Dimgaard Campaign Guide Sa m ple file Version 3.22 1 Dimgaard Campaign Guide Sa m ple file Dimgaard Map Contents Copyright 2015 Dan Hass Endeavors ® Referenced trademark of Wizards of the Coast 2 Sa m ple Dimgaard Map .................................................. 1 DIMGAARD PHILOSOPHY .................................. 3 OVERVIEW ........................................................ 3 Low Magic and Low Wealth .......................... 4 Religion ......................................................... 4 Race Relations ............................................... 4 Tests of Morals ............................................. 4 Adaptable ..................................................... 4 I. PLAYER CHARACTERS ..................................... 5 Races ............................................................. 5 Humans ..................................................... 5 Dwarves .................................................... 6 Elves .......................................................... 6 Uncommon Races ....................................... 6 Additional Race Options............................ 7 Classes .......................................................... 8 Backgrounds ................................................. 8 Equipment .................................................. 12 Feats ........................................................... 12 II. ADVENTURING IN DIMGAARD .................... 14 Recommended Rule Variations ................... 14 Downtime Activities .................................... 14 Languages ................................................... 19 Religion and the One True Faith ................. 19 The Inquisition ........................................ 21 Spellcasting ................................................. 22 New Spells................................................... 22 Economics/Politics ...................................... 23 Treasure ...................................................... 24 New Magic Items ........................................ 24 Diseases and Traps ...................................... 25 Justice ......................................................... 25 History of Dimgaard .................................... 26 A Brief History of the Red Blades ................ 28 file Dimgaard Campaign Guide Credits Designer Editor Cover Art Dan Hass Jeremy Esch Fernando Olmedo (his work) Joining the Community You can participate in the Dimgaard community by signing up at the patreon project: https://www.patreon.com/Dimgaard Copyright 2015 Dan Hass Endeavors ® Referenced trademark of Wizards of the Coast 3 Dimgaard Campaign Guide DIMGAARD PHILOSOPHY make Dimgaard your own and I hope you enjoy the journey! -Dan Hass OVERVIEW Sa m Dimgaard occupies an area 800 miles East to West x 1000 miles North to South; roughly half the size of the continental U.S. It has natural barriers to the east (the Dragon Teeth mountains), south (the Farwood), and west (the ocean). There is a larger continent and world that is hinted at. For example, the Tofarian Empire is a Mongol themed empire that occupies the northeast and extends beyond the currently explored map. The history also mentions human migrations coming through the Dragon's Teeth but, no one has ever explored beyond the Dragon's Teeth. Finally, the dragon's exodus in ancient Dimgaard history implies that they relocated somewhere in the world. One original intention of Dimgaard was that other settings could be placed elsewhere in the world and because of the natural barriers, it wouldn't impact Dimgaard. For adventures that were intimately associated with a different setting there would have a means for PCs to get to those settings and back to Dimgaard. Dimgaard has elements of both a low fantasy campaign and a high fantasy campaign with mechanics designed for 5th edition but with a setting suitable for any rules system. It provides a wide and flexible variety of player and adventure options. The Dimgaard Campaign makes use of the Player’s Handbook (PHB), Dungeon Master’s Guide (DMG), Monster Manual (MM), Volo’s Guide to Monsters (VGM). The adventures and supplements also make wide use the free Unearthed Arcana online articles. Dimgaard adventures give the DM the tools to challenge virtually any reasonable player character options. The DM can decide what range to include, but as a guideline, the DM should consider posting in the reddit's Unearthed Arcana with 20+ upvotes and options on DM's Guild with at least 10 reviews and 3.5+ stars. Generally, Dimgaard's large patterns are inspired by, and draw from, actual human history with an emphasis on the exploration of racial and religious tensions, political file ple While it isn’t as old as chess, from 35+years of the D&D® experience we can draw some conclusions. Players approach the game in many different ways. Many are simply happy to sit around a table and roll some dice in a casual environment. Others revel in creating gods of war capable of “breaking” any combat encounter. Others thrill in nearly total immersion – complete with costumes, assumed voices, and accents. There are even varying stances on evil player characters. Dimgaard strives to provide a setting where all these options are welcomed presuming a willing DM and the time to explore them. With that said, I have found that the best sessions are those where the players and DM collaboratively build an epic story implying several things: First, the PCs are the heroes. The worst sessions are those where the DM imposes his story on the players. The DM should present the challenges and then judge. The story should be the story of the heroes. Second, for a story to be epic, the PCs need to face obstacles rising to the level of an epic challenge. This will vary by level, but there is no epic story if the PCs simply walk through an adventure. Frodo did a lot of hiding on his way to Mordor! Finally, an epic is only an epic if there is the ever-present and real concern that the heroes may fail. Without the sincere possibility of failure, Lord of the Rings would just be a story about exploration. And it follows that the heroes are going to fail at times. Boromir is killed by the orcs, Gandalf is killed by the balrog and captured at Isengard, and only one of the Argonauts makes it home alive. Similarly there should be PCs who are killed from time to time if the game is