A Tale of Chivalry
A D&D 5e Campaign inspired by the world of Chivalry: Medieval Warfare
The Prefaceelcome traveler. Rest your weary head and New Arrivals
listen to the stories of yore. The world may be His second point of order, however, was to address the
dark at times, yet we can look to dark times arrival of elegant ships on the northern coast of the continent.
past and find that there will always be heroes Strange, effeminate people that Malric had never seen before
that identified themselves as, "Elves," had sailed an
Wto look up to. Let me regale you with one such unfathomable distance in response to the visions of their
story, one with all the makings of an epic. Elder Seer. She claimed that great magic had begun to
Knights. War. Magic. Truly, a Tale of Chivalry. manifest in the land, and further investigation proved she was
right. Priests began to hear the words of their Gods with a
Introduction clarity and force thus far unheard of. Their hands began to
perform miracles that would convince even the staunchest
King Argon's Reign skeptic. Learned scholars, a growing rarity in the lands since
King Argon was already the respected king of the country of Malric's harsh rule, studied how to harness the arcane forces
Agatha when he began his campaign, but he proved to be the and began to accomplish that which their science had
mightiest conqueror in the land when he brought the entire presumed impossible. Malric welcomed this newfound
continent under his rule. He had wrangled order from the source of power all too gleefully.
chaos of perpetual wars through sheer force of will, shrewd Not long after, huge galleons filled with stout dwarves
political posturing, and the strength of his battle-hardened arrived in Old Agatha. Not to be outdone by their neighbors
men. However, it was not in his spirit to be a peace-time king. and friendly rivals the elves, General Theomund brought
Just six months after the last battle when Argon subjugated enough dwarves to settle the mountains. He had heard
the last resistance to his reign in Vantear, he sought to use rumors of a prophecy delivered by the Elven Seer involving a
the full force of the newly united Kingdom of Agatha to great evil that would sweep the world were it not confronted
launch a Crusade against the Tenosians. Many nobles by a world united against it, and of a land with great magical
questioned why they would go to war so early, but Argon resources untouched by the relatively crude extraction
convinced them that his battle-hardened army would easily capabilities of the humans. Soon the dwarves discovered
conquer the poorly disciplined Tenosians. And so the jewels and metals that the Kingdom had never realized lay
continent's armies packed themselves onto ships and sailed beneath them this entire time. The Mason Order, in no rush
for a world that was ready to meet them at the shore. The to engage in a prolonged military struggle against the capable
Agathian King led his men in a charge that took the Tenosian general and his forces, tolerated the dwarves dwelling in the
forces by storm at first, but the long battle turned as the caves and mountains they found inhospitable anyway.
desert sun seemed to melt the fight from his men. In a The last group to arrive on the continent's shores was a
desperate attempt to rally his forces, King Argon took some smattering of diverse peoples hailing from a variety of
of his best men and plunged himself through the lines of his different lands. Some were exiles seeking a new story for
enemy! He fought further into the continent than his men themselves. Others were adventurers seeking opportunities
could follow, and eventually, they watched in horror as their in a world less crowded and claimed by their peers. From
King's banner fell. evangelizing to entrepreneurship, the reasons for the
pilgrimage of the Free Peoples were nearly as diverse as they
The Civil War were. Gargantuan goliaths, protruding horns, and mottled fur
Malric, Argon's mightiest military commander, had long slowly became normalized among the inhabitants. Some
fostered dreams of ascending to the throne himself. The time races even became commonplace amongst the ranks of the
he had been waiting for had finally presented itself. He called Mason Order, especially those with more aggressive
Argon's nephew a boy unfit to rule and conscripted every proclivities. Others who had hopes of a society more just than
available sword under the guise of preparation for a Tenosian the one they had left found themselves left wanting.
counterattack. However, Malric’s new Mason Order would
turn their swords towards their neighbors in a bloody civil
war instead. Punctuated by the beheading of steward king
Feydrid Kearn, the Mason Order crowned Malric the ruler of
the Kingdom. His first point of order: the slaughter of the
Agathians who stood in his way.
