DnD: "Acae"
Welcome to my game, everyone. This page will continue to be updated as I add more source material.
Noooo's! Previously documented uploading issues...I am forced to actually make use of my wordpress account. All campaign media can be found there, pricipally the campaign map. Note that the information here superceeds previously published information on the boards.
Contents |
Introduction
This campaign takes place in a dark medieval age of an old world. The central themes are 'history' (its power, its place in people's minds) and 'civilization' (civilization vs. 'savagery,' civilization's expansion or decline). Exploration and discovery will be key tropes. The conceit of the campaign is that this is My World. Everything I have done in the creation of world and my house rules has been geared towards making this campaing -- this DnD -- mine, my own. You don't know how the magic system works, totally. You don't know how many hit points the troll has. You don't know why the Duke of Bhis saddled up his horse one day and rode off, never to be seen again. I want to put the mystery back in DnD; the mystery that it can easily lose in the world of 3.5 d20 with its mountains of sourcebooks, reams of stats, and online libraries of rules hacks and optimizations. I have tried to subtly alter the core rules sufficiently to minimize actual changes. You won't need to memorize a bunch of weird house rules. Most of this stuff I'm talking about is up to me the DM during actual play. I just want to explain myself so if I fuck up you can call me on it.
House Rules
Alignment
There will be no alignment in this game. It simply does not exist. The civilized races use the words good, neutral, and evil in the same way people do in the real world; no firm metaphysical knowledge backs claims that orcs are generally "evil." All that is known is that they tend to be savage compared to more "civilized" races. All magic that uses alignment as a compass will function in the same way it always has, with minor alterations to use other indicators in alignment's place. For example, the "Detect Evil" spell becomes instead, "Detect Violence." This leads to many, many interesting complications (for one obvious example, the prescence of violence has nothing to do with intentions), while at the same time requiring minimal rule changes.
Character Creation
All characters start with two class skills (that is, two skills that would normally be cross-class become class) of their choice and one regional feat of their choice in addition to whatever else they get. These are meant to detail a character's background and personality beyond what is normally allowed. It is, however, not necessarily a question of where you grew up but how -- if you were raised in a cloister by elves of Quanas you can take a feat from Quanas even if your cloister lay on the north edge of the SÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂér.
Character Points
(yet to be finalized)
Magic
This is more of a disclaimer than an explanation. Basically, magic works in different ways than explicity delineated in the books. I don't mean to say that you can't roll up a wizard exactly as per usual -- you can, exactly by the book. But I reserve the right to change the ways specific spells work and the way magic works in certain places or at certain times (Muhaha). For example: in and around the city of Barras, most magic just doesn't work. Period. Tough shit, spell-slinger. Also, and very importantly, the teleport spell and other transportative magic has been tinkered with. Teleport has hefty range limits. And there are places you just can't teleport to (Like across certain mountain ranges, etc). Now, if you are a magic-user you needn't worry that I'll fuck with you willy nilly. I'll let you know what your character would know -- for example, that most magic doesn't work in and around Barras and that teleporting is the hard. Beyond that you'll have to figure it out or just deal.