being run correctly. Much that I've written about Dimgaard is deliberately defined just enough to provide a framework. I hope that players and DMs will tailor it for their own needs. This guide isn't carved in stone – it’s more like "this is the way Dan runs his version of Dimgaard" so Copyright 2015 Dan Hass Endeavors ® Referenced trademark of Wizards of the Coast 4 Dimgaard Campaign Guide machinations, and moral ambiguity. But, elements of high fantasy are also present with adventurers battling fierce spellcasters, marauding undead, and vicious humanoids. Islam. People at all levels are extremely dedicated to the One True Faith (OTF). They are indoctrinated from birth that is their only hope to have an afterlife that is not the persistent despair of their current life. Similarly, any supernatural phenomena that aren't explained as benign by the OTF is considered a horror to almost everyone. Volo’s but No SCAG? While the Sword Coast Adventurer’s Guide is an “official” release, it is focused very narrowly on the Sword Coast of the Forgotten Realms. It would take a great deal of campaign adjustment to accommodate it in its entirety. However, Volo’s Guide to Monsters is a compendium of material that is (mostly) not campaign specific. To that end VGM’s content is much more easily adapted into the Dimgaard campaign. Other qualities of a Dimgaard campaign include the following: Race Relations Sa m ple Dimgaard is a low-wealth and low-magic campaign setting. A first level character’s starting money (for most classes and backgrounds) puts him well into the upper middle class of most Dimgaard communities. Players should expect their characters to be mostly using their inherent abilities along with mundane equipment rather than expecting to come across magic items. The minimum level to craft even common magic items is 3rd level. And there are not a lot of 3rd level casters around. Compound that with the Inquisition's intolerance of spellcasters, and even common magic items are hard to come by compared to other campaigns. Acquiring a single magic item is often the focus of an entire adventure arc. file Low Magic and Low Wealth Religion Dimgaard draws heavily upon the cultures of Dark Ages Europe and Pre-Columbian Meso-America. These were extremely superstitious people who were strongly influenced by their religion. Imagine the reaction if a half-orc walked into a Dark Ages village? That is comparable to the way the humans in Dimgaard will react. Further, the One True Faith is patterned on elements of medieval Christianity and Many settings tend to display a high level of interracial harmony. Dimgaard does not. While it may accommodate a wide variety of races, the setting is distinctly human-centric. Every community is highly xenophobic. Dimgaard recognizes that the history of civilization is in large part the struggle for supremacy by various races, religions, and commercial enterprises. With very few exceptions, the races do not live in cosmopolitan harmony. Races form an organizing principle that allow similar creatures to form groups and then compete for limited resources with other groups. Tests of Morals Almost no one and no organization is pure of thought and deed. All have motivations and goals that they pursue, and their tactics often involve rationalizing bad acts to achieve a greater goal. Almost every adventure uses this in some form to test the PCs’ morals. Slavery, drug addiction, and ransoms are part and parcel of a Dimgaard. Adaptable Mechanically, Dimgaard adventures are designed so that a DM can scale encounters to test the strongest PC combat builds, or tame things down for the more casual parties. Any DM can adapt an adventure to fit their players abilities but the Dimgaard adventures have made this even easier with optional abilities added to many foes that can be used or not used to quickly adjust an adventure or just a single encounter. The published adventures have a focus on rewarding good roleplaying by providing positive and alternative consequences for parties that take time to explore non-combat options. Copyright 2015 Dan Hass Endeavors ® Referenced trademark of Wizards of the Coast 5 Dimgaard Campaign Guide I. PLAYER CHARACTERS ple Races Sa m A character may be of any race allowed in the PHB, DMG, UA1 – UA9, and EE. There are four human subraces: Tlingets, Cheynas, Teulons, and Tofarians. Most areas will have a dominant human subrace, or perhaps two competing human races. Other human sub-races, dwarves, and halflings will be considered second class citizens and subjected to degradations and harassment. Other races will be persecuted outright. If a player chooses a more exotic race, they should expect to have to do a lot of disguising, persuading, intimidating, and fighting around NPCs. This leads to a high degree of xenophobia reflective of actual human history. It also provides a nice launching pad for many adventures, and challenging roleplaying hooks for player characters. Humans Tlingets (about 15% of the human population) are clannish. They establish small, communal settlements where they find resources to support themselves by fishing (preferred), hunting, or gathering. They rarely cultivate crops. Their industry is usually restricted to whatever tools they have readily available to support themselves. Very productive settlements will augment their existence by trading the excess they acquire - furs, for example with neighboring communities of other races. They rarely enter into a feudal system, and resist vassalage to the point of armed resistance. If resistance is unsuccessful, they will almost always either relocate the settlement or dissolve it into nearby Tlinget settlements. Cheynas (about 25% of the human population) are tribal hunter-gatherers. These are patterned after the Native American plains tribes. But the progression of civilization in Dimgaard has forced many of these groups to abandon following large herd animals and establish permanent settlements. Within the tribes they are organized by clans. They generally only establish temporary settlements to gain access to wandering herds or a seasonal wild vegetable/fruit source. Some Cheynans have adopted the Teulon feudal model and established permanent fiefs, but these are rare, and often tied to a significant Cheynan location like a burial ground. Though virtually every tribe nominally professes the One True Faith, they