Ancient Thrones, Fallen Kings
Campaign Story
The campaign is titled "Ancient Thrones, Fallen Kings" (which is a somewhat cryptic title, but the meaning will become clear in time). It is a mixture of a "sandbox" campaign with major narrative elements. In other words, there are major plot arcs but at the same time players should feel free to push the story in directions that fit with their characters' histories and motivations.
The campaign takes place in the world of Mythosa, naturally. Complete familiarity with the setting isn't necessary, but you should at least review the Six Things to Know about Mythosa to get a basic idea of what's going on. The campaign is/has been a mixture of city, wilderness, and dungeon adventures.
The campaign uses D&D 4E, with little in the way of house rules (see the mechanics section below for deviations from the standard rules). While the campaign is fairly liberal with what is allowed from the various rulebooks and supplements, the DM naturally reserves the right to alter or prohibit any of the rules or game elements at any time.
Character Mechanics
- Use Method 2 for generating ability scores (PHB page 17).
- Permitted races: deva, dragonborn (Viss'takh), drow (Drakari), dwarf (Runir), eladrin (Ilidari), elf (Sylvari), gnome, half-elf, half-orc, human, minotaur (Tauroks), revenant, tiefling (Dhazyra).
- All characters - new, old, replacement, etc. - have the same XP. This is something the DM will give you when you start.
- PCs with enough experience to gain a level will receive that level after an extended rest.
- PCs may not be chaotic evil.
- The gods found in the various 4E books or the Character Builder software do not exist in Mythosa. Consult the Religion section for the gods that do.
- A new character that starts higher than Level 1 may choose (at most) two uncommon magic items from among their starting equipment. Any other magic must be common. A new character may not begin with any rare magic items.
- Characters should be created using the latest errata from WotC. For classes that have been revamped from earlier sources, use the updated version.
Role-Playing Essentials
- At any given time, a PC should have three "motivations" assigned to them. Motivations can be general desires (such as "thwart the machinations of the Dark Court" or "stamp out slavery") or specific goals (such as "acquire a holy avenger" or "free my brother from the Prison of Fire"). Some things to keep in mind:
- These motivations are intended to provide hooks for the DM so he'll know what sort of adventures the PCs would likely pursue.
- Motivations aren't set in stone; they can change, particularly ones that are specific goals that are achieved.
- The motivations should be something the player finds fun or interesting (and by extension would be something the character would be interested in).
- New characters must have some sort of connection with House Argentus (and a relationship with the one or more members of the existing party wouldn't hurt). They may be a member of one of Argentus's families, or a trusted retainer, or something else (feel free to use your imagination). Above all the character needs to have a reason why he would join with the party and why he would continually risk his life alongside them.
- Characters need to have a place of origin. If a birthplace isn't defined, the following will be assumed: