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PRINCES OF THE APOCALYPSE

Player Campaign Information v1.0.1 04.20.15

Table Of Contents
Basic Campaign Information.....................................................................................................................2
Character Creation.....................................................................................................................................3
Races..........................................................................................................................................................5
Adventure hooks........................................................................................................................................9
Factions....................................................................................................................................................11
Religion in the Realms.............................................................................................................................13

Basic Campaign Information


Princes of the Apocalypse will be held weekly on Sundays at 12pm pacific time, starting May 10th,
2015. Sessions are expected to run from 3-4 hours. (Most will probably be around 3, but please allow
for a bit of extra time, if needed).
The game will be DM'd by Clinton (Xavian) and the party will consist of Amy (Blaize), David
(Manfred), George (Angel), Jenny (JennyLynn), Seth (FullAuto) and Shaun (Copper).
The game will be played on Roll20.net and will use Skype for voice chat. If you do not yet have an
account on Roll20.net, please sign up for one. (It's free!)

Character Creation
All characters will begin at level 1. Advancement to level 3 will happen rapidly and
then proceed at a slower pace. The following options are available to you at
character creation.
Races: All player races and subraces from the D&D Basic Rules, and the Player's
Handbook (5th ed.) are allowed for play. In addition, players may choose to play one
of the Plantouched races (Air Genasi, Earth Genasi, Fire Genasi, or Water Genasi), a
deep gnome, or a goliath as outlined in the Elemental Evil Player's Companion.
Aarakocra are not allowed as a player race in this campaign. Notes on the various
races as they figure into the land of Faerun can be found later in this document.
Classes: All classes from the D&D Basic Rules and the Player's Handbook (5th ed.)
are allowed for play. Multi-classing is also allowed. The full list is as follows:

Barbarian (Path of the Berserker, Path of the Totem Warrior)

Bard (College of Lore, College of Valor)

Cleric (All domains except Death, see Deities later in this document)

Druid (Circle of the Land, Circle of the Moon)

Fighter (Champion, Battle Master, Eldritch Knight)

Monk (Way of the Open Hand, Way of the Shadow, Way of the Four Elements)

Paladin (Oath of Devotion, Oath of the Ancients, Oath of Vengeance)

Ranger (Hunter, Beast Master)

Rogue (Thief, Assassin, Arcane Trickster)

Sorcerer (Draconic Bloodline, Wild Magic)

Warlock (Pact of the Archfey, Pact of the Fiend, Pact of the Great Old One)

Wizard (Schools of Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion,


Necromancy, Transmutation)

Alignment: All alignments except for Chaotic Evil will be allowed. If you desire to play an evil
character, please ensure that it is a character who is able to work with others of clashing ideals
in order to deal with a far more significant threat.
Feats: Feats are allowed. The human variant may start with one feat. All characters may choose
one feat in lieu of Ability Score improvement at any level their class or classes grant them an
Ability Score improvement.
Equipment: At the time of character creation, any unwanted equipment may be sold for 50% of
its listed value, and the money may be used to purchase other equipment.

Races
Setting-specific information about the races as they pertain to Faerun follows:

Dwarf
Sub-races for Dwarfs in the Forgotten Realms are Gold Dwarfs and Shield Dwarfs.
Gold Dwarfs use the same traits as the Hill Dwarf. They are commonly found in the southern part of
Faern. They have a darker skin than their northern kin, deeply tanned to dark brown. They wear their
black to dark brown hair llong, and have hazel or brown eyes (green eyes are considered lucky). Their
attention to detail makes them some of the finest craftsmen, and they are known to be shrewd traders.
Gold dwarfs commonly hail from the gold dwarf settlement Earthheart in the East Rift, the smoking
mountains in the empire of Unther, and the Giant's Run Mountains west of the Vilhon Reach. A Gold dwarf
in t his campaign will be a long way from home.
Shield Dwarfs use the same traits as the Mountain Dwarf. Far more common than Gold Dwarfs in the
north, they are fierce and stubborn, knowing constant hardship. While they do not produce works as
detailed and beautiful as their cousins to the south, they take pride in the crafting of their arms and
armor, making some of the finest weapons in the land. They stand about half a foot taller than Gold
Dwarfs, with lighter skin. Their hair ranged from blond to brown, with red being common. Blue and hazel
eyes are predominant.
Shield Dwarfs can be found in Citadel Adbar, Mithril Hall, Mirabar and several other locations in the North.

