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For the first time I’m going to be playing a character in my world. One of my players in the last two campaigns is going to DM and together we set up the one-sheet so as to not change too much lore. One of the ideas I came up with early, was by playing in the Age of Myths, because any lore changes can just be referenced as legend when we play in the current era.


The Road to the Uncoupling

Your story begins in a prosperous world of togetherness and mutual can-do spirit. Before the battle for the heart of Kirtin on the Lake (KotL) or the sacking of Kirtin in the Sky (KotS), before the Proctors spread death and misery in Sas Rurulit, and before the unprecedented events of the Awakening and the finding of Lorebooks, there was The Uncoupling. The apocalypse that destroyed the weave of magic for the Kin and Kon, leaving Ken and the 5 coloured dragons of the Chromatic Convocation in complete possession of magik.

Players are part of a select group that were born with innate magical ability (you’ve been everflow touched) that is prized even in this magic-rich world. Possibly you inherited your trait from a bloodline trait or ancestral ties to deeper magik of the Everflow. It has shaped your early years, possibly enrolled at a young age by family in the scholarly studies to become part of the magik ruling core of society or you hid your talent and nurtured it on your own.

However, recently there have been rumblings, rumors about a shadow organization unhappy with the status quo, who seek to eliminate the existing ruling council and rule not by consensus but by force. You’ve each been selected by the bronze Dragonborn Artok, tasked with this mission by his patron, the adult Bronze Dragon (Othimbane) who sits on the council, to identify and either infiltrate or forcefully break these fools of their notions and ensure that no other plots are forthcoming.

https://fullmoonstorytelling.com/wp-content/uploads/2024/05/world-map-of-aur-1.jpg?w=1024*A global map of the world centered on the spaces where play in the campaign has occurred to this point.*The following is written by the DM for this campaign.

Premise

  • This campaign takes at least three millennia before the Born Generation and the return of magic to the Lands of the Everflow.
  • Gain information about “The Shadows”, a secretive organization bent on wiping out the Ruling Council of Aur.
    • Artok has the rough information about several potential members that could lead you to a hideout or meeting place.
  • Infiltrate or brute force your way into the group.
  • Identify other members and find potential leads about who is the power behind “The Shadows”.
    • Keep (human council) and (gnome council) members apprised of your investigation.
  • Possibly assist the council with additional tasks at your discretion.

Factions (NPC names to come soon)

  • The Ruling Council of Aur (RCoA) – A group of 9 members, three of each Ken, Kin, and Kon, and 4 dragons, two each of metallic and chromatic.
    • The RCoA is the “federational government” of Aur, with different cultures/regions governing in their own way and answering to the RCoA.

    • Kin: Human (F), Goliath (they), Halfling (M)

    • Ken: Elf (F), Elf (M), Dwarf (M)

    • Kon: Goblin (M), Bugbear (They), Hobgoblin (They)

    • Dragons:

      • Elder Metallic (Silver) – Tanargnyvur
      • Adult Metallic (Bronze) – Othimbane
      • Elder Chromatic (White) – Dwargauth
      • Adult Chromatic (Blue) – Nymaryxon
  • In occurrence with the rise of The Dragon moon (the fourth moon of the Aurian system), the dragons withdraw from the council for a year (draakmoeten) and meet at an undisclosed location with the world dragon (a deep time dragon) named Andarawus Del-mos.
  • The Metallic Dragons
  • The Chromatic Dragons
  • The Shining Order of Dreki – Holy dragonborn order who serve the Draconic races as paladins, clerics, and religious personages located across the world. Some that choose a more individual path travel and assist as Priests and Mortuary persons in smaller towns and villages.
    • Necromantic magic is thought to primarily flow through the draconic race).
  • The Shadows – A heretofore unknown organization/cult/religion(?) focused on the overthrow of the RCoA, and to rule through force and oppression rather than through consensus.

Campaign Facets

  • 2nd & 3rd tier drop in/out campaign play, starting at 5th level
  • All PCs start at lv.5 with the added feat “Everflow Touched”, adding a +1 to spell attack modifier and adding one free 1st level spells (from any school expect necromancy, unless your PC is dragonborn) to your spell list which can be cast once per long rest.
    • Material components will not be needed.
    • at lv. 9 this will increase to +2 and an additional spell (2nd lv.) can be learned.
  • Rules used are core 2014 WotC D&D, plus most player facing options from WotC
    • Check with the DM about using setting-specific feats, subclasses and spells
  • Allowed races are Kin (human, halfling, goliath), Kon (goblin, hobgoblin, bugbear), Ken (elf, dwarf, non-rock gnomes) and dragonborn/kobold as shining order of Dreki
  • Divine magic is thought to come from the forces of nature and the philosophies, there is no active pantheon of faith, beyond those who worship the dragons.
  • Potential for multiple pathways to quest completion
  • Player driven story creation in a sandbox setting
  • Wide regional/worldwide settings with airship and/or teleportation travel
  • Actions may become legend
  • Milestone leveling – several sessions per level gain; saves time when we all don’t have to track XP

https://fullmoonstorytelling.com/2024/05/19/age-of-myths-the-uncoupling-campaign-one-sheet/

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