Chivalry: Medieval Warfare
The events of Chivalry: Medieval Warfare are, with
little exception, considered canon in this setting.
1 The Preface
v
King Malric's Reign
Malric welcomed the newcomers to the extent that they conformed, his army's might increasing with every new diverse weapon
in its arsenal. Though magic had finally graced the continent, those with the time or aptitude for its use were rare. Those favored
enough by the Gods or by nature proved scarce as well. Warriors with novel ways of fighting abounded. Many of these talents were
conscripted, furthering the indomitable rule of the Mason Order. However, after the second decade since Malric's victory, a
claimant to the throne would finally rise to challenge that order.
King Argon II quickly gained the support of many nobles, arising the ire of the vindictive ruler. The dwarves, who had found their
home in Old Agatha, drank merrily with the man and protected his lands. The elves, at the behest of a prophecy by their Seer,
secreted themselves away in the Arathane forests in a place it is said only an elf can find. Many of the Free Peoples disenchanted
by the reign of the tyrant that ruled their lands saw the first opportunity for change arise. Once again, war broke out across the
continent. The flames of struggle would forge heroes with stories worth recounting. This is their tale of Chivalry.
The Campaign Handbook
The remainder of this resource will contain all of the information needed to participate in the campaign other than the Player's
Handbook. However, the DM will allow a great number of other resources to be utilized should one desire. You may pull things out
of the sourcebooks that Wizards of the Coast has put out, including Unearthed Arcana. Run playtest material by me first so I can
review it and see if it will work. There may also be other resources by third party publishers that you might submit for approval. If
that content is considered reputable (i.e., if it is from a reputable publisher like Kobold Press or respected craftsman like Matt
Mercer), and that content is thematically appropriate (i.e., I'm unlikely to include things that would be wrong for the setting's
technology or aesthetic), then it is likely to be permitted. This handbook will also contain some information from third parties for
reference of the players. Please keep an open line of communication with the DM and remember: Main rule is have fun with
friends. Welcome to the battle friends.
The Preface
2
Table Of Contents
The Preface.................................................................................................2
Continent Map.............................................................................................4
The Kingdom of Agatha..............................................................................5
Characters....................................................................................................9
Character Creation Guidelines................................................................12
Weapon Options.........................................................................................14
Roleplay Guidelines..................................................................................10
Closing Comments....................................................................................11
Credits......................................................................................................end
3 Table of Contents
WORLD MAP
The State of the World
Though the world of the Agathians as certainly expanded after the arrival of their newfound coinhabitants made their way to their shores, the state of
the continent itself has remained largely unchanged throughout the decades. Under Malric's rule, each region has maintained its role in the Kingdom
with the notable exception of the Mason Order's iron-fisted presence in nearly every corner. Little has changed geographically. Old Agatha is still the
frigid, mountainous area Argon and Malric began their conquest of the continent. Vantear is still a harsh, unforgiving land where there are two types
of people: the strong and the slaves. While many things have remained over the last two decades, the Kingdom's understanding of what lies beyond
the continent's shores has been updated drastically:
Maxis to the East and the lands to the North have remained over the past two decades as well. They eventually learned of all the happenings on
the Agathian continent, resulting in the occasional increase in immigration from these foreign lands to the continent. For example, the Crusaders
of Helgen from far North past the Alistar Republic and the Commonwealth of Arga have sent priests and champions to proselytize to the masses.
Tenosia to the South is as enigmatic to the Agathians as it ever was. While Malric's original rallying cry to the Mason Order urged preparation for
a possible Tenosian counter-attack after Argon's Crusade, two decades have passed without any such incursion. It assumed that Tenosia is still
there, though no Agathian that has ventured South has come back to report anything.