Elf
Subraces for elves in the Forgotten Realms are Moon Elves, Sun Elves and Dark
Elves (Drow).
Moon Elves , also known as Teu-tel-quessir in their own language, or as silver elves are the most common
of all the elven subraces. More tolerant of humans than other eladrin, the Teu-Tel-Quessir are tall, close to
humans in height, but more slender and beautiful. Moon elf skin is pale, often with an icy blue hue. Moon
elf hair is commonly black, blue, or silvery white, although human-like colors are heard of as well, though
very rare. Moon elf eyes, like those of other elves, are very commonly green, although some are blue as
well. All exhibit a characteristic best described as golden flecks speckled through the iris. Of all the elven
races, moon elves are the most impulsive, with a strong distaste for complacency or isolation. Moon elves
long to be on the road, traveling and exploring the untamed wilderness that lies between cities and
nations.
Moon elves can be found most commonly in the Dalelands, Northwest Faern, or the Western Heartlands.
In the past few decades, many have also taken refuge in the cities of Baldur's Gate and Waterdeep.

Sun Elves , also sometimes known as gold elves, sometimes as high elves due to their stereotypically
elitist ways, and Ar-tel-quessir in their own language are historically rare in Faern due to the Retreat, in
which the majority abandoned the continent for Evermeet, although many have returned to the mainland.
Haughty and arrogant, sun elves typically feel themselves superior to most other races, including moon
elves and drow. Sun elves are close to the height of humans, have bronze-colored skin and hair most often
of copper, golden blond, and black, with red more uncommon but heard of. Sun elves typically have green
eyes, though golden ones are also common, often with a liquid appearance, and silver, black, hazel, or
copper hues are not unknown.
Small communities of sun elves can be found in the high forest, the Neverwinter Woods, and in the cities
of Silverymoon, Baldur's Gate, Neverwinter and Waterdeep.
Dark Elves, also known as the Drow ore shorter than the other races of elves. Drow have obsidian-colored
skin and silver or white hair. Drow eyes are commonly red, and more rarely paler shades of blue, lilac,
pink or silver. Green eyes in a drow are a sign of surface elven blood.
Most drow come from the the Underdark. Drow cities and outposts include Menzoberranzan, Chad
Nassad, Maerimydra, and Ust Natha. A band of mercenary drow known as the Bregen D'aerthe, outcasts
from their homes, have also found homes on the surface in the cities of Luskan and Neverwinter.
Drow characters will be allowed in this campaign but no worshippers of Lolth will be allowed. Drow
rangers that closely mirror Drizzt Do'urden are also discouraged.

Human
Humans are divided in the Forgotten Realms into many distinct groups. If you are playing a human,
choose one of the following ethnicities: Calishite, Chondathan, Damaran, Illuskan, Mulan, Rashemi, Shou ,
Tethyrian, or Turami. Information for each is listed on pages 30-31 of the Player's Handbook. Tethyrian,
Illuskan and Damaran are the most common ethnicities of human in the region. Populous human
settlements in the vicinity include Amn, Baldur's Gate, Candlekeep, Luskan, Neverwinter, Silverymoon,
and Ten Towns. The frozen north is also home to many barbarian tribes of humans such as the Bear Tribe,
and the Elk Tribe.

Dragonborn
Dragonborn do not have a long history in Faern. Their kingdom was found in Forgotten Abeir until a
collapse in magic interposed the geography of their world with that of Faern. Considered outsiders by
most, Dragonborn now must learn to adapt to this new world they have found themselves in. They are
most commonly found in their City-bastions in their capital of Tymanther, but they have spread in small
numbers across the continent so can be found nearly anywhere on the surfa

Genasi
The Planetouched have never been a populous people. They inspire curiosity wherever they go. Many are
drawn to live near the elements that are in their bloodlines. Air Genasi may live high on mountains, Fire
Genasi in especially warm regions such as desserts, and Water Genasi near the coasts while Earth Genasi
may feel most comfortable underground. Some settle in large human cities, while others eschew them.

Goliath
Strong and enduring as the rock of the mountains where they reside, goliaths live mostly in the littleknown ranges of eastern Faernthe Thesk Mountains, the Mountains of Copper, the Sunrise Mountains,
and even the bitterly cold Icerim Mountains. The lands around these ranges have always been lightly
populated by other races, and few people have ever met a Goliath. Goliaths who wander far from home
soon find that their great size and talent for combat opens up a world of possibilities among the smaller
races of Faern. A small number of goliath sellswords can be found as far away as the Sword Coast.

