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The Player’s Guide to the Crashing Chaos Campaign
The Player’s Guide sets out everything that a new player to the setting needs to know in order to create a character that fits the setting and has any rules changes or modifications to keep in mind when building your character. Also it’s important to keep in mind that this specific document gears players up for the Crashing Chaos Campaign. There are 8 linked adventures that comprise the Crashing Chaos Campaign, and if you plan on playing these adventures, you should consider this an essential resource for gearing up.
Campaign Prep
Pages 5 through 10 feature specific character creation details for that campaign and give you several options and ideas for creating a character that fits the campaign and gets you in the mindset of the campaign. Bear in mind that magic is astonishingly uncommon in the historical context of the setting and that while magic using characters may exist, they are far from commonplace. The other key part of this section details the available races for the setting and gives you a host of ideas and background details you can use for character creation.
For new players building characters or experienced players building new characters for this campaign, this is an absolutely essential resource to get a grip on the background elements of this campaign.
Setting Details
The last half (ish) of the book is a very broad look at the campaign setting for new players. With place names, important political organizations and other key factors, this is the information that just about every player would want to have to get familiarized with the larger campaign setting. One of the hardest parts of getting into a new campaign setting is getting acquainted with the world and the fine folks at Fantastic Reality have done an excellent job of distilling all of those details into easily digestible bits and bites of their larger world. If you’re looking to get into their campaign setting and checking the place out, this is a very solid “travel guide” style write up for places and points of interest.
Rating
It’s a 5 star product if you are looking at gearing up for playing the Crashing Chaos Campaign. I’d give it a 4 Star rating if you’re looking for some new ideas and an introduction to the larger Campaign setting.
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The Crashing Chaos Campaign Guide
You can look at this document as a larger version of the Player’s Guide with a lot more of the details filled in. If you are planning on running the Crashing Chaos Campaign, you realistically need this book because it ties everything together. It fills in a lot of the scaffolding and support to pull the adventures together and gives the DM/GM everything they need to know in order to run the campaign.
Campaign Prep
This book is the campaign prep for the Crashing Chaos. Page 8 gives you the synopses of the eight adventures that comprise the campaign (and includes the suggested level ranges for each adventure in the campaign). The background information is almost identical to the information presented in the player’s guide, but there are additional details filled in.
Setting Details
The setting notes that are presented in the Player’s Guide are expanded upon and a lot more information is accessible to the DM/GM. Places are given more information and the dominant power of the region is given a full write up with much more detail. The other important details covered are major and minor npcs that are essential to the campaign.
Major NPCs are given a solid write up with major wants, needs, resources and other advice for running them as NPCs. They also have notations for the adventures they show up in and characters that are likely to experience combat have full stats. Minor NPCs have a brief bio and their likely interactions with PCs lined out, and have their key adventures noted as well. This is a big section of the book but it gets you ready for figuring out the larger forces at work. These are well written bios and prospective gaming authors could do a lot worse than studying this style of write up.
Rating
If you plan on running Crashing Chaos, it’s essential, it’s a 5 Star recommendation without reservation. If you’re curious about the world at large, or are interested in more details about the setting, it’s still a 5 star product. The only thing that detracts from its value is the NPC bios are less necessary if you aren’t playing the campaign. They are still wonderful write ups and can give you a solid look at the ideas and underlying plot elements of the setting.
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This side-adventure serves to wind up the Crashing Chaos campaign, and serves to shed further light on the ancient squabbles between the Windsome Chain islands (where the party is at the moment) and the Farasene Imperium, something the characters are now embroiled in themselves. It also lets the party explore a new part of the islands. Although adding background, it can be left out if you don't wish to include it in your campaign - and even if you are not running the Crashing Chaos campaign it could make a stand-alone adventure with a few changes.
It all begins after a celebratory banquet marking the freeing of Harbourhume from the Kan Demon when Christianos Thixx, the new-crowned king of the islands, asks the party to secure Rock Point Keep, an outpost of his kingdom that has stood abandoned due to a treaty with the Imperium that forbade them from maintaining a standing army. There's a fair bit of background to absorb (mostly stuff that a historically-inclined character ought to be able to ferret out if so inclined), then the party is summoned by the king and given their instructions. They have a choice of travelling by land or by sea along the coast to a point near to the keep, both options are covered here. Those who go by land face a quite eventful 3-day journey, while it takes about a day by sea and this trip, too, is not devoid of interest.
Whichever way they come, eventually they reach the Keep itself. It consists of a small tower in a walled courtyard, a plan and room descriptions are provided. At a first glance, the place seems neglected but that doesn't mean that nobody's home... or that they are friendly. Expect several brawls to punctuate exploration. Oh, and it's haunted as well. This provides curious characters with an opportunity to discover more of the history of the place.
It's a neat adventure with a lot going on which all serves to make the place come alive. Successful characters who are in the King's service (rather than merely having hired out to undertake this task) will be granted land in the vicinity, which provides opportunity for further activity. The mix of physical and supernatural encounters is handled well making it all the more believable - the flesh-and-bones residents of the keep are scared of the ghostly ones! There are also some links to what has gone before. All in all, if you are playing the Crashing Chaos campaign with the intent of continuing on to the next story arc, you ought to run this cracking little adventure.
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This 'side adventure' is an optional addition to the core adventure The Rebel Prince, you may choose to run it at a particular point - it's all about staging a prison break on behalf of said Prince of someone he reckons will be useful in the fight against the Kan Demon. If you don't want to run this, provision is made for him to turn up anyway (either he got out on his own or never got banged up in the first place, it's not really mentioned). Many parties won't baulk at breaking someone out of gaol anyway, but if yours worries about the ethics of it all, well, here's another of those tough choices this campaign is full of!
The individual in question is one Roger Blodgett, a seaman and explorer whose 'crime' was to sail out into the open ocean to find out what was over the horizon, something forbidden by the Farasene Imperium of Tere. The gaol of Spur Rock is located on a tiny spit of land twenty miles off the eastern coast of Tere and pretty far from anywhere. It contains a mix of political prisoners, criminals from important families, and a few souls unlucky enough to know something they shouldn't... and the guards are not much better, the absolute dregs of the Imperium army exiled here, probably at least as deserving of being behind bars as the inmates they guard. This adventure, perhaps with a few name changes, can also be run as a part of any campaign or as a stand-alone.
The adventure opens with the party being asked to undertake the prison break, and being provided with a little background including the useful information that there's a smugglers' cave underneath the prison building that is said to connect with the cellars. They'll be taken there by sea and will be collected once they signal that they want to be taken off again. The adventure is written with the assumption that the party will use it to gain access, but there's sufficient information about the place that you ought to be able to cope with other plans if the party proposes them. There's a plan and room descriptions - and the place is every bit as dire and dreary as you might imagine. One or two of the guards might be worth talking with, although there are no details on the prisoners (save Blodgett himself) except that they are in poor shape, you might want to add some detail here.
This is a neat prison break adventure that ought to occupy your party nicely for a session or two. It's one where stealth rather than brute force is probably the best course of action, although the guards are possibly a bit under-powered if the party takes the approach of all-out combat... perhaps that is to be expected of the dissolute dregs that they are supposed to be. With atmospheric writing, it's a good way to gain the favour of a prince.
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This, the second 'side adventure' of the Crashing Chaos campaign, slots in after events in Muscle, Sinew and Wood when the party leaves the doomed town of Bray's Bay aboard ship. Jarvis Island is midway between Bray's Bay and the Windsome Chain, which is the party's intended destination. Several ideas are provided for reasons why the party should investigate the island instead of continuing the journey - and there's even a note that this adventure could be lifted clean out of the Asatania campaign world and slotted into your own campaign instead!
The Introduction lays out what is going on, and then the adventure proper begins... with an attack at sea! If you are using one of the alternate hooks - and so have a party visiting Jarvis Island on purpose - you may wish to leave this out, but you may choose to have a fight at sea anyway if your group enjoys them. The information gained from this encounter pertains to the on-going campaign, so if you are running this adventure as part of something else you'll need to change it to suit. Then it's on to the island itself.
Supposedly uninhabited, there used to be a tin mine here which is now played out. There's a map of the island as well as copious background notes including details of the mine, the settlement that served it and a lighthouse. Although the place is deserted, there are a few signs that someone's been there... and then an odd ghostly figure appears! This leads to the meat of the adventure, as the party tried to find out what is going on and deal with it. The truth of the matter may or may not be discovered, but should the party get it wrong the consequences could be quite bad!
