Welcome to The Fen, adventurer!
In this mystical realm, ancient home of the Free Peoples of the Fen, a cataclysmic event known as The Shattering has unleashed magical anomalies, transforming the once-peaceful landscape into a perilous realm of wonders and dangers known as The Pale.
What do you seek amongst the chaos of The Pale?
What’s Here
Here you can find an overview of the setting, and some details as to how we’ll be running our campaign. I’ll put maps and other visual information your characters would have access to here, as well as summaries of each session.
Other pages will hold info on specific places and systems etc, for example here where you can find a more detailed description of the Fen Pale, the region in which our campaign takes place.
Truths
The Free Peoples of the Fen existed in relative peace for centuries. Sparse of precious resources and covered with bogs, valleys and thick forests, neighbouring factions showed little interest in the region and knew not what occurred within it’s borders. Still, the Fen’s inhabitants grew nervous at the approaching borders of the Golden Enclave to the east.
The Shattering. 5 years ago, this peace ended with the cataclysmic event known as The Shattering. This mysterious upheaval devastated settlements, unleashing otherworldly anomalies upon the landscape of the Fen. These rifts in reality birthed magical distortions, unpredictable phenomena, and grotesque creatures, turning the once serene region into a realm of peril and wonders.
Powerful Artefacts have emerged as tangible manifestations of The Shattering’s chaos, often concealed within the heart of anomalies scattered across the Pale. Coveted by numerous factions, these relics possess untold potential, becoming the focal point of a relentless pursuit for dominion and control.
Fractured Dominion: Amidst the shifting anomalies of the Pale, a tapestry of conflict unfolds as numerous factions vie for supremacy over this enigmatic realm. As the magical disturbances intensify toward the centre, so too does the struggle for control among those who seek dominion. Amidst the tumult, roving bandit gangs have emerged as opportunistic marauders, exploiting the weakened territories of the Fen.
Rift Walkers: Roaming the Pale as freelance artefact hunters, the Rift Walkers defy true allegiance to any faction. Their knowledge and expertise of the Pale, available to the highest bidder, make them sought-after assets. Yet, within the Pale’s shadows, some Rift Walkers harbor personal motivations and secretive aims that may influence the fate of the region.
The Ruined City: Beyond the fringes of the Pale, where communities find a semblance of stability, the journey towards the core of the cataclysm brings an escalating sense of magical instability. In the Ruined City at the epicentre, legends speak of the “Dark Heart,” an enigmatic anomaly veiling an extraordinary power with the ability to grant the wishes of the finder. Of those who dared to venture toward the Ruined City, only one has ever returned.
Housekeeping
Some important points as to how we’ll be playing. If there’s anything you object to, or would like to add, let me know.
General
- Although we’ve got a custom setting, you can expect to find all races and use all spells etc from WoTC lore.
- If you have some ideas related to your characters that you’d like to work in, feel free to mention it. We’re having quite a soft start, so I expect a bit of ret-conning to begin with.
- If anything I do as a DM is obtrusive or frustrating, let me know! This is my first time DMing and I’m very open to feedback.
- We will aim to have a session every 2-4 weeks
Combat
- To keep pace in the combat I won’t be narrating every swing and miss. You can narrate your characters actions as much as you like, though.
- For the same reason, I will try and let you know if your turn is coming up next so you can be prepared when it starts.
- Expect a reasonable level of difficulty. I will try to be forgiving, but be aware there is a non-zero chance of character death/long term consequences to serious mistakes.
- It would be great if we can get familiar with our characters available actions/spells and the rules around them so that we don’t have to stop and look things up too much. I think we’re all fairly green, so I expect a bit of stoppage, but any effort would be appreciated.
House Rules
- As well as the DM, players have the ability to award an inspiration point to another player once a session. Inspiration must be given on reasonable feats, and the DM or other players can veto.
- Drink a potion as an action and you get the maximum possible healing. Drink it as a bonus action and you roll the dice for it.
- Within the boundaries of the pale, no long rests are allowed in the wilderness. Long rests must occur in relatively safe, sheltered locations.
- If a character sleeps in a reasonably comfortable place (e.g. a fancy room at an inn, a decent house of their own), a 10% temporary bonus to HP will be awarded.
- Further suggestions welcome!