Panruun, the previously undiscovered continent to the far West, is where the other civilizations hail from. Dwarves, Elves, and the Free Peoples
exist on what was simply before assumed to be the whole of the world until the Elven Seer's vision. It is a diverse continent, and ships from
Panruun's Kingdoms and the Free Peoples continue to sail back and forth as Kingdom officials report back information on Agathian happenings
and adventurers continue to make the occasional pilgrimage in search of all manner of goals.
Continent Map 4
Kingdom of Agatha
Arathane
The Forest Region
A northern region wedged between Old Agatha and Irilla, Arathane is a land of deep woods and thick forests. Its location often
summons the violent mixture between cold and hot air and as a result powerful thunder and rainstorms plague the region.
It is a proud land, with men that stand strong and tall from many hours of lumbering the vast forests that are the primary
resource for the region. The timbers of Arathane are a valuable resource in the production of siege equipment and fortifications.
Many of the cities and lumber operations have been coopted to fuel the Mason Order's War Machine. Druid circles and witches'
huts are rumored to dot the less tamed sections of the forest. It is also widely reported that the elves were last seen walking into
the forests, led by their powerful Seer. Malric has combed the forests looking for them, but so far they have proved elusive to even
the powerful Mason Order's scouts.
Barema
The Spiritual Desert
Barema is an ancient land. Some say it is the origin of humanity itself. Few cities remain inhabited here, as most of the land has
fallen to desert and age. Heat waves and sandstorms are common and cold nights offset scorching hot days.
The remaining folk are very traditional in nature and hold to the ancient ways. They are devoutly religious and look upon the
other regions scornfully- much the same the other regions look upon them. The ancient lands of Barema act as a symbol of power
and control over them is often perceived as being in favour with the gods.
Malric recognized that the key to holding power in Barema was through its religious culture. During his reign, the clergy of the
region began to use the puplit as a propaganda platform for the new ruler of the continent. The newfound relationship with the
Gods soon after Malric's ascension to the throne was been taken as evidence that the King himself is to thank. He has accepted
the patronage of the Grand Priest quite happily.
5 The Kingdom of Agatha
Irilla
Honor and Armor
Irilla is a land of honor, roads, and religion. It features a mountainous landscape that has many narrow passageways that provide
excellent bottlenecks through which to herd the traffic of traders and travelers. The region is home to some of the finest ores and
minerals and is known for the excellent craftsmanship of its blacksmiths and armorers.
Control over Irilla has historically been essential for securing the continent and equipping an army with the most durable blades
and armor. The climate is relatively mild and good farming land is a secondary resource. The people are a dedicated sort, with an
ironic mix of passion for religion and dedication to the craftsmanship of tools used for death and war.
Now that Irilla has fallen under the control of the Mason Order, those durable blades and armor often find their way into the
hands of Malric's favored soldiers. Some have learned advanced mining techniques from the dwarves in Old Agatha, furthering
their capacities to extract more valuable resources from their mountains. Malric has twisted the allegiance of many until they've
confused discipline for honor. There do remain those with integrity, many of whom have either left to join the armies of King Argon
the II or secretly attempt to sabotage the Order in a fabled resistance.
Marinar
The Exile's Pit
The southern-most region of the Agathian continent, Marinar is a bleak, dead land. The nearby ocean has done little to provide
moisture to this dry and rocky region. Cracked mud and withered trees hint that life used to thrive here, but that hasn't been the
case for as long as most have lived. Its sparse inhabitants live in desolate poverty. The unforgiving environment has long been the
place of exile for other kingdoms and many of the nobles who opposed the original King Argon’s unification were sent here.
After conscripting those who would follow him into the Mason army during the Civil War, the region has become one of the
Masons' least favorite assignments. Though Malric favors slaughter over exile as a remedy for rebellion, it has become a favorite
sentence for nobles within the Order to send their enemies. It has of late been flooded by members of the Free Peoples who have
failed to properly appreciate the beneficence of their ruler.
