Est. Anno Arcanum III · Aethermoor

Donovan's Adventuring Academy

Where raw talent is forged into legend. Study the arcane arts, master the blade, and earn your place among the realm's finest adventurers.

“Virtute et Magia Prosperamus”

Adventurer Handbook

Descriptive Dynamics

The DM has player AC's. They simply describe whether the attack hits or it doesn't, with focus on describing what the creature does. The players may react accordingly, casting defensive spells or features. No actual math should be revealed. (Ex. A wizard about to be hit by a slashing sword may or may not succeed in attempting to cast the Shield spell. A wizard may attempt to cast Counterspell or Dispel magic, but the DM will only reveal what happens narratively rather than mathematically.) Storytelling should be the focus; the stakes will be higher. Additionally, History and Insight checks will be rolled in secret, with the player letting the DM know only their modifiers. This allows for interesting mechanics such as the player forgetting/misremembering information or misinterpreting body language, resulting in a more diverse storytelling experience.

Metagaming Detention

For players who reveal mathematically relevant information instead of using descriptive dynamics, such as sharing numbers of their stats, health points, spell slots left, tactics mid-combat outside the standard time frame or their character voice, ordering/suggesting other players how to play or what to do at any point of the game and the such, are to suffer an in-game penalty — Detention.Players who have Detention are bound to spend time cleaning the castle grounds, prohibiting them from learning skills and crafting. The first Detention starts the day after, and lasts for 7 full days. If the player infracts the same mistake, they get 14 days of detention. Additionally, any income and rewards are reduced by half for the next month. If there is a third infraction, the player will receive a month of Detention, and any rewards will be disabled during that month. Further infractions result in monthly Detention only. Once obtained, detention can't be lifted. And yes, they do stack and add up onto each other. At the DM's discretion, the DM may issue the same penalty if they deem it necessary due to other problematic player behavior.

Ability Checks / Saving Throws Values

Critical successes and failures now count for any d20 check. If a player critically fails ability checks, regardless of their bonuses, the resulting fail should lead to a catastrophic result such as taking minor damage for mundane tasks, or of greater narrative value if describing an important story moment, at the DM's discretion. Saving throws on a Nat1 now treat that specific instance of damage taken as if vulnerable to it, on a Nat20, treat that damage taken as if resistant to it. (Ex. Succeeding on a Fireball DEX save results in taking quarter damage)

Heavily Obscured and Flanking

Casting spells that require sight are unable to target creatures that are heavily obscured. If both creatures are blinded, all ranged attack rolls have disadvantage, while melee attack rolls are straight rolls. (Ex. Creatures that are somehow able to better navigate themselves in such situations don't suffer these penalties) Attacks of opportunity are impossible inside a heavily obscured space. Flanking: Two allied creatures directly opposing each other may flank a creature up to the size of Large, allowing advantage on melee weapon and melee spell attack rolls.

Magic Item Crafting

To craft a magic item that is not consumable, the player will require a special recipe obtained through questing and research. Additionally, they need to be proficient in Arcana and Artisan's Toolsrequired to craft the object. At the DM's discretion, the item may require special components that can be found on various adventures, in addition to the standard gold cost. You may have a fellow student help you, halving the crafting time (in hours). At the DM's discretion and situational factors, the time required to craft a particular item may be shortened. The standard work day lasts 8 hours. You have 3 crafting slots available that allow for parallel crafting. Two are for consumable magic items, and one is reserved for non-consumable magic item crafting or training.

Alchemy Overhaul

Official material healing potions, poisons, antitoxins or other substances of similar nature are excluded from the campaign. You may only use the custom Alchemy brews.

  • Alchemist's Supplies – Allows anyone to brew potions. Bonus to d20 tests made for Alchemizing is equal to the square root of your total Alchemy points, rounded to a whole number. Proficiency with these supplies is treated as +6 Alchemy points that can be used in any category of the Alchemy Tree.
  • Herbalism Proficiency+Tools (Prerequisite: Fey, Elf, Harengon or Humblewood Races) – Harvesting your own grown plants has a chance to yield double the amount. This chance is equal to the number of your total Alchemy points, up to a maximum of 50 (Roll a d100 when you harvest). Proficiency in this kit grants you +6 Alchemy points to use in any category of the Alchemy Tree.
  • Poisoner Feat – Ignore resistance to poison damage. Treat any poison damage die on a 1 as a 2. You may add +8 Alchemy points in any category of the Alchemy Tree.
  • Reagents marked as Soulboundcan't be traded with other players, or they lose their magic property.