almost all still follow the tenets of various pagan gods as well. As their hunting grounds have been put under pressure by the permanent settlements of the Teulons, raiding has slowly become an integral part of their culture. Teulons are the plurality (about 45%) of the human population. Though they arrived after the Tlingets and Cheynas, the Teulons dominate large swaths of Dimgaard. They are ambitious city builders (well village and town builders, mostly :). Most Teulon civilization is feudal in nature with oftentimes complex vassal relationships. Tofarians (about 15% of the human population) hold lordship over the northeastern portion of Dimgaard. Tofarian culture is centered on the belief that Tofarians are the master race (even among humans). While they follow a feudal system, Tofarians would never become a vassal of a non-Tofarian; to do so would be an open invitation for invasion by neighboring file A PC may be of any race or class listed in the PHB, the DMG, the UA (excluding Awakened Mystic (UA6) and Ranger variant (UA7)), and EE. Additional class and race options can also be found in this guide. New PCs should use a 27 point buy for their ability scores, and receive maximum starting hit points and money. Alternatively, PCs may agree to generate an array of 6 stats using the 4d6 method that all the new characters will use for ability scores. This works best when characters are created together and when it is used consistently with each newly created character. The DM should attempt to integrate a new PC's background into the area the PC starts play in. If you want to try out the Dimgaard campaign, there are numerous adventures set in Dimgaard available (several free) on drivethrurpg.com: http://www.drivethrurpg.com/browse/pub/78 79/Dan-Hass-Endeavors: Copyright 2015 Dan Hass Endeavors ® Referenced trademark of Wizards of the Coast 6 Dimgaard Campaign Guide Tofarian powers who would view it as a sign of weakness. The Tofarian Empire professes to follow the One True Faith, and their belief system is as unforgiving of the use of magic and the mistreatment of nonhumans as the other human races. advanced elf communities. The Dreadwild elves embrace a more primitive lifestyle closer to a “natural state” than other elven communities. They adorn themselves with trophies from hunts (skins, horns, feathers), and have tattoos generally associated with “lesser” races (like orcs and hobgoblins). While elves of all ilk maintain their isolation from non-elves, the Dreadwild elves are isolationists even toward other elven communities. They prefer to accommodate short lived interlopers in the expectation that they will die out quickly (by elven standards). And as long as the intruders don’t appear to be a long term threat, the elves simply enforce an isolation. Dwarves Dwarves can be found throughout Dimgaard. Some secretly maintain pagan religions to the dwarven pantheon, but most are followers of the OTF viewing the various members of the dwarven pantheon as merely intercessors for dwarves. Dwarves who dwell among humans are usually considered second class citizens; even when they are key members of the local economy. Since pride is such a prominent dwarven trait, dwarves tend to form their own communities, near human settlements where they can form trading relationships (usually based around dwarven smithing). Sa m ple Elves do not dwell with other races. They form hidden communities in forested areas. While some elven communities simply close themselves off and have nothing to do with non-elves, most develop a network of contacts and spies to gather intelligence on the neighboring communities as a precaution against being surprised by the actions of their neighbors. Elves know that the key to their survival is keeping their communities’ locations secret. If there is any danger that a community's location could become known to entities hostile to their interests or safety , the elves are known to take ruthless actions to maintain their secrets. Elves view every race with a lifespan less than 200 years as a lesser race. To elves it is impossible to make reasonable decisions when one is facing such a short existence; one simply doesn't have the time investment required to make the long-term decisions that are often necessary. The Dreadwilds is a dense, daunting jungle. There are no established communities for many miles around it. Like many isolated areas it has a sinister reputation. Those who have entered and returned tell of hostile creatures (including elves) and deadly natural hazards. The elves there have a reputation for savagery. They are known to adhere to primitive traditions and participate in brutal rites that have been long abandoned by more What few aasimar there are live mostly among elves who share their long lives and affinity for magic. Halflings have it a little better than dwarves. There are halfling communities spread across Dimgaard, but halflings also don't seem to mind living among humans. Humans still view halflings as lesser members of society, but not to the degree they do dwarves. Halflings are seen as more cooperative, and generally less dour than dwarves. While rare, halflings are able to climb the social ladders in their host human community. There is a halfling homeland located between Westwald and Dimstand. Both dragonborn and tieflings in Dimgaard are physically more similar to humans than in other settings. With effort, they are capable of disguising themselves as humans (otherwise they would have been killed long ago), so their features are less “monstrous” than in other settings. Dragonborn, in particular, are extremely rare in Dimgaard. They have been persecuted harshly by the Inquisition and dragonborn (both metallic and chromatic) generally are hostile towards the One True Faith (especially the Inquisition). Occasionally dragonborn will try to establish a community but, inevitably, such efforts become the target of crusades. Typically, dragonborn and tieflings form secret cells (usually with homogeneous ancestry) within human communities. There are various cults across these secret communities. Most prominent are the Cult of Tiamat (working in the interests of those dragonborn with chromatic dragon ancestry) file Elves Uncommon Races Copyright 2015 Dan Hass Endeavors ® Referenced trademark of Wizards of the Coast
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