The Kingdom of Agatha 6
Old Agatha
Winter and Warriors
The northern-most region, Old Agatha used to be known simply as Agatha and was the land held by King Argon’s lineage before he
expanded its borders and defeated all the other regions to unify the land. It is now known as “Old Agatha” and continues to have
the coldest winters and harshest conditions of any of the Agathian regions.
Its people are brave and robust. Used to the frigid winds of the north, they are hard to break down and harder still to keep down.
Thayic Castle, lovingly referred to as Coldfront, still stands to this day.
King Argon II began his campaign in the land where his namesake and predecessor had, taking back the Coldfront with the help
of those still loyal to the mission of the Agathian Knights. They forced the Masons back to the borders of the territory, an opening
salvo of battles securing Old Agatha for the newfound movement.
Also inhabiting Old Agatha are the dwarves who call the mountains their home and have taken recently to coming out and
drinking with Argon II's supporters. They've viewed Malric, as the particularly tactful General Theomund Ironblood summarized,
"A human with a rod so far up his ass he thinks it's a throne." They found kindred spirits in the Agathians with a similar view.
Parodin
All Roads Lead to Parodin
The central region of the continent, Parodin is a powerful trading capital and has roads that branch out to several bordering
regions. Historically a merchant-run kingdom, the Parodin cities offer little resistance in terms of fortifications but represent
powerful opportunities for wealth that may aid greatly to fund the costs of war. The climate is moderate and features rolling grass
plains that are broken up by the occasional forest. Inhabitants generally tend to be welcoming to strangers- especially ones with
coin.
While the Mason Order frequents the land, it is truly the banks of Parodin that hold sway over the region. All manner of goods
are sold in the markets, mercenaries rotate through taverns looking for jobs to earn their bloody keep, and the arena boasts
spectacles that draw crowds from near and far.
7 The Kingdom of Agatha
Ramnor
The Savage West
Ramnor is a western coast region that is home to some of the most ferocious barbarians. This land is riddled with all sorts of
banditry and less-than-honest folk.
Its folk gather at the local inns and pubs for trades that are not welcome in the other regions. It’s thriving port excels in trade,
most of it dishonest or slavery. Ramnor is a violent, gruesome place where men are prone to dueling in the streets for a shoulder
rubbed the wrong way or a misplaced glance. It offers an excellent strategic position to resupply and transport troops to the other
regions quickly. It is a gloomy place, where what passes for cities are collections makeshift shelters from the rain that pelts the
region almost constantly. Often foggy, Ramnor seems a grim and foreboding place that has been known to wipe the smile off of
even the cheeriest man’s face.
In exchange for the majority of the barbarian clans helping Malric during the civil war, and perhaps also due to the enormous
effort it would take to subjugate and maintain order in the land, Ramnor has been granted relative autonomy by Malric. The clans
loyal to Feydrid have been whittled to shadows of their former selves, many of their members dead, enslaved, or in exile in Marinar.
The clans that fought with the Masons have seized control of the land and do as they wish with nigh impunity. Still, with the start
of a new war, the question of whether the clans will risk their lives for the tyrant on the other side of the continent remains thus far
unanswered.
Vantear
The Mason Capital 8
Always known for its military dominance, the Vantear banner was the last to fall to the Agathian Knights during King Argon's
unification and they held their mighty Trayan Citadel for several weeks of brutal siege. It served as the primary headquarters for
the newly formed Mason Order during the Civil War, and Vantear acts as an Eastern stronghold for Malric and his men to this day.
The soil is dark and the landscape is distorted by jutting cliffs and mountains, while the temperature remains fairly mild. The
inhabitants of Vantear are a rigid folk who know the value of discipline and have accepted Malric as the most recent in a long
tradition of strict and iron-fisted Kings.
Today the land remains the seat of the Mason Order's military might and a staging ground for the coming war. The Trayan
Citadel has never been filled with so many slaves, soldiers, and admirers of the man who sits on his throne, surveying the prize of
his rebellion. Little is known about what occurs in the deepest recesses of the citadels, only that the only people who leave the
citadel are Mason soldiers off to do the bidding of their King.
