Portals of Midwrathe

 

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Character Creation

Combat

Adventuring

Magic

Dungeon Mastering

Characters

Running the Game

Adventures

Magic Items

Monsters

 

Campaign Guidelines

OVERVIEW

The following guidelines provide a common description for the campaign as a whole. This is currently a work in progress and should not be construed as canon.

Some of the information below may be described in greater detail in other sections of the website. Where appropriate, a link to the detailed section is provided for reference.
 

Character Creation

Character creation in Midwrathe differs from region to region. Generally the selection of player character races is more limited.

As far as most PCs know there are no Halflings, elves (in the traditional sense), orcs, or half-elves. Dwarves are unable to use arcane magic. Gnomes are insane (and currently not available for play as PCs). Kobolds are some weird variant of dwarves. There are several different types of humans.

The selection of player character classes is markedly different from 3E. PCs are allowed to start as NPC classes (from the DMG and other sources). PCs may not begin play as wizards, monks, or paladins. The choices of deities available to clerics and druids is very limited. Sorcerers are generally required to be of a particular human race (Duatha). To take a new class PCs must first find an instructor or teacher. Human characters can freely multiclass without penalty.

There is a greater variety of craft and profession skills. To learn a new skill PCs must first find an instructor or teacher. Finding a teacher knowledgeable in Item Creation Feats is rare.

The acquisition of new feats may sometimes require PCs to first find an instructor or teacher to impart such knowledge.

A general note: In Midwrathe GMs have much more latitude and are given much wider powers of discretion. They must often think outside the book. As this is a shared campaign the actions taken by PCs have a very real effect. What PCs do in one region may affect PCs in another.

Alignment is generally less of a concern to most folk in Midwrathe while religion is of great and often overriding concern. The dominant religion in the Kingdom of Pendar is the Pendarin Church of Leron. The Pendarin Church is very intolerant of other religions and has launched numerous crusades against infidels, heretics, and pagan non-believers. Leronist missionaries are quite common.

Equipment selection and purchase is greatly influenced by regional availability. Regional GMs determine what goods and services may be purchased in their region. Many places in the campaign have severe limitations on what may be purchased. PCs who are not nobles or in the service to a noble lord are generally prohibited from carrying martial weapons and metal armors. While some exotic weapons are unheard of, with the nature of the Shadow Gates there is an increased chance of finding something truly odd. Midwrathe has no riding dogs.


Combat

Combat remains much the same. The lessened availability of deadly weapons and protective armor makes combat that much more dangerous to PCs. But most foes they encounter will be equally handicapped (they hope).


Adventuring

Gaining experience in Midwrathe depends less on slaying monsters and more on role-playing and interacting with the campaign setting. Treasure is scarce. Rewards are intangible. Titles and honors are available for those who toil in service to a noble cause.


Magic

Magic is rare in Midwrathe. Many cultures and societies of Midwrathe regard magical items and spellcasters with a great deal of mistrust and suspicion. There are hidden and often deadly dangers associated with using magic.

Much of the magic in Midwrathe is focused on rituals and the use of rare and inherently magical substances.

Huge entropic forces course through the ether.

Virulent and deadly plagues may strike those channeling arcane power.


Dungeon Mastering

Midwrathe is more about style and story than about whacking monsters and getting booty. Adventures are often based on the actions or intentions of the characters than on preplanned events. The world of Midwrathe is inherently unbalanced. Beginning PCs are at the bottom of the heap. They cannot expect that they will be up to every challenge presented or that every encounter is geared to consume 25% of their resources but allow them to be victorious. PCs should exercise prudence and discretion. All actions have consequences and repercussions.


Characters

It can be assumed that the Prestige Classes outlined in the DMG will probably not be available to most PCs. Midwrathe will have Prestige Classes created to mesh with the campaign setting and in many cases tailored for individual PCs.

The wealth levels progression table has no bearing on Midwrathe. Similarly the equipment generally assumed to be in the possession of higher level NPCs is grossly inflated as compared to Midwrathe.


Running the Game

Poisons and alchemical toxins are widely used by those desiring to sway the outcome of physical encounters.


Adventures

Considering the relative strength of most adventuring parties (which is less than that found in standard 3E) combat encounters can quickly become deadly. GMs are advised to moderate the strength of opponents--unless the PCs should have known better. The DMG section on Generating Towns should be ignored for Midwrathe.


Magic Items

PCs should not expect to be able to purchase magic items off the shelf in Midwrathe. Many items normally available in typical 3E campaigns are unknown.

The science and art of alchemy is very advanced in Midwrathe. Alchemical substances exist that do more than just serve as receptacles for spells.


Monsters

Midwrathe has many unique monsters and creatures.

Insane free-willed golems terrorized many remote areas of Midwrathe. Comprised of seemingly fanciful substances (limestone, granite, ice, wood, etc.); they are the tattered and hollow servants of the once mighty Empire of the Lexigraphers.

 

 

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