Spellcasting Magic System

Latin is the standard spellcasting language in this world. Verbal components are encouraged to be spoken by the player when casting a spell. Somatic components involve tracing shimmering glyphs in the air with a spellcasting focus.

Carrying Capacity

You have a limited carrying capacity which corresponds to inventory slots on your character sheet. You have 22 inventory slots, each worth 1 inventory point. By default, objects in sizes from a pebble to a coconut take 1 inventory point. Certain items may take up multiple slots, up to the DM's discretion (Ex. Dragon's Tooth may be worth like 5 inventory points) You may not carry more items in your inventory than set capacity, regardless of your strength score. This doesn't affect the character's ability to overload their strength capacity in terms of temporarily carrying or manipulating heavy objects. If you cross this threshold, you have disadvantage on every d20 test and your speed is halved. Reagent slots (10) don't take inventory points. You may carry up to 100 in each row of your reagent bag, tracking count in the rightmost column. A reagent stack (containing 1 up to 100 of the same reagent) can be placed in regular inventory, taking 1 inventory point. The Pouch (10) is reserved for material components used to cast spells (Ex. Gilded Skull), or special quest items.

Languages

Araxxi (Common), Sylvan, Infernal, Celestial, Draconic. If you learn oneof these languages on creation, you keep them along with common. If you learn common and a language not listed, you will only know common. Other official languages don't exist in this campaign, with the exception of Thieves' Cant and Druidic.

Banned

Revivify, Raise Dead, Reincarnate, Resurrection, True Resurrection

Poisoner's Kit, Alchemist Artificer, Transmutation Wizard, Creation Bard.

– Trance regarding weapon/tool proficiencies are locked to the first two you select during creation.

– Vampire's Plaything, Clockwork Amulet

Updated

Counterspell: The countered spell now expends a spell slot.

Glassblower's Tools Proficiency – Create Standard/Crystal/Diamond Vials, Disperser/Fumigator/Fancy Perfume Bottle at half their buyout price (1 day craft, they become Soulbound reagents)

Worldbuilding

Geography and History

From Light comes darkness, and from darkness light. Two mighty dragons, Aurelius the Sun Dragon and Lunarius the Moon dragon eclipsed the universe with their everlasting love, creating the world as we know it. Their offspring set out into the worlds to serve as deities, bringing balance of the elements to the mortal races. Dragon of Fire, Pyrra had brought the volcanoes and heat, to fuel the fiery resolve of those in need. Dragon of Earth, Terra had brought islands and mountains, fertile soil to nest the new life. Dragon of Water, Aqua had brought the vast oceans and tall waves to wash away the sorrow. Dragon of Wind, Ventus had brought the clouds and the rain, bringing freedom to the people. Dragon of Magic, Syneia had brought the magic to the realms, as she saw beauty in all things.

One of the oldest cities, Syneia's Rest, was named after the mighty Dragon of Magic that crashed into the Great Ocean, knocked from the sky by an Archdevil Tymeriusin the ancient times. Angered by the devils' disrespect, and angels' inability to control them, Lunarius and Aurelius split the planes into the Infernal and Celestial, isolating the entities within to serve an eternal penance. The souls no longer flowed, nor were judged and placed into appropriate planes. They simply vanished into non-existence, to serve as a warning that life is precious, fleeting and must be valued above all else. The Council of the Righteous rule over the Celestial Plane, and The Council of the Damned rule the Infernal Plane. The Material Plane was later mirrored into the Feywild, having merged with the Astral and Ethereal plane into a single realm, as to preserve the natural order of things.
This marks the separation into the 4 Planes of Existence.