The Kingdom of Agatha
Characters
King Argon (the first)
Born Alfonso Argon III, King Argon would unite the entire
continent under his rule with military might and political
prowess. He kept it under his rule with the occasional
extortion and targeted assassination. Some would argue his
demise was due to the most cardinal of sins for men of
power, greed. His desire for glory and to expand his empire
caused him to wage full-scale war on the southern continent
dominated by the Tenosians long before his lands had
recovered from his “righteous” unification. As a result his
weary and ill-equipped soldiers were decimated in the hot
arid climate of Tenosia and he himself was slain in that
encounter. There is little more that can reliably be known
about this man as he had more than once forced the hand of
a scribe to indulge or exaggerate his tales.
King Argon II
The blood of Argon's lineage flows through the vein of King
Argon II, claimant to the Agathian throne. He grew up honing
his swordsmanship and biding his time under the iron rule
over the opportunist who had once played the part of trusted
advisor to Argon II's namesake. He had seen many an
Agathian noble hang from the noose, and he had lost track of
how many he could not save from the swords of the Mason
Order. He grew up with a fire in him. How much of that was
forged by the pain of Malric's injustice and how much of that
was inherent to the man's lineage is something even he does
not know.
Still, the roar of the Agathian lion has not forgotten what he
is fighting for. He is often found among his men, instilling
bravery on the battlefield and ease in the tavern. His regular
drinking buddy General Theomund Ironblood of the dwarves
would attest to the King's noble pursuit of a good time. Some
have questioned whether his occasional bar brawl or drunken
exploit is compensation for how grim the affairs of the King
must be in these times. For when he is on the battlefield, King
Argon II fights and leads with a ferociousness that would
make his namesake proud.
9 Characters
King Malric
Formerly the top military commander and King Argon's
most trusted advisor, Malric Terrowin had ambitions for
ruling the lands of Agatha that climbed with each of his
military victories. And in his mind, the expansion of the
Agathian empire was as much due to his efforts as Argon's.
He had long campaigned alongside Argon and was utterly
loyal to him until his untimely death. However, Argon had not
fostered a legitimate heir and though his nephew had been
named successor, Malric knew the people of Agatha deserved
better than such a young fool as their leader and seized the
opportunity to forge his own empire.
Malric himself is a man who has made his own glory by
achieving victory... relentless, merciless victory. He has
always been known for winning and not particularly caring
for how he achieves the victory. When he won the Civil War,
his militaristic rule provided both order for those who swore
allegiance and horror for those found themselves on the
other end of his favor. Though around a staggering fifty years
old, the malicious smile on his face still terrorizes his victims
as he continues to prove himself the most capable man on
any battlefield.
Retha Suoress, The Elven Seer
Long ago, in the western continent of Panruun, there was
an elven civilization that spanned the woods. It wasn't until
one day, light bursting from her being and screams rending
the stillness of the capital, that Retha Suoress became the
first and most powerful elven mage on the planet. The most
favored of the elven pantheon, the most gifted in the arcane
arts, and the most attuned to the land her people inhabited, it
was easy for this once studious acolyte to instantly ascend to
the upper echelons of elven society. She shared her gifts and
her visions with the others, guiding them with sagacious
wisdom through the centuries.
One vision that she shared with her people was that the
same type of cataclysmic event that had granted her and her
people magic had happened again, this time to an entire
continent and on a scale previously unseen. Many elves
followed her onto the boats to sail for this new world, a world
where the Elven Seer would lead her people by navigating
the political terrain as well as the geographic. Recently, a new
vision has caused her to withdraw her peoples to Arathane.
Characters 10
General Theomund Ironblood
General Theomund was sent by his brother, King Krak'ar
Ironblood, to the land he had heard Retha the Elven Seer
prophecy was to be the site steeped in destiny. The dwarves
had long been friendly rivals of the elves, and the Ironblood
clan would be damned if they would be left behind.
