Campaign Frame
Pitch
The Empire has stood as the living legacy of the Veythric Covenant, the legendary accord that ended the catastrophic wars between the Primal elements. Thus consigning their immortal power to distant realms and leaving their mortal soldiers to forge their own destiny. The noble houses arose from this ancient pact, each tracing their lifeblood to the birth of the gods of the Luminaradiant Synarch, guardians of a radiant age.
Beneath the veneer and brilliant promise of prosperity and happiness, shadows weave through the fantastical gardens and marble halls. Aristocratic rivals vie for power, secretive factions pursue unknown and forgotten ambitions, and new kingdoms like the Realms of Rayeth and Afrathia Federation challenge the ways of old. As intrigue stirs, ancient yet new secrets are found while old feuds reignite, the Empire faces a hidden storm, one that may reshape its destiny and change the shape of the world.
Tone and Feel/ Adjectives
Adventure, Ancient legacy, Shadowy Intrigue, Conflict, Culture Clash, Transformation
Themes
In it together, Not in Kansas anymore, Coming to your own, Tradition vs Rebellion
Touchstones
Faerun, Goland, Typical fantasy ttrpg
Overview
The Empire stretches vast and wide, claiming dominion over all the world by right of the ancient Veythric Covenant. The sacred pact that ordained their leadership when the Hollow Primordia withdrew to their own realms. Though boundless ambition fuels this claim, the towering, untamed mountains ranges to the north keep the Empire's reach contained. Separating it from those that brave the wilds and even forming neighboring kingdoms.
At the heart of this sprawling realm lies Caerwynne, the Empire's radiant capital and beating core. Here, every faction converges, whether in open splendor and secretive shadows. The monarchy's grand court, noble houses cloaked in ancient lineage, military headquarters, arcane towers, divine halls all shape the capital's pulse. Even emissaries from the upstart kingdoms walk its streets, alongside the secretive rogues guild, the master crafter's guild and the devoted scholars of the lands libraries. In very cobblestone of Caerwynne and every whispered conversation, the city breathes the complexity of power, tradition, and hidden conflict a true microcosm reflecting the Empire itself.
Monarchy
The Empire is effectively a Theocratic Aristocracy. Each of the noble houses traces its lineage back to the times of the Veythric Covenant and the founding of the Luminaradiant Synarch. Each house has at least one Sir Edrym Rothhall deity. Though the Emperor rules in name and authority, true power is woven from consensus among the noble houses. Technically the Emperor is selected from and by the Noble houses, though theAsharveil lineages remains unbroken in recorded history. The only time the noble houses have truly gotten involved was when there was a question about the line of succession. The houses are free to make their own decisions yet the will of each house often mirrors the divine influse of their chosen deities, binding together faith and governance.
Luminaradiant Synarch
Technically an entirely separate organization within the Empire though intertwined with the noble houses. The Synarch is the pantheon of gods that were established (though that word is not used, since the gods have always been around just quantified during the time of the Veythric Covenant). Each Deity is a near immortal avatar called an Aidonlin that filters the power and will of the Hollow Primordia to the mortal realm. The Gods are not a true one to one connection to the aspects of the Hollow Primordia. Additionally the power their wield is not necessarily channeled willingly. They wield tremendous influence whilst carefully veiling their role as the empire's unseen architects.
Silver Crescent Guard
The Empire’s formidable military force, renowned not only for its strength but also for wielding significant political sway. Their extensive spy network rivals the elusive Helix, safeguarding the Empire’s interests covertly.
Obsidian Council
The emerging guild of arcane practitioners independent of the Synarch's divine magic. Though young by the Empire's standards, they represent a very potent and evolving grasp of the mystical arts.
The Helix
Everyone, yet no one knows about the Helix. To say that it is a thieves guild would be like saying a raindrop is a lake. The pervasive, intangible shadow that threads through not only Caerwynne but the whole of the Empire. Thieves, information brokers, spies, assassins, shadowmages, bodyguards operate under its vast, inscrutable network cloaked by perfectly legitimate seeming fronts.
Athenaeum
As factions go this collection of archivists, librarians and historians seems about as unassuming as possible. Disguised as unassuming scholars, these guardians of secrets and forgotten knowledge are privy to a great many hidden truths, and the source of just as many. The number of successful expeditions that they lead have many talking about who or what is backing them. Whispering of hidden power and influence behind their unassuming façade.
