Author: Chris Garvey

  • Campaign Info

    Houserules

    While mostly adhering to the Dungeons & Dragons 5E (2014) ruleset, a number of Gaea-specific Houserules and observations are in place.

    Demons Vs. Devils: Devils do not exist within the world of Gaea. Their language, Infernal, supplants Abyssal as the language of Demons.

    Brawling: A non-lethal alternative to regular combat, Brawling, can be utilised in the correct circumstances, and/ or opted out of at any time, by declaration of intent to instead revert to lethal force. (Inspired by BranCalonia)

    Dragonborn Vs. Draconians: While mechanically identical, Dragonborn as a species are instead Draconians.

    Inspiration Points: An expansion on Inspiration Dice, Inspiration Points are earned by particularly standout play, and can be used to trigger an Inspiration Die (which function in line with standard D&D 5E rules) as normal or alternatively an Iconic Influence.

    Iconic Influence: A number of Icons are present in the world. Possessing powerful cultural or political influence. With an Inspiration Point balance, and luck of the die, players can attempt to invoke the influence of said Icon either positively, negatively, or inconsequentially to disrupt the situation sufficiently to diffuse or resolve matters. (Inspired by 13th Age)

    Playstyle

    Gaea is, quite literally, a living, breathing entity, evolving over 20+ years and 3 iterations of D&D. It has never hosted a 4E campaign but started life as a 3.0, quickly becoming a 3.5, heavily-Dragonlance-themed world, which it remained until a capricious, if by that point fundamentally damaged, Elfling (Elf/ Halfling) violently introduced an artifact of immense power to the core of the world, resulting in it’s destruction. Re-imagined, though somewhat unstable, as a 5E (2014) world, very few remnants of the old world remain.


    The world very strongly lends itself towards player autonomy, based on the belief that characters shape the world as they develop and grow along with it. This being the primary reason why characters starting at 1st level is the preferred option.


    It should be noted that while players have freedom to go where they please and interact with whom they please, how they please, they should be driven towards adventure, especially in the beginning when a minimal amount of railroading is unavoidable. To this end, it should be noted that named-NPCs or environmental objects which are specifically called out (a location, a landmass, a natural phenomenon) to name just a few, should not be ignored and instead recognised as an effort to create ‘hooks’ or otherwise drive the narrative.


    D&D, at least in the world of Gaea, is a collaborative endeavour. Player Vs. Player, unless agreed beforehand and handled very well, is unlikely to end well. Similarly, Player(s) Vs. DM is a common trope which is also heavily flawed. instead it should be considered PVE (Player(s) Vs. Environment.


    Finally, the player character at the point of creation is, usually adult (or close to it), and at least minimally self-sufficient. They are also an exceptional, if untested, example of their kind. They’ve lived in the world, they have friends, like have enemies, they are flawed, they have motivations, they have goals and ambitions. They should NOT be an orphan who despite the lack of parental guidance, somehow grew up a pillar of their community, loved by all.


    Please be sure you have completed the Flaws, Ideals and Bonds, area of your character sheet, give thought to siblings, parents, friends, confidants, enemies. Taking some time to flesh these things out make for an infinitely more immersive and enjoyable experience.

  • Magic

    Historic abuse of magic has scarred the world of Gaea for millennia. Due to this, Magic became almost universally feared and hated. Some Arcane Spellcasters were lucky enough to hold positions of respect, such as an adviser to a Monarch or a Village Elder. Most were considered outlaws and hunted or killed on sight. Thus the Arcane Council was formed, an order which strictly governs the use of Arcane Magic and punishes those who would seek to destroy the fragile tolerance of magic.

    Spellcasters

    Gaean Arcane Spellcasters syphon energy called Earthpower from the surrounding living things. When invoked without due self-control, the caster runs the risk of becoming a Defiler. A practice which, while being a gateway to greater levels of power, may potentially attract the attention of those sworn to maintain balance.

    Of the Divine Spellcasters, Druids are granted their powers directly from the very essence of nature, while Rangers learn to manipulate minor nature spirits.

    Spellbooks

    A spellbook is a highly prized possession to many spellcasters and most Gaean Wizards conceal their spellbooks from rival wizards and others with ability to discern them for what they are. Spellbooks take many forms, including animal hides, stone and clay tablets, bone staves, knotted giant hair and necklaces of coloured beads. Often using personalised codes and/ or systems for organising their spells. The Deception skill can be used to mask a spellbook’s true nature.

    A sentient creature inspecting the spellbook must succeed with an opposed Arcana (countered by a Deception check), to identify it as such. Every time a new spell is added, a spellbook must be disguised again. Such an action is normally automatically successful. unless done under duress, at which point a successful Deception check is required.

    Services

    The sale of Arcane Magic is outlawed by the Arcane Council and, as a result, is almost never offered for sale via legitimate businesses. Instead magic goods and services are sold ‘under the counter’, usually at massively inflated cost, and almost exclusively in large towns or cities where the seller has a greater chance of escape if caught by authorities.

    Divine Spellcasters are less reluctant to use their granted powers for the benefits of others. Divine Spellcasters may be found in Towns, and rarely, in Large Villages. They still take care to not use their powers excessively, so as to avoid drawing the unwarranted attention of the Arcane Council’s Sentinels. They are also known to command a high price for such services.

    Healing

    Though magical healing is prohibitively expensive for most Gaeans, those trained to do so, can alternatively use the Medicine skill to treat disease, injuries, and poison effectively, often in exchange for some sort of donation to their temple, before the service is performed.

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