The general is often described as being of two natures:
boisterous and jovial with ale in hand and cantankerous and
hard as iron with a maul in them. He is the unquestioned
leader of the immigrant dwarves, the type of dwarf who
commands as much respect in political circles as he does in
militaristic ones.
He has long disliked Malric's treatment of his own Agathian
people, and Theomund became fast friends with the man set
to liberate his nation from the tyrant. While Argon claiming
the throne would mean that Theomund could no longer point
to the ruler of the humans as a clear sign of dwarven
superiority, he is not without care for the natives who have
given his people a home in Old Agatha.
... And Many More!
This is obviously not an exhaustive list of the
characters found in the world, or even the large
players on the scene! They are, however, the
most renowned and important.
Characters
11
Character Creation Guidelines
Basic Guidelines Dwarves
It is a requirement to meet with the Dungeon Master at
some point to talk about the character you want to create You are a visitor to the continent. Most of you came just after
before we start. The plan is to be as accommodating as the Mason Order defeated the Agathian Knights, but it is
possible, giving players the ability to shape the world as much possible you came later.
as they would like so long as it is consistent with the setting
and conducive to a fun campaign for everyone. The following Humans
is information that should be helpful in character creation:
The vast majority of humans are natives to the continent.
We will be starting at character level 3 There were humans that came over with the Free Peoples,
In order to allow for more diverse race/class pairings, this but in no greater numbers than any of the other races that
campaign will have a floating racial stat bonus. This comprise the Free Peoples.
means you can take one "+1" racial stat bonus from any
one ability and move it to another stat so long as that stat's Free Peoples
racial bonus does not exceed "+2." For example, a High Elf
can take their "+1" bonus to INT modifier and put it in any All other races that traveled to the continent initially did so
other ability other than DEX (Because that would bring with The Free Peoples, a conglomeration of individuals from
that stat bonus up to "+3" a variety of different locations that banded together to set out
In order to promote character diversity, you may select for the new worlds. The Free Peoples are comprised of
one feat for free at character creation. This does not stack members of virtually every race, including humans, elves not
with Variant Human. affiliated with the Elven Kingdom, and Dwarves not affiliated
The only alignment restriction is to not be Evil. This is to with the Dwarven Kingdom.
promote party unity. If you have a good reason why your
character would work in a non-evil party despite being evil, Class Consideration
feel free to run it by me though.
Please read the Class/Racial considerations for classes Barbarian
and Races you may be selecting.
As stated in the Preface, Third Party material may be Most barbarians hail from the region of Ramnor. While
admitted. Check with the Dungeon Master first to make different barbarian clans supported the Agathian Knights and
sure it will work for this setting/balance. the Mason Order during the Civil War, in the twenty years
since most barbarians have been left to their own devices so
Racial Considerations long as they recognize Malric as their ruler. Still, there are
barbarians that might be loyal to King Argon II.
Elves
Bard
You are a visitor to the continent. Most of you came just after
the Mason Order defeated the Agathian Knights, but it is When magic came to the continent, some supremely gifted
possible you came later. musicians began to find some of their notes striking chords
with the arcane power itself. While the odd virtuoso from far
Half-Elves off lands may have had some experience with spells resulting
form their performances, they would notice far more tangible
Any half-elves would have had to have been born on the results upon arriving to the continent. Still, possessing such a
continent if their human parent was Agathian. There were gift is exceedingly uncommon, and a bard who can manage
humans that came over with the Free Peoples, but in no such a feat is highly prized in courts.
greater numbers than any of the other races that comprise
the Free Peoples. Cleric
While the Agathian continent has always been steeped in
religion, it is only recently that their preists found that they
could weirld the divine magic of their Gods. Even preists
from the immigrant kingdoms, where divine magic was
associated more with the infrequent miracle than anything
else, found that those few that were chosen by their Gods had
a much stronger link to them than off the continent.