This is a cracking little adventure in its own right, and it adds an interesting twist to the Crashing Chaos campaign, with the potential for adding a long-running NPC that will continue to bedevil the party (and indeed anyone else) for a long time... it's suggested that an escape is engineered if the party figure out what is happening and look likely to take steps to avoid it, just to keep this intriguing side-plot going! Deliciously devious.
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This is an optional 'side adventure' that may be run between Face Down in a Muddy Road and Smoke on the Horizon, the party getting the choice in-game to continue straight on to Bray's Bay or to follow up on a map they might have found. If you don't want to run this adventure, just don't let them find the map! However, this is a lot more than just an opportunity to poke around a mine and beat up a few Kan Demon, so it's worth considering its inclusion.
The Kan Demon raiders have gone, according to the map, to Argot Hill after demolishing the settlement at Siver's Mill. Here there is an iron mine and the basic objective of this adventure is to chase them out of it. Naturally, there's a bit more going on... explained here for the DM, with background detail about clan politics and different factions within the Kan Demon. There's also advice on how to let it be the party's decision whether or not to go to Argot Hill - the campaign is designed to present the party with tough decisions, this is just the first one.
The trip to Argot Hill is unpleasant - a muddy track with plenty of insects to plague the party - and once there a map of the settlement and descriptions of key locations are provided. Once the party has dealt with matters there, they can move on to the minehead - again a plan is provided - and venture underground (also mapped out). Everything is well-described in a fairly realistic description of a typical mediaeval mining operation. Clearing that is relatively simple, but with a neat twist in the tale. The locals are likely to be pleased at the party's intervention, and this adventure goes some way to cement them as the 'good guys' in the invasion.
Although simple, everything is put together neatly and it makes a nice addition to the ongoing plot, even if not being strictly necessary for its advancement. It introduces some minor goodies - there's more than iron ore down there, shall we say - that won't make much of a difference to the overall game, but which are rather nice from the story point of view.
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This final adventure of the Crashing Chaos finds the party already reeling: they've been ambushed, seen their homeland thrown into chaos, and been forced to abandon Tere altogether... assuming they fled Bray's Bay in the ship so thoughtfully provided! Now, if they can but rally some forces, they get a chance to strike back as the Kan Demon have stretched themselves rather thin and are, truth be told, getting a bit cocky about how easy it's been so far for them.
The Introduction lays it out. The last episode ended with them at sea, heading for the Windsome Chain, off-shore islands where they'll meet various people who can help with a counter-attack. Indeed, if you want to add in the side-adventure The Prisoner of Spur Rock, they'll need to bust one of their potential allies out of gaol first! There's some background on the islands and their history, as well as on the people to be found there... and on the 'wild magic' storms that periodically hit the islands and the superstitious ways of the islanders.
Then the action begins, the party is aboard the Calm Seas sailing towards the islands (with a detour if you decided to run the side-adventure The Ghost of Jarvis Island). A neat minor event is that anyone who is on deck at night may notice subtle changes in the constellations overhead... and then its time to arrive at their destination. There are loads of people to meet and the climax of the adventure is to join with them to liberate a township on the islands from the Kan Demon. This involves a magnificent urban guerilla action that hopefully will provoke an uprising to send the Kan Demon packing. It's beautifully-handled, with a whole series of events and encounters to build the pressure on the party who are, of course, spearheading the action, sneaking through the occupied settlement. Detailed notes on locations and people place everything you need at your fingertips.
The end of the adventure caters for all possible outcomes, although it's hoped that the party succeeds... even if the 'Rebel Prince' tries to take more than his fair share of the glory. He does have some neat rewards in mind for the party, however... and if you see fit, a final task in the shape of the side-adventure Rock Point Keep. The main plotline is due to continue in the next campaign arc, Darkness Surges, but in the meantime, the party can sit back and enjoy all the festivities of a coronation.
This adventure is put together extremely well, especially what in my infantry sergeant days I would call 'Fighting in a Built Up Area' - as fine a representation of urban military action on the tabletop as I have seen. It's always quite hard to ensure that your party stays in the spotlight when armies clash, here it's done magnificently.
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The last adventure (Smoke on the Horizon) ended with the party viewing Bray's Bay from a hilltop, and finding that it is being beseiged. Now they have to do something about it! The Preface talks about the growing realisation of just how bad the state of affairs is, something that is not going to improve. It also touches on other events that will transpire and how this influences the campaign as a whole, putting everything into context for the DM. The party will learn more about the Kan Demons and their capabilities.
