Main Page

From Dawn of Hope
Revision as of 20:45, 5 April 2020 by Admiralbenbo (talk | contribs)
Jump to navigation Jump to search
Dreams of Hope

A living campaign setting designed for D&D 5e, Dreams of Hope extends continues the story of Quartus after the Cataclysm.

The Cataclysm and its Aftermath

210 years ago, a terrible magical cataclysm shattered the continent of Noefra (and most of the world of Quartus). Magic, both arcane and divine, stopped working and the Old Gods sacrificed themselves in an attempt to keep the world from disintegrating. Even with this sacrifice, storms, earthquakes, and other calamities swept the land. Almost 80% of the population of the continent died either immediately or over the next few years. When the magic returned 50 years later, it was different. New gods had arisen and spell-casters of all types had to re-learn their art. The survivors had retreated to isolated areas, convinced that they alone survived the Cataclysm.

A Spark of Hope

A little more than 5 years ago, a group of heroes convinced the five major countries of the western half of Noefra to coordinate their efforts—and so the Federated Nations council was born. With it came the founding of the Adventurer’s Guild, an international problem-solving organization that handles requests from citizens and governments alike.

A New Dream Begins

You are new Sanctioned Adventurers, graduating today from guild training and setting off for adventure in this awakening world. What is a Sanctioned Adventurer? Adventurers are those who seek to explore the unknown, to delve into forgotten ruins, or to fulfill tasks set by others. In this mostly peaceful time, there are many such who crave excitement and the chance of wealth. Most common adventurers are either killed in their first expedition, badly scarred, or only find petty jobs. As such, most of the settled folk consider them nothing more than a nuisance. Sanctioned Adventurers are those who have been recruited by the Adventurers Guild, acknowledged as having potential, trained, and authorized to work in all of the Federated Nations. They're the para-military arm of the FNC, and as such are given legal privileges. They act in groups, called parties, and are mostly hired by governments or connected individuals or organizations to handle larger matters of concern.

In Earth terms, they're something like a cross between a Special Forces team and a private security contractor or mercenary. Their chains of command are loose and once unleashed on an objective they are free to pick their own methods of resolution. Most of their pay comes from what they acquire in the field--they keep what they loot. Their potential for growth can quickly leave them among the most personally powerful individuals as well as quite wealthy and they tend to retire after a few campaigns. Or die. For the risks they face are great. Abandoned temples to unknown gods, dragons' lairs, demon-summoning cults, hideous monsters, deadly traps. These are the everyday challenges facing a Sanctioned Adventurer. Are you up for the challenge?

Resources for Players

Player's Guide--Character Creation

Player's Guide--Nations and Cultures

Player's Guide--Backgrounds by Starting Culture

Quick Planar Cosmology Guide