Angharad Campaign ("Last Scion")

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Campaign Guide "Last Scion"

Adventuring in Eradain

Eradain is a homebrew campaign world with elements taken from many different sources- fiction, movies, history, gaming materials, etc. Game play is a low fantasy, open ended sandbox style featuring action with role play threads based on player interest and direction. As a low fantasy setting, adventures in Eradain will attempt to capture some grittiness and moral quandary.

Eradain is also a low magic world where some items defy full identification. Adventures will be primarily overland in temperate woodlands and rural towns. Encounters are location based and are not necessarily scaled to character level

Campaign House Rules Outline Notes

World Setting Themes (general thoughts under construction)

  • Angharad Human Centric
  • bronze age-ish, axes and daggers and spears are most common weapons (alongside some D&D 'simple' weapons and depending on the local customs, etc.)

General notes for planning a new campaign some day.

  • Sandbox Homebrew Campaign Level 1-7 "Low Fantasy" campaign.
    • Campaign Setting Irish Celtic (TBD tribal/medieval/renaissance) culture in a pastoral, densely forested wilderness and river filled land.
    • Characters that make a setting appropriate background and tie ins are given an heirloom magical item.
  • Rules System: D&D 5th ed.
    • E6 Campaign - A Campaign for Levels 1 through 7 where other 'normal' human mortals in the world have a maximum of 6-7th Level.
  • No Alignment. Current edition of D&D seems to support this play style. For example, Protection from Evil is actually protection from summoned and undead, etc.
  • Races - Angharad Human Only. Other races or human ethnic backgrounds become available later in campaign if new characters are introduced.
    • The Angharad language is "Common". Any Harad branch people on the continent can communicate in basic terms with each other using "Trade" (a learned argot related to all Harad branches).
    • There are limitations on languages that may be learned based on class and background.
    • Angharad Pantheon only. This is the dominate religion of the land. The Circle is the ruling body of the religion which is made up of coalitions of clerics, druids and other divine casters, centered in one of many religious centers.
  • Classes
    • Divine Casters in general and special divine caster or those that rely on patrons will all have obligations, as their gods and patrons will have requirements for the power they give.
    • Wizardry. In Angtiria, Wizards and other classes that rely on spell books are rarer than others with divine or sorcerous powers.
      • Traditional Wizards (any class that has spell books) may face difficulties finding spells (but will find other perks in their adventures if they study the magic of the Ancients).
  • Magic
    • The supernatural in Eradain has elements that relate to Shadow and the Ancients. The Shadowlands are a conglomeration of the Ethereal, the Feywilds the Shadowfell (Feydark), the negative material plane, etc. Everything is surrounded and permeated by the Astral Sea. Only very very knowledgeable experts would know any significant details about Eradain cosmology (in character). The magic of the Ancients, their lost ruins are the foundations of current mortal magic.
    • Magic that causes light effects are removed or weakened (adapted as necessary to reduce light effectiveness or increase the levels required to cast or both).