Gnome
Gnomes, known also as the Forgotten Folk, are somewhat rare in Faern. Small communities exist
in the Western Heartlands, Elturgard, and along the coast of the Shining Sea. Deep Gnomes hail from the
Underdark in mining communities, where they avoid the Drow who use the svirfneblin as slaves.

Half-elf
Most half-elves have grown up with humans or elves. Refer to their entries for homelands.

Halfling
Most halfling homelands are now uninhabitable, and halflings are now commonly found wherever
humans are found, with the most sizable halfling population found in the city of Amn.

Half-Orc
Combining the strength and hardiness of orcs with the cunning and ambition of humans, half-orcs are a
tough breed indeed. Half-orcs arose long ago when fierce and violent tribes of humans wandered into
lands where orc tribes dwelled, or vice versa. To this day people who display orcish traits occasionally
surface in lands such as Vaasa or the North, and orcs of less bestial appearance and unusual cunning
appear in various orc tribes. True half-orc communities are quite rare, but in lands where orc blood runs
thick, people with half-orc characteristics may comprise a significant minority of the population.
The Kingdom of Many-Arrows is home to many full-blooded orcs in the region, while other isolated tribes,
such as the Iceshield tribe, remain a threat to people in the North.

Tiefling
Plagued by a dark and sinister heritage, tieflings walk through the shadows of their races past, savoring
the darkness or trying to escape it. Tieflings are scattered throughout Faern, littered geographically in a
reminder of distant times when devils and demons exerted an active influence over the lands. As a race,
tieflings have prospered despite prejudice and preconceived notions of their evil nature. They have arisen
from obscurity and darkness to become active participants in the affairs of Faern.
With the fall of Mulhorand, the disintegration of Unther, and the transformation of Thay into a land where
the dead walk, many tieflings have been forced to search out new homes. Although some have turned to
their former dark practices, others have learned to enjoy the freedom and morality of their new
homelands.

Adventure Hooks
Adventure hooks are a way to give your character a stronger connection to the storyline in the
campaign. Each adventure hook will lead to opportunities and information in the campaign that
are uniquely yours, and you will be rewarded for pursuing your chosen goal.
The following adventure hooks are listed below, but the information for each is purposefully
vague so as to not spoil information. When you have chosen your adventure hook, the DM will
provide you with the full information for your chosen hook.

Best Served Cold A run-in with a cruel minstrel has you seeking revenge.
Dangerous Information You overheard bandits planning a raid and intend to stop them.
Dangerous Secret You've been tasked with infiltrating a circle of druids.
Dark Omens The signs and portents are clear: Terrible disaster is drawing nearer every day.
Feathergale Rebel You've been sent to retrieve a Waterdhavian noble.
The Fugitive You're on the trail of a ruthless murderer.
Hired Hand Some kindly homesteaders you worked for in the past have gone missing. You seek
to rescue them.
Madman at Haunted Keep Unsavory sorts have settled one of the abandoned keeps in the
area, and you know a secret way in.
The Mud Sorcerer A cruel sorcerer robbed you and killed innocents. You're going to make sure
it doesn't happen again.
Ominous Dream You've had visions of a dangerous villain who must be stopped.

Recover the Sword You apprenticed with a blacksmith who was murdered, her beautiful sword
stolen.
Rescue Your People People important to you have been abducted and must be freed.
Seeking Revenge Cultists burned your home or razed an innocent village. You have sworn an
oath to stop them.
Settle a Score Marauders robbed your friends or family and left you for dead. Now it's time to
even the score.

Shatterkeel's Trail You're on the trail of the man who destroyed your ship and killed dozens of
sailors.
Standing Offer You served as guide for a group of pilgrims traveling to an isolated monastery.
Something seemed off about them.
Strange Map An ancient map has come into your possession.
Suspicious Fellow You have your suspicions about a knight and intend to investigate.
Undercover- You've been tasked with breaking up a smuggling and piracy ring.
Walked Away You were recruited into a dangerous cult, but left. This cult needs to be stopped.

Factions
Five factions are available for play in this campaign. Faction membership can lead to new
sources of information and favors and opportunities for advancement within your faction.
However, you will also be expected to take on jobs that further the goals of your faction. You may
start the campaign already a member of one of these factions, or you may join a faction through
roleplay during the campaign. Joining a faction is optional and players who do not belong to a
faction will not be penalized.

