Angharad Campaign ("Last Scion")
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Contents
Campaign Guide "Last Scion"
Themes to Incorporate
- Warrior Belts - I would like to add an element for warriors like the Roman soldier's belt, a place to show their status as sworn warriors, where other soldiers would wear armbands or something. Hack-silver is the standard silver piece and the standard coinage used (among the Angharad and Harad in general based on local availability of metals). Instantly warriors can tell those sworn to a clan Queen. With the warrior aristocracy, those sworn warriors have prestige that others ("mercenaries" are of low repute, if they were honorable, why aren't they sworn to honorable service with a clan?). Maybe an article about currency would be good.
- Ioun
- Taken from Unetice "oon-eee-tee-chee" Culture Dan Davis History 1800 BC Germany... Structure and organization of military units, axe wielding men, 15 axe men led by man using a bronze dagger blade, large bronze daggers and huge double axes for senior rank. Wore bronze necklaces or bracelets. Weapons produced by centralized workshops and distributed to soldiers (bronze "halberd"?)... An axe, a shield (?) and a spear for every household for the militia.
- Blueleaf
- "Those who play with the devil's toys will be brought by degrees to wield his sword. - Buckminster Fuller" Quote found at the start of an XCOM Enemy Within game.
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 with a focus on combat. 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
- late bronze age/early iron age celtic feel, 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).