Character Creation Guidelines
12
Barbarian Ranger
Most barbarians hail from the region of Ramnor. While Rangers may have helped troops navigate the Arathane
different barbarian clans supported the Agathian Knights and forests, and exceptional immigrant rangers may have some
the Mason Order during the Civil War, in the twenty years limited experience with spellcasting back in their homes, but
since most barbarians have been left to their own devices so only once Agatha was graced with magic would those who
long as they recognize Malric as their ruler. Still, there are have truly attuned themselves to their environments be
barbarians that might be loyal to King Argon II. capable of the feats they now possess. They may have
contracted out their services to either force during the civil
Bard war, or even have remained neutral and occupied their time
with their own goals.
When magic came to the continent, some supremely gifted
musicians began to find some of their notes striking chords Rogue
with the arcane power itself. While the odd virtuoso from far
off lands may have had some experience with spells resulting While many rogues can be found amongst the trading hubs of
form their performances, they would notice far more tangible Parodin or the perilous ports of Ramnor, many have also
results upon arriving to the continent. Still, possessing such a occupied the ranks of spies of both armies during the war.
gift is exceedingly uncommon, and a bard who can manage There are also a decent amount amongst the Free Peoples
such a feat is highly prized in courts. who came to the continent without the advantages of a noble
lineage and resorted to less moral means of sustaining
Cleric themselves.
While the Agathian continent has always been steeped in Sorceror
religion, it is only recently that their preists found that they
could weirld the divine magic of their Gods. Even preists Sorcerors native to the continent are incredibly rare. There
from the immigrant kingdoms, where divine magic was might be some Sorcerors who derive their magic from the
associated more with the infrequent miracle than anything elements or they may have been touched by the wild magic
else, found that those few that were chosen by their Gods had surges that have become increasingly frequent in the
a much stronger link to them than off the continent. continent, but those who derive their powers from the
ancestry of a God or Dragon probably hail from a far off land
Druid since only humans have occupied the continent until just
after the Civil War.
In addition to divine and arcane magic, the continent itself
began to fuel the power of the druid circles of the Arathane Warlock
forest and other areas. Off the continent, druids may have
been able to perform some feats, but they would find their When the Gods began to perform miracles through the hands
connection to Agatha far stronger. of their chosen, Warlocks began to make pacts with nefarious
entities as well. If on the continent, these pacts were probably
Fighter not struck until after the Civil War, but immigrant characters
may have struck a pact in their homelands.
Fighters hail from every land and comprise many of the
soldiers that participated in the Agathian Civil War. Wizard
Cleric Though magic is now here, those with the patience to study it
are few and far between. Elves who learned from the ELven
While the Agathian continent has always been steeped in Seer may have brought magic with them, and there are
religion, it is only recently that their preists found that they reports of dwarves and other free peoples learning arcane
could weirld the divine magic of their Gods. Even preists secrets before their pilgrimage to the continent.
from the immigrant kingdoms, where divine magic was
associated more with the infrequent miracle than anything Artificer
else, found that those few that were chosen by their Gods had
a much stronger link to them than off the continent. Many may have made non-magical inventions before magic
came to Agatha, but truly brilliant minds gained the ability to
Monk imbue their creations with extra effects. Artificers existed in
the kingdoms outside of Agatha, though again their magical
While magic is new to the continent, Ki is an internal force effects were subdued if existent at all.
that has always dwelled within the inividual. Monks do not
make up a large portion of the population, but those that do Other Races and Classes
exist are dedicated to a variety of monastic orders.
Remember that Third Party races and subclasses
Paladin may very will fit the setting, so run them by your
DM. These are also just guidelines, so please work
Some soldiers on the Agathian continent who were with the DM if you have a character idea that you
particularly pious found their swords empowered by their think might work but you aren't sure. Basically,
Gods when Divine magic arrived. Their chosen are few in when all else fails, run it by the DM.
number, but that only makes them all the more revered by
soldiers and clergy alike.
Character Creation Guidelines
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