The Gates of Erbia
The Gates of Erbia D&D Campaign
Greetings, oh wise and mighty adventurer, and welcome to the moon world of Erbia! Before you can begin your quest there are things you need to know about the campaign setting and the starting conditions for all of the characters. Please review all of the information below so that you will have a firm grasp on the particulars of the setting and the mechanics that govern it.
Information About The World and its Neighborhood
Erbia is a terrestrial planet sized moon that is 24,000 miles in circumference at the equator (or between the size of Venus and Earth) that rotates once every 24 hours giving a normal, Earth-like day/night cycle. Erbia orbits around the gas giant planet Jarim, a Sudarsky Class II gas giant dominated by white water clouds which are arranged in huge belts broken up by bands of azure clear sky. Gigantic oval storms speckle its surface ranging in color from the white of high ice clouds for the smaller ones to the oranges, yellows, and reds of material dragged up from the interior by the largest ones. Jarim is orbited by two other large terrestrial moons, one inner and one outer to Erbia. The inner one, Yani, is a yellow and beige disk in the sky whose features are sometimes totally obscured by tremendous clouds of dust and ash belched out by its frequent volcanic eruptions. Dolas, the outer moon, appears as a unchanging, heavily cratered disk of browns, blacks, and grays. These worlds (Yani and Dolas but not Erbia) are tidally locked meaning the length of their day is equal to the length of their orbital period around Jarim (this is plainly visible in the skies of Erbia and not something only the learned are privy too; anyone with eyes can see it just like anyone can see our moon is tidally locked to the Earth). From the surface of Erbia, Jarim appears 15 times larger in the sky than the full moon does on Earth.
The orbital period of Erbia is exactly 8 days and so an Erbian week is 8 days long. The week is marked by four points each 2 days apart: midlight, halflight, middark, and halfdark. The period of midlight occurs when Erbia is between Jarim and the Sun. This causes Jarim to be full in the night skies of Erbia and, having an extremely high albedo due to being mostly covered in white water clouds, it lights up the night sky of Erbia as bright as an overcast day and banishing night all across the globe for a time. The powers of good and light are at their peak during this time and spells of light, healing, and life are at their most effective. Midlight and middark occur when Jarim is half full in the sky. The powers of good and evil, light and dark, are in balance and none has advantage over the other. The period of middark occurs when Erbia passes through Jarim’s shadow; the gas giant eclipses the sun. It is only a few hours long but during this time it is blackest night all across the entire globe. The powers of evil and darkness are at their peak during this time and spells of darkness, injury, and death are at their most effective.
- 10 coppers (each worth 1/250th of a gold) = 1 silver (worth 1/25th of a gold)
- 25 silvers = 1 gold
- 10 golds = 1 platinum
- 25 platinums = 1 tantalum (worth 250 golds)
- 100 tantalums = 1 Royal Tungsten (worth 25,000 golds each and used only by banks, governments and the extremely wealthy. RTs are marked with tracking enchantments to prevent counterfeiting).
Miscellaneous Game Mechanics
Characters recover 1 hit point of damage per day of rest. After one day of not drinking water characters will lose 10% of their hit points per day and these cannot be recovered until they quench their thirst and rest for one day. After 3 days of not eating characters will lose 1 hit point per day and these cannot be recovered until after they eat and rest for 3 days to recover their strength. When going into an area devoid of food/water the players should let the DM know how many days worth of each they are bringing.
The Adventure Begins…
The characters begin their adventure in the town of Bloodrun in the Kingdom of Northern Abakar. It is located at 159.5W and 50.5N on the map. Bloodrun is a large trading town located on the River of Blood aka the Blood River. It is one of three such towns (the other two being Quend and Goldspot) which sprang up along the lucrative trading route between Lekshire City on the Polar Sea and Helgafel where one terminal of King Tun’s Canal is located. The trading ships take the canal to the small, inland sea called Paradan’s Lake, and from there to the capital city of Barsinnon.
