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post #1 of 2 (permalink) Old 01-21-11, 11:20 PM Thread Starter
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Default ADnD 2nd Ed - Original Campaign Setting

I thought I would return with a new campaign setting/rules adaptation I have come up with for 2nd edition ADnD. This is supposed to be as realistic as possible in a fantasy world, and I want there to be possibilities for political, military and adventuring campaigns, depending on what the players want.

I am beginning play testing soon, but for now, the back story/politics portion and the rule adjustments are attached. This is a work in progress, so suggestions, comments, criticism, things I've missed etc. are very much appreciated.

To come: Maps and detailed explanation of magic.
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File Type: doc Tarod Campaign Rule Details.doc (64.5 KB, 0 views)
File Type: doc Tarod Campaign Fluff.doc (37.0 KB, 1 views)



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post #2 of 2 (permalink) Old 01-25-11, 05:09 AM Thread Starter
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Magic

In Tarod, Magic functions differently than in vanilla DnD. One uses magic by opening a portal to the Plane of Chaos and harnessing the powers within. The Plane of Chaos itself is highly unstable, but there are safer parts within it, called Realms, which have been mapped by past generations of magic-users.

When a portal is first opened, it opens into the Realm of Harmony. This part of the Plane of Chaos is harmless, with a few (good) side effects, and only beneficial spells. Spells cast from the Realm of Harmony have the highest success rate.

From there, if one travels deeper, they run into the still calm waters of the Realm of Benign. Here, spells are not truly harmful, but they are rarely beneficial. This Realm is most commonly used by Illusionists. Side effects from the Realm of Benign are usually mischievous in nature and do not directly hurt anyone. While not as high as spells from the Realm of Harmony, the success rate for spells stemming from Benign is quite high.

Further still lies the deadly sea that is True Chaos. Here, power runs rampant and its use has—often deadly—consequences. Because of the hectic nature of the Plane of Chaos, it is difficult to bend spells of True Chaos to your will. Often, they will do something unexpected and sometimes counterproductive. These spells are much more powerful than those originating from the Realms, but they are also much more likely to go wrong. If a spell proves too powerful for its caster, anything can happen, the spell could destroy everything nearby or it may lead to the creation of new life. But, under the command of a skilled Manipulator, True Chaotic magic is a frighteningly effective force.
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