The Introduction explains how the Kan Demons have invested the settlement in quite some detail, most of which the party ought to be able to figure out with careful observation. A detailed map is provided to aid you in describing the situation. It is rather assmued that they'll try to enter Bray's Bay even though it is under siege, this can be done with a modicum of stealth although there are some delightful notes should it come to combat - 'remind your players that combat is loud' being a prime example. In a startling note (remember, even though player-characters can be spell-casters, magic use is virtually unknown here) the Kan Demons are conducting a massive magic ritual involving rune stones which they've brought with them prior to mounting an assault on the town's defences. Should your party decide to go for help rather than join in the brawling, that's been catered for as well... which provision neatly lands them back in town anyway!
Once they have sneaked or fought their way in through the pallisades (and several options are provided for doing this), the people they encounter there are well-detailed, and this makes the growing realisation that the settlement will not survive all the harder... although the party will be urged to take ship to spread a warning of the Kan Demon incursion - far more than last year's raids already. Whilst there are other options, various NPCs have convincing arguments against taking them. As they go, this is a suitable point to run the side adventure The Ghost of Jarvis Island.
Overall this is a good action-packed adventure, bringing elements of warfare in without completely swamping character autonomy... although the party is somewhat railroaded into first entering the besieged town and then fleeing it. Resources are provided to help you make it feel like these are their own decisions, with many good and valid arguments put into the mouths of the NPCs. Additionally, an appendix details some of the more common things that players might do and how to cope with them without breaking the plot. Still, it's exciting and lays the groundwork for what is to come.
[I really wanted to give 4.5 stars, but the system doesn't allow that!]
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This is the second 'core' adventure in the Crashing Chaos campaign, and can either follow directly after Face Down in a Muddy Road or be run following the side-adventure The New Mine Masters if your party decides to investigate a map they might have discovered. The Preface explains where it fits in the scheme of things, and how - as low-level characters - the party will be concentrating on survival amidst the turmoil, but even now should be beginning to realise that there's a bit more than a few raids going on. Throught this adventure (and following ones) they will meet many NPCs, and the sort of impression they make will colour how they are viewed later on in the campaign.
The gist of the adventure is that the party will discover just how much damage the Kan Demon raiders have done as they continue their journey to Bray's Bay. It's assumed that they still will go there, due to a combination of the reasons they had for going there in the first place and the encouragement of various NPCs. The action takes place on the road from a hamlet called Siver's Mill that is not far from Bray's Bay and includes a visit to a manor house that belongs to the governor of the area and another farmhouse that is under attack. Plenty to keep the party occupied.
This is a fairly short adventure and probably will occupy but a single session, unless the party gets into a lot of brawls. It's a bit of an anti-climax after the last core adventure, appearing just to be to get the party from one place to another... but even though the party may not realise it, some of the encounters are of considerable significance and will prove worthwhile in hindsight. There are a few notes to aid you in dealing with wayward parties who refuse to travel on the road and a couple of handouts, along with monster notes and NPC statistics.
This is definitely a 'mid-campaign' adventure and would be no use on its own. It ends on a hilltop looking down on Bray's Bay... all ready for the next adventure. One wonders just why this and the next one (Muscle, Sinew and Wood) were not combined - even the next side adventure is supposed to occur later, if you choose to use it. Yes, it moves the plot along. Yes, it introduces at least one important person who'll feature later... but there's a question as to why it has to be presented as a separate adventure.
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The Preface lays out the slightly awe-inspiring point that this adventure sets the scene for the entirety of Asatania campaigning. In it the characters are introduced to the world and to the major threats that it faces... and they'll soon find themselves making tough choices, the sort that have no 'right' or 'wrong' decision, just ones that will have an effect, often a profound one, not only for the characters themselves but for the world which they inhabit.
There's also some fascinating background about the inspiration for the whole campaign concept: an insular nation that feels protected by the seas around it, to the length of prohibiting exploration beyond its shores, and how it copes when others come a-visiting in a disruptive manner. Fascinating stuff, to see how that single idea has spawned an entire world setting and series of adventures. Moreover, the author recognises 'success' by player response, citing deep in-character discussions about courses of action as a marker of a campaign that has really caught the group's imagination. (It's good when that happens, I still recall fondly a Cyberpunk game in which the characters debated, for over 15 minutes, the pros and cons of the use of torture as a valid business tactic... perhaps you don't want to meet some of my players!)