Bloodrun is located in the middle of the tundra region directly between the Badlands to the west and the Plains of Frost to the east. The ancient Blood River (so named due to the iron rich, rust colored waters) runs from its source at the dormant Mount Dakar, past the extinct volcano Mount Briahnon, through the only pass in the Blade Mountains to cut across the glaciers in the Broken Highlands before arriving at the coastal Lekshire City.
It is assumed that the characters would have begun their adventuring careers doing mercenary work guarding the ponderous trading ships from the bugbear and gnoll tribes which call the tundra home. Many ship captains prefer to chance the inland waterways instead of risking taking their ships out into the polar waters around the Broken Highlands and so there is ample opportunity to engage in this kind of work. The Blades are also home to many forgotten mines, crypts, and catacombs which would provide adventurers opportunities to have found some magical items/weapons which is the justification for starting the various classes with the magical items they are given (see below). This is also the justification for starting all of the characters at level 2 except for fighters/warriors who may be level. 3. All characters get the max hit points their number of hit die (a d8) allow. Characters begin with 2000 gp worth of non-magical equipment, armor, and weapons (players choice) but no money.
The Campaign Pantheon &
Information for Clerical Characters
The gods and goddesses are astronomical in nature and correspond to the star and planets of this system. These are the only deities that the characters can choose from in the setting. The gods and goddesses are neither good nor evil. All of them rule over aspects of life that are “positive” and “negative”. Note that although Jarim rules magical healing all of the gods/goddesses grant healing spells to their clerics as normal. The full catalogue of clerical spells is available to clerics of any deity although clerics do get certain bonuses depending on who their patron deity is (see below). They are as follows:
- Amaterasa (color = orange) is the goddess of light, youth, marriage, protection, slavery, fire, women. Her metal is gold and her symbol is the mother bear standing over a group of cubs with the fiery sun shining down on them from above. Clerics of Ameratasa have a 10% bonus to their armor class but water based attacks add an extra 10% damage to the character. Only women may be clerics of Ameratasa.
- Porsadin (color = red) is the god of metalworking, mining (for metals), forging, honor, strength, power, control, order, men. His metal is mercury and his symbol is the hawk with wings spread wide in triumph sitting on a double headed spear with a red star above the hawks head. Clerics of Porsadin have a 10% bonus to their attacks but will lose this bonus if they act in a dishonorable manor. To restore this bonus the characters must undertake a holy quest to restore their honor. Only men may be clerics of Porsadin.
- Jarim (color = white) is the goddess of life, magical healing, fertility, nature, agriculture, natural disasters, storms, volcanoes, the element of air. Her metal is platinum and her symbol is a tree standing beneath a white disk with bundles of wheat at its base. Clerics of Jarim have a 10% bonus to all healing spells but earth based attacks add an extra 10% damage to the character.
- Urana (color = green) is the god of knowledge, magic, science, secrets, writing, physical (non-magical) medicine, treachery, the element of earth. His metal is an alloy of antimony and bismuth and his symbol is an open book with one page showing a green star and the other page the motto “Proba Fines” (test the limits). Clerics of Urana have a 10% bonus to their intelligence but suffer an extra 10% damage from all air based attacks.
- Nirada (color = blue) is the goddess of wisdom, building, mining (stone and gemstones), crafting, thieves/assassins, the element of water. Her metal is silver and her symbol is a tower with waves crashing against its base and a blue star radiating above it in the sky. Clerics of Nirada have a 10% bonus to their wisdom but suffer an extra 10% damage from all fire based attacks.
- Torban (color = purple) is the god of chaos, fear, luck, corruption, commerce/trade, money, cities, covetousness. His metal is iron and his symbol is a city skyline above which a purple star radiates in the sky. Clerics of Torban have a 25% bonus to the ability to turn undead by virtue of his chaotic influence but also suffer a 10% reduction of all healing spells because of it.