Crafting guilds
Scattered and autonomous, these guilds operate without a singular authority but are united by their dedication to mastery and the subtle pursuit of the own ambitions.
Player Principles
Getting out of the small town
Lead with curiosity
Let the world change you
Make a name for yourself or Keep your head down?
GM Principles
Make it strange, not random
Reward curiosity
There are multiple paths and not all are violent.
Factions can cause tension, or an escape.
Distinctions
First time doing a full campaign so not sure about any real distinctions as of yet. If there are things that come up that we think should be homebrewed, we can discuss and maybe work it into this. The only real place that I've thought of something is additional death moves, but lets talk about that if/when it happens Bwah hah hah.
This campaign is not the idea that I have been working on for a while (almost a year), but sort of a prequel to that story to see how viable Daggerheart is towards running it.
There are a few playtest classes and ancestries, I'm open to including in the game, because, why heck not.
Campaign specific mechanics
Communities
Any Community even playtest one can be used except Freeborne and Warborne.
Several Communities might need to be slightly modified to the less grand scope of a rural area then urban.
Ie: Highborne, the life of elegance/opulence would be different inside and outside a major city. You might know the information for the upper echelons of society but wouldn't necessarily be a part of it within the city, though might hobnob with the town's mayor
Underborne, would be more of a night owl than having lived underground.
Slyborne, come on, you just aren't in the same league as the rogues in a city :)
Ancestries
No Clank, Faerie, Fungril, Galapa, Ribbet, Simiah.
Only playtest Ancestries available are Gnome and Aetheris
Any Ancestry that gives the option of forms will lean towards more of a 'half human' version.
You can do a mixed Ancestry if you want (it would pull 1 - prime ability from either ancestry and 1 - secondary ability from the other.)
Classes
All classes are available including any of the playtest classes.
Will need to think about the source of energy for any of the spellcasting classes.
- Bard, Rogue, Wizard - Most likely directly drawing upon arcane
- Seraph, Warlock, Assassin - Most likely drawing through the Synarch.
- Druid, Sorcerer, Witch - Most likely drawing directly from environment
- Guardian, Warrior, Brawler - Non-spellcaster
- Ranger - Could use any source or none.
Inciting Incident
You gotta go!
No one is tossing you out of tow, but the whole "learn to fly by being shoved from the nest" thing fits. The place has started to feel too small anyways. Everywhere you turn, you're in someone's way it seems like. Better to stretch your wings and figure out who you are and what you want, out in the wider world. The capital city Caerwynne isn't all that far away and seems like a good a place as any to start. Think of it as your own kind of Rumspringa.
- Maybe you want to test for admission to an arcane academy; there are several.
- Maybe a new blacksmith could teach you something beyond plowshares and cutlery; there are guild artisans galore.
- Maybe you seek the Luminal Spire, a pilgrim's dream shimmering on the horizon.
- Maybe the Silver Crescent Guard's colours have caught your eye.
- Maybe your parents just want you far from that troublesome crowd you've been spending more time with.
- Maybe it is your first solo trip to a real 'city' market
- Maybe you are simply bored, chasing adventure because your friends are doing the same.
The journey to Caerwynne will take about a week, because there really is no rush. You'll travel partway with merchant caravans before splitting off on your own.
You don't necessarily have to be close friends with your companions, but you know each other well enough. And for now, that's enough to get started.
Character Questions
Take moment to thin about what life has been like for your character up until now. The town you are leaving may be small, but it has been home, full of familiar faces, routines and quiet dreams. These questions are meant to help you get a feel for who your character is, what they care about, and why they are stepping out into the wider world. There are no wrong answer, just hints for your unfolding story. You don't need to answer all of them, and feel free to come up with your own.
- What kind of things have you learned or been trained to do around town? Do you think those skills will come in handy outside a small place like this?
- Who or what are you leaving behind as you head out on this trip? Is it hard to say goodbye?
- If you're older than most folks going (around 16-20), what made you wait before taking this journey? Did you even have the chance to go before?
- How do you feel about the gods? Do they play a big role in your life, or do you mostly keep your distance?
- What are you hoping to achieve or discover on your way to Caerwynne? Is there something personal driving you?
- What stories or rumors have you heard about the big city? Did any of them help convince you to go? How curious are you to find out if they are true?
- If you are from a nearby village instead of this town, how do you know the rest of the group? How often do you come here, and what usually bring you in?
- Were you born here, or did you move to this town at some point? How long have you been around, and have there ever been any awkward moments fitting in?