dating back to the days of the Empire.  
  • The Keepers Guild: Unable to maintain an army or lands, many nobles hire the Keepers or take them as vassals to defend their lands beyond their borders.  As such, most settlements are administered by a Keeper.  They maintain the college of valor.
  • The Speakers Guild: Growing out of the Prydaini tradition, the Speakers are the independent heralds and diplomats of the world.  They also maintain the College of Whispers.

History
The Guilds existed independently as a group of respected professions that also traveled before the Great Conflagration, and in the centuries since have seized most of the power outside of city walls.  They no longer answer to the Queen of the Elves or to the Imperial City, but maintain their own hierarchy.

Goals
  • The Guilds seek to control civilization within the remnants of the Imperial Shore.  A largely amoral organization, they concern themselves primarily with power.
  • They obtain that power by serving their purposes well.  While they have a strict hierarchy, they are small in number, and expected to act largely autonomously.

Key Individuals
  • The Master of Roses: The leader of the guilds, a mysterious figure whose true face is unknown, but believed to possibly be the founder.
  • Garret Myrdol: The guildmaster of the Jester’s Guild, and generally considered a rival to the Master of Roses
  • Marta Soltiz: The guild master of the Keepers, and one of the more famous heroes amongst the humans of the Imperial Shore.
  • Wycliffe Myrdol: Garret’s nephew and one regarded as one of the finest swordsmen in the world.  He is the guild master of the Bondsmen
  • Zifnab of the Imperial City: Guild master of the ancients, Zifnab (who has many names) is a fixture in the Imperial City, one of the few gnomes who are allowed to dwell in there.  
  • Elyra: The recently ascended guild master of the Speakers, Elyra is the daughter of a previous guild master, Faela.

Rank and Associated Abilities
Associated Subclasses Bard (College of Lore, College of Swords, College of Valor, College of Whispers), Rogue (Assassin)
  • Apprentice (Rank 1): Bardic or rogue training available (required for 3rd level of bard or rogue).
  • Journeyman (Rank 2): Bardic training available (required for 6th level of bard).
  • Guildsman (Rank 3): Rogue training available (required for 9th level of rogue)
  • Guild Master (Rank4): Rogue training available (required for 13th level of rogue).  There is only ever one Guild Master for each guild.
  • Master of Roses (Rank 5): Bardic or rogue training available (required for 14th level bard or 17th level of rogue).  There is only ever one Master of Roses.

The Four Towers

Lands: The Imperial City, Prydain, the Hinterlands
Races: Elf (High), Half-Elf, Human


The only source of wizardry outside of the Prydain, and one of the few places of the holy outside the Mysteries, the Four Towers have long represented hope for the good people of Haylene.  However, in recent times, they have fallen far from their once powerful state, and today only one of the Four Towers can truly claim an archmage.  Organized along four cultural lines, each of the towers was led by the Loremasters, and served by an order of holy warriors:


  • The Northern Tower, in Prydain, was served by the Akadi Archers (arcane archers).  Unfortunately, the Loremaster of the North was slain over a century ago by the Red Witch of the Western Tower.
  • The Eastern Tower, in the Imperial City, has always operated in hiding from the mysteries, protected by the Knights of the Whetted Blade (paladins with an oath of vengeance).  The Loremaster of the East, Valketha, is the last Loremasters in their tower.
  • The Western Tower lost it’s Loremaster, Talecka, to the Red Witch (who was once her apprentice). The Red Witch is technically the Loremaster of the West, but no longer dwells in the Tower.  The Horizon Walkers of the West… the handful of planar guides who have always defended the Tower, now serve a lesser mage.
  • The Southern Tower was overrun hundreds of years ago prior to the Great Conflagration, but the Warriors of the Wode (ancestral guardians) kept faith and eventually reclaimed the tower.  The Dundrarch, the Heirophant of the southern druids, came to live there in more recent times, and today, the Southern Tower operates independently.


History
Originally, the Towers were built by an alliance of humans and elves, who both risked their lives as traitors to defend against the growing perils that afflicted Haylene.  Over the years, their power waxed and waned, although the loss of the Southern Tower nearly crippled the faction, and the actions of the Red Witch essentially ended it.  Today, they maintain their missions separately, but only the Eastern Tower is able to follow its charter, although the Southern Tower is a formidable force to itself.


Goals
  • The Four Towers were established to combat planar incursions into the world of Haylene.  
  • The primary concern of the Towers is the land of Darkane and the perils of the Underdark.


Key Individuals
  • Valketha, Loremaster of the Eastern Tower: The last true Loremaster, and historically one of the least powerful, Valketha is part of an effort to keep the flame of the East alive.
  • The Red Witch of the Western Tower: Reviled for her part in the Reckoning, the Red Witch has reformed and attempts to make amends for her misdeeds.
  • The Dundrarch: A powerful opponent of Darkane, the Dundrach is believed to be a hereditary position
  • Ophalia, Caretaker of the West: The surviving wizard of the Western Tower, she tries to care for her walkers
  • Edgerrin the Well-Traveled: The leader of the Horizon Walkers.
  • Allyn Lackland: The leader of the Knights of the Whetted Blade
  • Shema of Tulone: The Dundrach’s daughter, and heir to the position.


Rank and Associated Abilities
Associated Subclasses Barbarian (Ancestral Guardian), Druid (Circle of the Land), Fighter (Arcane Archer), Paladin (Oath of Vengeance), Ranger (Horizon Walker), Wizard (Loremaster)

  • Apprentice (Rank 1): Barbarian, druid, fighter, paladin, ranger or wizard training available (required for 2nd level of druid or wizard or 3rd level of barbarian, fighter, paladin, or ranger).
  • Learned (Rank 2): Barbarian, fighter, paladin or ranger training available (required for 5th level of ranger, 6th level of barbarian or 7th level of fighter or paladin).
  • Walker (Rank 3): Barbarian, druid, fighter, ranger or wizard training available (required for 6th level of druid or wizard, 7th level for ranger, or 10th level barbarian or fighter).
  • Initiated (Rank4): Barbarian, druid, fighter, paladin, ranger or wizard training available (required for 10th level of druid or wizard, 11th level of ranger, 14th level of barbarian, 15th level of  fighter or paladin). All individuals with this rank are listed above.
  • Master (Rank 5): Druid or wizard training available (required for 14th level of druid or wizard).  At any time, there could only be four Masters, right now there are only three.