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| Art by Jon Hodgson |
A post for my players as we plan for our next campaign.The Rules
We will use the Dragonbane rules, with the Book of Magic expansion.
The Setting
The setting is Terrinoth, the fantasy setting created by Fantasy Flight Game. You can find out more about the setting at this
wikia, but do be aware that the information may not coincide 100% with my game world.
The Premise
The PCs are all retainers who have pledged their service with the wizard Entana Vernier, who is vogt (lord) of the village of Fulhurst Moor, which lies of the edge of
The Mistlands. You may choose a to be a character who is already living in Fulhurst Moor, or a new arrival from another place.
Each session will cover roughly two weeks of in-game time, during which we will resolve the domain/settlement improvements and events, explore the region, and follow quest lines which are chosen by the players or which emerge from the actions of the characters and the NPCs they interact with. Each session should be self-contained, so we can continue our drop-in, drop-out format.
Creating Your Character
We will use the Standard Array for stats: 8, 10, 12, 13, 14, 15.
The Kin and Professions allowed are discussed below.
Do also come up with a short-term goal and a long-term goal for your character, as well as an enemy from his/her past and also an ally from his/her past.
Character Kin
The following kins are open (Terrinoth race/Dragonbane kin equivalent: brief description):
- Human/Human: You may choose to be either of Terrinoth (generic fantasy medieval European, specifically German) origin, urban or rural, or from Isheim (fantasy Viking), Lorimor (fantasy medieval France), Torue Albes (fantasy England, with a maritime emphasis), or Al-Kalim (fantasy Arabian).
Kin Ability: Adaptive. When making a skill roll, may use another skill of your choice.
- Forge Dwarf/Dwarf: Dwarves who live in the mixed human-dwarf city of Forge in Terrinoth.
- Dunwarr Dwarf/Dwarf: Dwarves who live in the dwarven kingdom of Dunwarr to the north of Terrinoth.
Kin Ability: Unforgiving. When attacking someone who harmed you in the past, get a boon to the roll.
- Lowborn Elf/Elf: Elves who are descended from the first generation (Highborn) elves who came to Terrinoth, and hail from the Aymhelim Forest to the south of Terrinoth.
- Free Cities Elf/Elf: Elves who have taken up living in human cities, mostly in Dawnsmoor, near the Aymhelim Forest.
Kin Ability: Inner Peace. Heal an additional d6 HP, d6 Willpower, and condition during Stretch Rest.
- Burrow Gnome/Halfling: Burrow Gnomes live in large matriarchal bands and have mostly abandoned interaction with the other races, but occasionally, some will still succumb to the lure of adventure.
- Wanderer Gnome/Halfling: Wanderer Gnomes roam all over the world in communal caravans, making a living as traders, performers, and occasionally even as labourers or craftsmen in human communities.
Kin Ability: Hard to Catch. Get a boon to Evade roll.
- Broken Plains Orc, Stone-Dweller Orc/Mallard: Once viewed as enemies of Man, orcs have become accepted as one of the 'civilised' races since they switch sides and allied with Terrinoth during the Dragon Wars 800 years ago. Broken Plains Orcs live a nomadic lifestyle on the Broken Plains east of Terrinoth, while the Stone-Dweller Orcs have abandoned their traditional ways and live among humans in their cities.
Kin Ability: Ill-tempered. Gain a boon when making a skill roll. Become Angry.
- Dragon Hybrid/Wolfkin: Created by the dragons as foot soldiers during the Dragon Wars 800 years ago, these humanoid hybrids were left behind after the war ended abruptly. Once hunted mercilessly by the humans, they have in recent times become more tolerated.
Kin Ability: Hunting Instinct. Designate a creature. You can follow the scent of the prey for a full day.
Professions
The following professions are available:
Artisan, Bard, Fighter, Hunter, Knight, Mage, Mariner, Merchant, Scholar, Thief.
The following schools of magic are available for Mages:
Animism (Nature magic), Elementalism (Elemental magic), Harmonism (Bardic magic), Illusionism (Illusion magic), Mentalism (Psychic magic), Symbolism (Sigil magic), Witchcraft (Witchcraft).
The following schools of magic are classified as Runebound magic/wizardry:
Animism (Nature magic), Elementalism (Elemental magic), Illusionism (Illusion magic), Mentalism (Psychic magic), Symbolism (Sigil magic).
Wizards in the setting learn new spells by finding and studying Runebound crystal shards instead of copying them into their spellbooks. This makes it a very challenging class to play in the game.
Optional Rules in Play
When character recovers from Death rolls, roll on the following table:
20 False hope. Character dies.
19 Lose 1 Strength. Become Exhausted
18 Lose 1 Constitution. Become Sickly
17 Lose 1 Agility. Become Dazed
16 Lose 1 Intelligence. Become Angry
15 Lose 1 Will. Becomes Scared
14 Lose 1 Charisma. Become Disheartened
2-13 Gain one Condition
1 Gain 1d6 of Hit Points. Gain one Condition
Losing a point of stat this way will reduce all the related Skills.
Encumbrance
We will use a house-rule version of the encumbrance rules - characters are assumed to be capable of carrying their personal gear like weapons and armour, group items like tents, cooking gear, and adventuring gear like rope and grappling hooks, with a few spare slots for special items and loot based on their Strength.