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world_building

Setting

A few relevant things for this game world that vary from other fantasy settings or at least the most popular ones. Additionally some world building stuff the Dungeon Master tinkers with, references to things, oddball notes, etc.

  1. Gods/Deities.
  2. Magic Items from past campaigns that I've kept around & new stuff.
  3. Backstories - Vague locations & Details that impact Player Characters' backstories and plots.
  4. Continent Two - The continent where Havenspass is located. Misc details.
  5. Secret Dungeon Master Stuff - plotting and scheming.
  6. Dumb Stuff that hasn't actually entered the game, may not, but could!
  7. Castle Caislen - the namesake castle of the “Caislen Campaign”.
  8. Merch That Leads To Stuff
    1. Arcknight - Maps and various resources.
    2. Skinny Minis - 2d Figures, GM Toolkits, Various resources.
    3. WizKids - Figures/sets.
    4. Eberron - Notes about allowing expansion content into this campaign.

Races

A few clarifications about the races.

Classes

Notes about any Class that has to be defined a bit for this game beyond what's in the core rules.

  • Cleric Class / Kind of has a twist on it based on a lack of well defined deities and 2024 rules.

Backgrounds

Notes about any Backgrounds either in the core books or homebrew. May include references to characters and game lore.

Miscellany

  • There are two moons. This was just ad-libed into the game one session at random.
  • 8 silver coins with markings no one can identify were found in Hydra Swamp, along with Pydraxcalibur. The coins are from another realm of existence, where the sword also came from.
  • Asian themed vegetables exist in this campaign setting, due to the backstories of Sniv.
  • “Totemcraft” - The art of sculpting small stone totems in Havenspass.
  • Mistwood sap that drips from the roots into underground caverns when coming into contact with the skin of humanoids can have an affect as a chemical toxin that knocks them unconscious, sometimes even for days. Results may vary.
  • Tartarusium - a fictional variant of Titanium for this campaign.
  • It shall be assumed, at least in most common humanoid marriages, that like in real life the man's last name is taken by the wife, and also any children.
  • In addition to the normal “Traveler's Clothes” for 2GP, we now also have:
    • WINTER Traveler's Clothes” for 4GP. This set of clothes could consist of SNOW boots, a wool pants, a sturdy belt, a thick shirt, a wool jacket, thick gloves, and a thick cloak with a hood.
  • Casting fourth level spells or higher requires material components in this game.
    • This starts a definitive motive for spellcasters to start looking for and hording spell components eventually, which drives questing and keeps some over powered spells at a minimum.
    • When a 4th level spell is acquired for the first time, a player character shall be given the components for it for free, once.1)
  • Casting third level spells or below does not require material components in this game.
    • This is to give new spellcasters a chance to just get used to using spells for fun.
  • Jack gave the party 3 Magic Beans. Each bean is capable of growing a giant beanstalk. This does not however assure that all beanstalks arrive at the same location such as Mustardia as the first bean did due to the nature of cloud island drifting.2)
    • Elvinara gave the party 1 additional magic bean, which they have yet to use.3)
  • Each HEX on our tabletop mat is 1 inch wide. So the ultimate judge of distance would be to take a ruler and measure inches in a straight line from point A to point B, instead of trying to judge the hex count if needed for really precise moments.
  • Chaos Initiative Rules - alt way to do initiative for rounds.
  • There shall be 28 days in a month, and 13 months in a year for even 364 days per year.4)
  • Goblin Fire Arrows are normal arrows but they get a bonus 1d4 fire damage.
  • Explosive Mining Orbs count down 10 round by blinking faster and faster and then explode. Exact damage unknown. They're represented by physical marbles in game. Touching them activate them. There's probably some trick to not setting them off but we don't know what that is just yet.
1)
Stealing that from another DM who came up with the idea to see how it works out.
2)
2 Magic Beans remain in game in The Party's possession as of Feb 17, 2026.
3)
At game session on May 5, 2026.
4)
Decided one night after having to set a month long in game stipulation on something.
world_building.txt · Last modified: by dungeonmaster

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