Dawn of History Setting [Archive] - Wizards Community

Post/Author/DateTimePost
Gavin Stormlance

03-12-08, 07:31 PM
This is a rough concept for a campaign setting I'm working on. Currently its called Edar, but its a working name and might be changed before all is said and done. Basically I'm looking to brainstorm with other DMs out there to devlop this world furthur. So please feel free to chime in with any thoughts, ideas, advice, suggestions, or information you come up with. I'll keep posting things here as I think of them.

Setting Synopsis

"In the time between when the oceans drank Atlantis, and the rise of the Sons of Arrias, there was a time of high adventure..." - Chronicler of Conan

The world of Edar is a land at the dawn of history. Humans have moved out of the stoneage and begun the slow development of civilization. A few regions have been settled by small human cities, but much of the world is still occupied by nomadic hunters and barbarian tribes. However, the stability of settlments has given rise to aristocracy and other significent works such as fortifications and construction of public buildings such as palaces and temples.

Agriculture is slowly beginning to take shape, though the lack of advenced irigation and farming methods leaves many in dnger of starvation every season. Horses have been domesticated, but truely skilled riders are rare, and horses are mainly used as labor animals alongside oxen. Travel is still accomplished mostly on foot or by wagon, ships are rare and only suitable for short trips along the shoreline, not the opens waters of the ocean.

The craft of metalurgy has only recently been discovered, and most weapons and armor are made of bronze. However a few remote barbarian tribes, and the reclusive dwarves of the High Mountains have developed the ability to work iron and steel into weapons and armor, and these pieces are the finest avaliable, though difficult to find. Magic is raw and untamed, requireing special gemstones to focus it. Anyone can use the gemstones, but only a select few truely understand their mysteries, and are able to unlock their full power.

Setting Notes

PC Races: Human, Half-Orc, Halfling, Dwarf, and Gnome*
* Replaced natural magic with the RIng Stone Affinity feat from R.A. Salvator's Demonwars setting

Avaliable Classes: Barbarian, Fighter, Ranger*, Rogue, Gem Master**, Gem Sorcerer**
* replaced spell casting with gem magic feats
** From R.A. Salvator's Demonwars setting, published by Fast Forward Entertainment

Elves are an enigmatic fey that dislike all other races except other fey and gnomes. They live in the forests, and are known to abduct anyone who wanders too deep into their domain. Those that are taken often return many years later unchanged, talking of a strange, other worldly realm, but some don't return at all.

Bronze weapons are the norm and have a -1 attack penalty due to their low quality. Iron weapons have no modifier to attack, and Steel weapons are considered masterwork. Only light and medium armor is avaliable. Heavy armor is rare and only made of steel making it masterwork.

Magic is handled by the Ring Stone sytem detailed in R.A. Salvator's Demonwars setting, which allows anyone with a wisdom of 13 or more to gain atleast a little ability to use magic.

Thats all I've thought up so far, and obviously none of it is set in stone and is subject to change as the setting evolves.