Donovan's Adventuring Academy was founded in year 9 ASD (After Syneia's Downfall) by a brave Tiefling Adventurer Donovan who made a deal with the dragons to leave the Infernal Plane with the intention of bringing the thrill of adventure and beauty of the world to all the realm. Reminded of their daughter Syneia, the dragons allowed his passing. As he explored the tall mountains, deep seas and boiling volcanoes alike, he brought smiles and prosperity to the olden kingdoms. After exploring the Feywild, legend says he found a way to leave the Material plane and ascend into the Celestial plane, his final destination, so that he may finally rest, having explored the entirety of the world.

In 520 ASD, in the center of the world, the Republic of Araxxus was formed, stretching wide across the Great Ocean surrounded by a mysterious mist. A complex of islands, united after years of war and diplomacy, under the Royal family of Djawadi. Current reigning Queen Zahara had lost her husband and son to a mysterious magical wasting disease named Sirix. Many islands have been quarantined as to contain this plague, as mages across the country are placing barriers to prevent intercoastal travels. Syneia's Rest seems safe, for now…

Organizations of Syneia's Rest

  1. Sages of Syneia (Archmage Liandrin – Aaracocra)

    These aristocratic elitists rule the flow of magic within this town. Long lasting tradition accepts only the best of students from Donovan's Adventuring Academy, their halls glistening with pristine awards and glyphs of warding. Powerful and knowledgeable, be careful as not to step in their path, as they will have no issues blasting you into pieces.

  2. Order of the Wand (Archmage Severus – Half-elf)

    These rogue wizards felt misunderstood during their study days. Broken off from the Sages of Syneia, they formed their own order, channeling their magic through wands. Although not in official positions, their political influence pushes them near the top of the magical food chain. They are known to break a law here or there, though.

  3. Archfey (High Druid Alaron – Centaur)

    The bridge with the elements, the connection to the Feywild. These powerful courts and houses oftentimes tread Syneia's Rest, observing the balance of the elements, lest the mortals disrupt it. Be careful not to reveal too much about yourself, as they are known to cause quite the trouble with the locals, striking imposing magical deals.

  4. Green Thumbs (Priestess Somna – Dryad)

    These kind conservationists are all about that shrub. Flowers and squirrels are their best friends. Dare touch a daisy in the park, and face the wrath of dryads and fairies, for they will be let known of your transgressions. Working closely with the Archfey, they present as the gentle mortals, those who value what nature has so generously given.

  5. Merchant's Guilds (Banker Cunk – Murlock)

    These greedy traders will do anything to strike a good bargain. Money is their language, clinking of coins is their music. Whether you're looking for fish or magical items, these are folks who have it all. Their loyalties lie exclusively to themselves as they can be persuaded to fetch you almost anything in the realm… for the right price.

  6. Knights of Light (Commander Ruby Roxanne – Human)

    These lawful guards are an extension of the Republic of Araxxus. Queen Zahara watches over law and peace across the realm, as they report ever so dutifully to her ear. Thieves and miscreants are often disposed of within hours, so careful what you do in your free time… as they certainly do not stray from using brute force to keep the law.

  7. Clergy of the Eclipse (His Eminence, Adrian Spire – Aasimar)

    These religious fanatics worship the dragons of the Sun and Moon. They claim that the end days are upon us, and that soon the dragons will fall from the sky, and all justice in the world will finally be served. That atonement awaits all sinners, and that a new age is dawning. A time where faith will prevail, and all evil will be purged from the world.

  8. Kraken's Children (Captain Deadeye – Tiefling)

    These reckless pirates are all about the plunder. With their hijacked floating ships, they wreak havoc in smaller towns, often occupying the seas in search of the legendary treasures and magical artifacts. They are quite friendly actually, especially if you have information to trade, and a tight mouth towards the Knights of Light.

  9. Silver Gear (Inventor Galeon – Gnome)

    These mechanical inventors are all about the progress. Wooden sticks don't interest them, as steam and mechanical gears are their forte. With wrenches and bolts, there isn't a modern world problem they can't solve. You'll usually find them tinkering in their workshops, covered in dust and oil, usually with smoke coming out of their windows.