The Harpers
The Harpers is a scattered network of spellcasters and spies who
advocate equality and covertly oppose the abuse of power

The Lord's Alliance


The Lord's Alliance is a loose coalition of established political powers
concerned with mutual security and prosperity.

The Order of the Gauntlet


The Order of the Gauntlet is composed of faithful and vigilant seekers of justice who
protect others from the depredations of evildoers.

The Emerald Enclave


The Emerald Enclave is a widespread group of wilderness survivalists who preserve
the natural order while rooting out unnatural threats.

The Zhentarim
The Zhentarim Is an unscrupulous, shadowy network that seeks to expand its power
and influence throughout Faerun.

For more information about these factions including their goals, philosophies and member traits
and insignia, see the Faction Guide on pages 17-20 of the D&D Adventurer's League Player's
Guide v2.0.

Religion In The Realms


Most settled folk in the realms are polytheistic. While many may have one deity that is close to
their beliefs in ideology that they consider to be their true divine patron, few ignore the other
gods completely.
A fisherman in a small village may make a habit of offering a tithe at the temple of Umberlee, to
placate the bitch queen of the deep lest his boat be lost at sea or smashed against the rocks. He
might then whisper a prayer to Tymora for good luck, and stop by a shrine of Waukeen on his way
to market in hopes that the goddess of wealth and trade will bless him this day.

Active deities in the Forgotten Realms can be found on the next page.

Deity

Alignment Suggested Domains

Symbol

Auril, goddess of winter

NE

Nature, Tempest

Six-pointed snowflake

Azuth, god of wizards

LN

Knowledge

Left hand pointing upward, outlined in fire

Bane, god of tyranny

LE

War

Upright black right hand, thumb and fingers together

Beshaba, goddess of misfortune

CE

Trickery

Black antlers

Bhaal, god of murder

NE

Death

Skull surrounded by ring of blood droplets

Chauntea, goddess of agriculture

NG

Life

Sheaf of grain or a blooming rose over grain

Cyric, god of lies

CE

Trickery

White jaw-less skull on black or purple sunburst

Deneir, god of writing

NG

Knowledge

Lit candle above an open eye

Eldath, goddess of peace

NG

Life, Nature

Waterfall plunging into still pool

Gond, god of craft

Knowledge

Toothed cog with four spokes

Helm, god of protection

LN

Life, Light

Staring eye on upright left gauntlet

Ilmater, god of endurance

LG

Life

Hands bound at the wrist with red cord

Kelemvor, god of the dead

LN

Death

Upright skeletal arm holding balanced scales

Lathander, god of birth and renewal

NG

Life, Light

Road traveling into a sunrise

Leira, goddess of illusion

CN

Trickery

Point-down triangle containing a swirl of mist

Llirra, goddess of joy

CG

Life

Triangle of three six-pointed stars

Loviatar, goddess of pain

LE

Death

Nine-tailed barbed scourge

Malar, god of the hunt

CE

Nature

Clawed paw

Mask, god of thieves

CN

Trickery

Black mask

Mielikki, goddess of forests

NG

Nature

Unicorn's head

Milil, god of poetry and song

NG

Light

Five-stringed harp made of leaves

Myrkul, god of death

NE

Death

White human skull

Mystra, goddess of magic

NG

Knowledge

Circle of seven stars encircling a single star

Oghma, god of knowledge

Knowledge

Blank scroll

Savras, god of divination and fate

LN

Knowledge

Crystal ball containing many kinds of eyes

Selune, goddess of the moon

CG

Knowledge, Life

Pair of eyes surrounded by seven stars

Shar, goddess of darkness and loss

NE

Death, Trickery

Black disk encircled with a border

Silvanus, god of wild nature

Nature

Oak leaf

Sune, goddess of love and beauty

CG

Life, Light

Face of a beautiful red-haired woman

Talona, goddess of disease and poison

CE

Death

Three teardrops on a triangle

Talos, god of storms

CE

Tempest

Three lightning bolts radiating from a central point

Tempus, god of war

War

Upright flaming sword

Torm, god of courage and self-sacrifice

LG

War

White right gauntlet

Tymora, goddess of good fortune

CG

Trickery

Face-up coin

Tyr, god of justice

LG

War

Balanced scales resting on a warhammer

Umberlee, goddess of the sea

CE

Tempest

Wave curling left and right

Waukeen, goddess of trade

Knowledge, Trickery Upright coin with Waukeen's profile facing left

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