With a few notes on helpful resources (like the Asantania Crashing Chaos Campaign Guide, recommended but not required), on keeping the challenges appropriate to your group if it varies from the five first-level characters intended, and even on using a ruleset other than Dungeons & Dragons 5e, we reach the Introduction. This covers some of the interesting features of this world like the apparent lack of magic. Yes, you can play a spell-caster, but such a character will feel themselves to be unique because anyone else who uses magic keeps very quiet about it... and you will have probably found out the hard way that it's best to be discreet about what you can do! This moves on to a plot overview covering events in this adventure and a discussion on helping your players come up with appropriate backstories for their characters, as the action starts with them travelling by public cart (or Traveller Wagon, as they are known) to the settlement of Bray's Bay. By the end of this adventure, they ought to be second level and will be faced with their first choice... one option available means that you'll need to run one of the side adventures for them (The New Mine Masters).
As stated, the adventure begins with the characters on the road. There's some concise 'read aloud' text to bring them up to speed without you having to hold forth for hours - there's a Player's Guide available (free if you choose the PDF option) for those who want to delve deeper. This is also an opportunity for the characters to get to know each other - sitting in a cart for hours on end gets pretty boring, as well as hard on the rear end! NPCs are extremely detailed and really come to life - there are a few sharing the journey with the characters - so there is ample scope for role-play. And then, the fun starts...
Throughout, there are useful snippets of information that you can weave into the story as appropriate. The NPCs are also categorised as being there for flavour or ones intended to be recurring participants in the campaign, and they are all extremely well-rounded with quirks and personalities - even the 'throw-away' ones. In the Campaign Guide it was suggested that you could either award XP in the conventional manner, or level up the party at appropriate points, and both methods are supported, with neat tables showing what XP is available as appropriate for those going down that route. Likewise you are well supported with suitable skill checks being noted when appropriate, along with the results of success, which makes it easy to both use the right ones and remember to call for them at the correct moment! There's an overview map and detailed maps for each encounter along with descriptions of what and who you'll find in each location (and what they are likely to do when the party turns up). Appendices cover the Kan Demons in considerable detail and provide NPC stat blocks, as well as copies of the encounter maps (and the overall map) to give to your players.
This is a splendid introduction to what promises to be an exciting campaign. As DM, you should feel well-supported to cope with whatever your players do as the amount of information provided will equip you to be able to react appropriately. The in media res start coupled with the way background material is provided should get you off to a flying start... in short, this is an excellent example of a 'campaign starter' adventure!
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Subtitled 'A Game Masters Guide to Asatania', this work sets out to provide all that you need to know to run the Crashing Chaos campaign: setting background, loads of NPCs and outlines of all eight adventures that go to make up the campaign.
It opens with an inspiring appeal to the potential GM, that their primary role is to make the setting come alive for the players, forging connections between player and character, and character and world. This work will aid tremendously, providing a clear sense of the world in which the adventures take place and of the sometimes subtle relationships between the NPCs the party will encounter. It's not just about a series of adventures, or even an ongoing story, it's about inhabiting a shared alternate reality that, for the duration of play, ought to feel real to those playing the game. This has always been what I've tried to create at my table, and it is quite delightful to find it spelled out so clearly.
There is an overview of the entire Asatania concept, a linked series of story arcs of which Crashing Chaos is but the first. This consists of four story adventures and four side-adventures (which are optional as far as progressing the main plot, but recommended for those after the full experience). Notes on timings and on different ways of awarding experience - the conventional points for killing and looting, or by milestones achieved - are included. Indeally, characters should be no more than 6th level by the completion of Crashing Chaos (or they will be a bit overpowered for the next bit).
We then start delving into the ancient history of the setting, with wars between elves and demons some two thousand years ago... wars which by now have faded to mere myth and legend in most people's minds. Wind forwards to the present and we find ourselves in the Farasene Imperium, the dominant nation on the continent of Tere. Last summer, they suffered a series of raids by strange humanoids from over the sea. Over the winter, when the raids ceased, the Imperium prepared to defend itself by forming an army. That army is mustering in a coastal town called Bray's Bay and the campaign opens with the characters travelling in that general direction for whatever reason they choose to come up with.