Districts of Syneia's Rest

Trading District — frequented by Merchants Guild, Sages of Syneia

Everyone needs something, and that something is exactly to be found right here! Magical wares and alchemy reagents are readily sold, and as the busiest of markets, fish or ore, you'll find what your heart desires! As long as you got coin to spare…

Underbelly — frequented by Order of the Wand, Kraken's Children

A shadowy place from which even Queen Zahara averts her gaze. Secret arena fighting and selling on the black market are this area's crown jewels (as well as literal stolen crown jewels of course) You'll finding nothing but trouble though, as students are not permitted here…

Uptown — frequented by Sages of Syneia, Clergy of the Eclipse

The high class always sought high ground. Rich mansions sit upon rolling hills of flowers and prestige. Only the worthy may enter. High ranking officials and powerful mages reside here, ruling over the rest of the town from their quiet abodes. Off limits to students.

Entertainment District — frequented by Green Thumbs, Silver Gear

A bountiful park of nature and animals in honor of the fey lies next to rows of toy shops and magical trinket sellers. Need a moment to relax? Come over and you won't be disappointed. Taverns, theatre and concerts brim with music and harmony day and night!

City Square — frequented by Everyone

The crossroads, the heart of Syneia's Rest. A glorious fountain said to have been created by Aqua herself flows indefinitely at the center of the city. All roads lead here, a grand convergence of magic, cultures and people from all over the world.

Realm Security Tower — frequented by Knights of Light, Sages of Syneia

Watching upon the town are the ever-faithful watchers of Araxxus, trained warriors in both the martial and the arcane, they are ready to thwart any wrongdoers at an instant. Ever ready and at her service, these brave warriors stand guard day and night, loyal to the royal family.

Cultural District — frequented by Sages of Syneia, Clergy of the Eclipse

Museums of the olden days, artifacts galore and art never lost in time. This is the place of wonder that rings with the hymns of the past. Walking through these streets of history, you'll witness the greatness of the old ages and learn of the realm's wonders.

Shipyard — frequented by Kraken's Children, Green Thumbs

The sea connects all of Araxxus. Ships enchanted with levitation magic sail across the tall waterfalls and into the never-ending blue, connecting the entirety of the Republic. Negotiating pirates, or coral reef protectors, you'll find yourself here millions of paths to adventure!

Slums — frequented by Order of the Wand, Kraken's Children

The distant forgotten corners, broken streets and promises of greatness. The abandoned houses and lost souls gather here, seeking refuge in each other's miserable company. Sometimes exploited for cheap profit or dark dealings, this area is off limits to the students.

Industrial Zone — frequented by Silver Gear, Merchant's Guilds

Progress requires sacrifice. If the smell of sulfur and iron doesn't deter you, the perky Silver Gears waiting for someone to trap in conversation about the steam engine might. Not the busiest of the districts, enchanted cargo endlessly flows to the shipyard up and down.

Church of the Eclipse + Graveyard — frequented by Clergy of the Eclipse

The balance of light and dark. The pillar of all humanity. Priests of the dragons preach their truth to believers and the rest, pertaining to their one and only cause – to find solace, to wait out until the judgement day, to prepare the world for an era of peace and prosperity.

Professors

The distinguished faculty of Donovan's Adventuring Academy

Portrait of Prof. Quill Morningblossom
Prof. Quill Morningblossom
Alchemy & Herbalism
Portrait of Prof. Luvium Whitecloud
Prof. Luvium Whitecloud
History of Great Magicians
Portrait of Prof. Stellaron of Creche Xalandar
Prof. Stellaron of Creche Xalandar
Astronomy
Portrait of Prof. Michael B. Thomason
Prof. Michael B. Thomason
Basics of MerchantKraftsmanship
Portrait of Prof. Miriam Tallcrest
Prof. Miriam Tallcrest
Anthropology for Adventurers
Portrait of Prof. Winda the Ruthless
Prof. Winda the Ruthless
Survivalist Cuisine
Faction Reputation

Your standing with the factions of Syneia's Rest shapes which doors open to you — and which slam shut.

Reputation Scale

12Hostile
34Unfriendly
56Neutral
78Friendly
910Honored

Current Standing

Sages of Syneia
10/10Honored
Order of the Wand
7.6/10Friendly
Archfey
5.2/10Neutral
Green Thumbs
7.8/10Friendly
Merchant's Guilds
5.2/10Neutral
Knights of Light
6.6/10Neutral
Clergy of the Eclipse
3.4/10Unfriendly
Kraken's Children
5.4/10Neutral
Silver Gear
3.8/10Unfriendly