- Dragur (color = amber) is the goddess of death, the undead/necromancy, old age, decay, divination, forbidden knowledge, oracles, poisons, sickness, and pain. Her metal is lead and her symbol is a skull who has an amber star in the right eye socket surrounded by a ring of 8 amber stars representing the 8 constellations of the Erbian zodiac. Clerics of Dragur have a 10% bonus to defense against spell based attacks and on saving throws vs. poison but suffer 10% extra damage from all light and life based attacks.
Clerical characters are given a medallion shaped like a star and made out of a material (players choosing with the following constraint) whose color corresponds to the god/goddess the cleric follows. The medallion adds 25% to the healing spells (i.e. a spell that restores 6 hit points instead restores 9). The medallion can also do one of the following once per day:
- restore a dead character to “deaths door” (zero HP and unconscious) if they have only been dead for under 24 hours and the body in intact; further damage permanently kills the character unless resurrected by a high level cleric as normal. The character on deaths door has 0 hit points and can either recover normally (see below under Special Game Mechanics) or they can be healed with spells as they normally would be to recover hit points. The character on deaths door will regain consciousness once they have 1 hit points or greater.
- restore one character to full hit points. Also cures sickness and poisoning, breaks charm spells, and counteracts the effects of fear, confusion, and paralyzation in the character so healed.
Information for Magic Users
Magic on the world of Erbia falls under the jurisdiction of Urana, the god of magic, science, and knowledge (but not forbidden knowledge or divination which falls under the jurisdiction of Dragur). Mages are not uncommon on the world of Erbia and the attitude of the general population towards mages varies depending on the dominant culture in that part of the world the characters find themselves in.
The characters begin the campaign in the Kingdom of Northern Abakar where mages (and the obvious survival advantages their magic brings) are, for the most part, held in high regard by the people living in that cold, harsh land. In other lands the reaction of the general population towards mages may be very different. For example, in the Abakarian Empire to the south where the climate is more mild mages tend to engender far more mistrust amongst the citizenry and this has become part of of the culture of that country Also, mages tend to be organized along national boundaries and are incorporated into the armed forces of many nations on Erbia.
The Order of Abakar is the dominant body of mages in Northern Abakar where the characters being their adventure and any magic-user characters of any type may elect to belong to the Order. If they do then they will be able to utilize their connections with the Order to get help from other brothers and sisters who are members (kind of like the Freemasons). However, they also place themselves under the jurisdiction of the Order if they choose to do so and there will be penalties if the mages choose to defy the Order. Mages may also choose to begin with no affiliation to the Order which means they are not bound to its edicts but they may not turn to it for help either as they will be politely shunned by the other members unless they join. Other mages who are not in the Order may or may not help the character as they see fit but they will not shun the character like the Order members will.
Along with magic the first stirrings of the physical sciences are also being felt in the world of Erbia. Mages, being the most scholarly class, are the most adept at the new sciences. However, a great deal of secrecy still surrounds these fields which is one reason that gunpowder, while known to the mages of Erbia, has not found its way into generalized warfare yet. The study of physics is in the very first stages of becoming a distinct discipline. Players wishing to use proficiency slots for alchemy or astronomy can have access to these very rudimentary sciences.
Lastly players can elect to have their magic-user character be a devotee or Urana. If they do so then once per day they may call upon the god to aid in the working of their magic. This will grant the caster a 10% bonus to whatever spell they choose. However, devotees of Urana spend many long hours in study and this makes them less physically robust. Thus they suffer a 10% penalty on saving throws versus poison and disease.