Next come the adventure outlines, followed by information to aid you in advising the players on character creation. Magic, for example, is unknown, yet that should deter anyone wanting to play a spell-caster. They may have the full powers of their chosen class, they just have never let on to those around them what they can do. Religion, on the other hand, has a strong influence on society despite the gods having a very hands-off approach, neither answering prayers nor speaking to the faithful. Notes on the races available (most of the core ones apart from dragonkin, tieflings, and half-orcs) are followed by a run-down of the places where each is found, to help in creating a backstory for each character that brings him to the point at which the first adventure begins.
We then settle down to a more detailed survey of the campaign setting, with a note that further campaign guides may be published as the party travels further afield. A delightful conceit is the way in which the constellations in the night sky reflect events in the story that will be told. There's information on all aspects of life from the calendar and major festivals to the sort of jobs people have, coinage, trade, education and even the Imperium's foreign policy. Then there is a vast array of vividly-portrayed NPCs. Each one comes with notes on how to play them, stat blocks and loads of background... and even the Emperor himself is there although it's unlikely that the characters will meet him (yet). There is also an indication of which adventures each NPC may turn up or otherwise be referenced in. Their appearance is described and many are illustrated. It makes for an excellent resource.
Finally, there is information on religion and deities, and on the raiders - known as Kan Demons (because they are believed to come from the mythical continent of Kan far over the sea). Overall, this is an excellent preparation for running this campaign and all GMs should have a copy and study it well.
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The author's preface explains how a fascination with the conflict that arises when an established 'civilisation' finds more barbarious neighbours nipping around their walls and an interest in the more fluid chaos of multiple factions and goals led him to create the world of Asatania, choosing role-playing rather than straight fiction because of the multiple viewpoints lots of players bring to an unfolding story. He's designed a campaign constructed of several story arcs, and here we sit on the threshold of the first one, which is called Crashing Chaos and consists of eight adventures. This covers a series of events which are already in motion and that will ultimately change the world.
This work is intended to provide players with background information that their characters will know, and it launches off with an account of recent events on Tere, the continent on which the campaign is set. The established civilisation of the Farasene has experienced coastal raids up and down their eastern seaboard by folk they have dubbed Kan Demon, believing that they come from a mythical continent far across the sea called Kan. Raids died down during winter, and the Emperor put the time to good use raising a Home Guard Regiment to defend his shores. Now it's early spring and the regiment is mustering at Bray's Bay... a place towards which the characters are travelling as the first adventure opens.
Now it is time to create your characters. We are informed that magic use is somewhat of a myth on Tere, however you can play a spell-caster without any limitations save that you will have kept the fact that you can do magic a close secret! You also, spell-caster or not, need to come up with a reason for going to Bray's Bay, with some example reasons being given to get you going. Character background options are presented, based on the race that you have chosen (most standard ones are available)
We then move on to learn more about the geography of Tere and what it is like to live there, with information on topics as diverse as coinage, the calendar and public holidays, arts, commerce and daily life. The culture is remarkably stagnant, perhaps due to an empire that has been governing for over two thousand years. Most people work the land or ply a trade, with education limited to what you need to know to do your job... and exploration of the ocean and lands beyond being actively discouraged! Religion is more about community and stability than piety, with the gods fairly distant and not very interested in what their worshippers do, although unless you are well off, the priesthood is the best place to get a decent education!
Providing a good overview of the campaign setting and current situation, all you need do is read this and create some characters ready to play. The assumption is that you are part of the 'civilised world' however: the adventures do not offer the opportunity to be a raiding 'barbarian'... at least, not yet. Who knows what will come in the future. For the time being, at least, there is a peaceful somewhat stagnant land in dire need of heroes... will you answer that call?
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I received this module as part of the Asatania kickstarter. I haven't run it for my group yet, but read this module and the sequel (Smoke on the Horizon) the day they were released.
It was a good read. I like that the NPCs are flushed out and interesting. There is enough information on their background, appearance, and personaltiy there to see how the author intended them to be played.
This is an outdoor adventure, but your group will not be left wandering in the wilderness. There are events to guide them in the adventure. I personally like outdoor adventures. There is also a sense of urgency to it. And, the party will probably start to feel more and more concerned about the state of the surrounding settlements as they progress through it.
The scenes are described well and fully. There were a couple of things that took me a minute to figure out (like how the party might realize that a horse is missing...), but overall it is quite good.
This is obviously part of a bigger campaign, and, if you are going to run it, you'll want the follow on adventures. I am waiting on the setting and the 3rd adventure before starting this. I am looking forward to taking my group through it. It should be a fun adventure.
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