Korth'an Disenchantment: Overview

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KORTH’AN DISENCHANTMENT

Fae creatures of the forest, long friendly to the mortals of the region, make a sudden turn to anger which threatens the peace so long worked for in the surrounding lands.   Complexity Rating: 1/5  
This is a "Campaign Frame" for use with the Daggerheart rules system. A campaign frame is a rough outline intended to give a quick overview of a campaign area while providing a framework for the GM and players to set up the world to their liking. This campaign frame is set in the Korth'an Conclave, at no particular time. It could be used to establish a game in Lasair (and keep wherever the world ends up afterwards) or as a way to add life and change to an ongoing Lasair campaign.   You can find a PDF Version of this frame here!   This page includes materials from the Daggerheart System Reference Document 1.0, © Critical Role, LLC. under the terms of the Darrington Press Community Gaming (DPCGL) License. More information can be found at www.daggerheart.com. There are no previous modifications by others.
 

THE PITCH

The lands around the Korth'an Forest have long been a diverse and quiet land, built on the community and camaraderie built through decades of diplomacy and interaction. The forest itself is a gateway to the home of a group of Fae creatures, which lends the area an aura of enchantment and blessing. This blessing, however, has recently come under threat as an unknown malady has fallen over the region. This has thrown relations with the fae - and between the various species in the region - into doubt. In this campaign, you’ll play explorers, diplomats, or protectors: keeping the land safe from outside threats and possibly seeking more information or even a cure for the malaise that grips the land.

 

TONE & FEEL

Adventurous, Heroic, Creepy, Misty, Ominous, Multicultural, Intimate  

THEMES

Mystery and Exploration, Racing the Clock, Breaking Barriers, Fighting Despair, Unifying Against Threats  

TOUCHSTONES

Labyrinth, Wicked, The Dresden Files, Fleetwood Mac’s The Chain, Agatha All Along  

OVERVIEW

The Korth'an Forest is the central feature of the southeastern corner of the continent of Lasair. It is near the coast, with a thin stretch of grasslands and wetlands between it and the eastern sea.   The Korth'an Conclave is a loose affiliation of several humanoid species, joined together to share resources and to protect the forest and each other. Representatives of each species meet regularly in the small city of Conclave - a melting pot of a dozen cultures. They also organize the Korth'an Wardens, a group of scouts, protectors, and messengers. The Wardens guard the forest and surrounding from hostile invaders and from other dangerous happenings.   There are rarely outsiders in this land. Far to the Northwest is a human-dominated region - the City-States -with whom the Conclave only has sparse relations thanks to the xenophobic and meddling nature of the Mages that rule that land. To the immediate North, in the Horned Peaks, there are several bands of Minotaurs that sometimes raid into the forest. To the South is a small trading post visited by the occasional ship from the Southern Continent - mostly seeking exotic plants and woods from within the Forest. The Northeast holds broken islands along the southern edge of the Boiling Sea, the remains of a long-ago magic catastrophe.   Within the forest is a gateway to The Fae Realm, a “world within the world” that exists in a different space and timeframe. Those that live within this land are timeless beings of magic and emotion, manifestations of thought and feeling.   There are three “thrones” within the fae realm; the one that claims lands closest to the Korth’an gateway is known as The Summer Throne, or the Fae of the South. These fae are the most likely to seek out and revel in the company of mortals, offering their blessings and enchantments for those they find worthy. The Southern Fae, like all their kind, live by formality and strict adherence to agreements and courtesy. When interacting with them, one’s word is binding - to the letter.   Several months ago, without known reason, the relations between the Southern Fae and the mortals in and around the forest became soured. The friendly connections mostly ceased, the weather inside the forest took a turn towards more constantly enveloped with mists, and the pathways that used to crisscross the forest became overgrown with thick and tangled plants. Many beings across the Conclave came down with what seemed like illnesses: feeling listless, depressed, or outwardly longing for an unnamed loss. The illness has not yet proven to be fatal, but the wise among the Conclave are not hopeful that this will remain so.   As more and more people fall ill - or fall deeper into their malaise - leaders within communities across the Conclave seek answers. It is unknown whether this problem lies with the fae themselves, or is something coming from outside the land and also catching the fae as part of it. They’ve begun to send groups of curious, investigative, and diplomatic beings into the forest and the surrounding lands, seeking answers.
CAMPAIGN FRAME CONTENTS:   CAMPAIGN FRAMES
From the Daggerheart Sytem Reference Document v1.0   A campaign frame provides inspiration, tools, and mechanics to support a particular type of story at the table.   Every campaign frame has a complexity rating that indicates how much its mechanics deviate from or expand upon the Daggerheart core ruleset.   Each campaign frame includes the following sections.
  • A pitch to present to players
  • Suggestions and guidance on tone, feel, themes, and touchstones
  • An overview of the campaign’s background
  • Guidance for fitting communities, ancestries, and classes into the setting
  • Principles for players and GMs to focus on during the campaign
  • Unique setting distinctions
  • An inciting incident to launch the campaign
  • Special mechanics to use during the campaign
  • Questions to consider during session zero

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