Magic-user characters are given a staff which is topped with a green magical crystal that can hold up to 3 spells of any description. The spells are called forth by a spoken word of command chosen by the player. The crystal is charged by the mage memorizing a spell, choosing to put that spell into the crystal (freeing their mind to hold another spell), and choosing a keyword to call forth the spell. The instant the keyword is chosen and the spell transferred the material components (if any) crumble into finest black dust. The staff also has the following inherent abilities only 1 of which can be used per day:
- comprehend languages
- true seeing
Players may begin the game with the crystal fully charged with spells of their choosing but they must be spells already in the mages spellbook (i.e. part of the list of spells chosen by the player when creating the character). Also mages are assumed to have all of the cantrip spells available to their class in their spellbooks. They may choose 10 first level spells and 10 second level spells for their spellbooks. However, that is all. Acquiring more will be possible throughout the game. Lastly mages in this campaign may wear leather armor so long as the characters strength permits it.
Information for Rogues
Rogues are, for the most part, much the same on Erbia as any other world in the multiverse. While there is no formal Thieves Guilds in any of the cities of Northern Abakar there are lose syndicates of thieves and assassins. In the town of Bloodrun where the characters begin their adventure there is a small, shadowy group of rogues called the Blood River Gang by the citizenry (players with rogue characters should inquire of the DM the true name of the organization if they wish to be members; this is done to ensure only the player and the DM know the name). A rogue character may elect to be or not to be a part of this body as they see fit. Members of the group have the benefit of being able to call on other members for aid but they must agree to disclose all of their acquisitions to the group and they must agree to give up 10% of whatever they find to the group. Furthermore the group gets to choose what they like of the characters finds to fulfill that 10% requirement. If a rogue fails to disclose everything they acquire and it is discovered they are marked for death by all members of the group. However, the character can also profit from this since that wealth may be used by the group in ways that further the characters and/or the parties interest. All members of the group get an equal vote on how the collected wealth is to be used.
Rogues may also choose to be devotees of Nirada. If the players choose to have their character be a devotee of Nirada then the rogue will gain a 10% bonus on all dexterity checks. However, the goddess will also demand that the rogue make regular donations to her temple fund. Nirada delights in mining, crafting, and building and the temples of Nirada often fund public works projects in many town and cities. This donation must be made four times per year (the year is 240 24 hour days long, Erbia takes 8 days to orbit Jarim, therefore there are 30 8 day weeks in a year thus the donation must be made every 7.5 weeks or in other words every 60 days). The donation is 10% of their total earnings however unlike the “donation” required by the gang what constitutes this 10% is up to the rogues discretion so long as its value is the equivalent of 10% of their total earnings.
Rogue characters are given a magic ring that can cast a magical camouflage on themselves and/or others once per day that will hide the character so long as they do not move. The ring has 10 charges and each person hidden uses 1 charge. Only magical true seeing can reveal the deception. The ring can be recharged by retaining the services of a cleric of Nirada that is level 10 or higher (cost = 25,000 golds). Rogues are also given a set of magical lockpicks which give them a 15% bonus at lockpicking any normal lock and a 5% bonus at picking a magical one.
Information for Fighters/Warriors
Warriors, like rogues, are pretty much the same on Erbia as they are anywhere else in the multiverse. However, as with the other classes warriors may choose to be devoted to a god/goddess, in this case the two deities of conflict: Ameratasa and Porsadin. Only women may be devotees of Ameratasa and only men may be devotees of Porsadin. Male warriors devoted to Porsadin will acquire an extra 10% bonus on their attacks and female warriors devoted to Amaterasa will acquire an extra 10% bonus on their armor class. Male warriors who are devotees of Porsadin must commit to acting honorably or lose this bonus unless a great penance is undertaken to restore their honor. Female warriors who are devotees of Ameratasa must act to protect the weak and vulnerable whenever the goddess puts these people in the warriors care usually by a seemingly random encounter although there have been times when the goddess has called on her devotees by more direct means to defend a city or town. If a female warrior does not fulfill her obligation to the best of her ability then she must make a great sacrifice to restore her to an honorable status.
Fighter/warrior characters are given a primary weapon (players choosing) that is +2 to hit and grants +1 to the stat of the players choice.