The setting will be from Terry Brook’s Shannara series. I strongly recommend that you DON’T look anything up about this world other than what is directly posted / linked to here
World Introduction
Welcome to the Four Lands. My name is Dylan and I’ll be your tour guide to this new world for you to adventure in.
Today, nuclear war breaks across nations. Over several years, the Earth has become virtually uninhabitable and scarred beyond recognition. 99% of humanity is gone, but not all.
Some fled into the mountain depths, hoping that the thick stone and rock would protect them from the fallout. Some fled to the far north, where there were few humans left worth bombing. Some were not so lucky, with generations of mutation changing them into new forms.
It was only after the emergence of the new races, that the most powerful of them sent their wisest to the great castle of Paranor to create the first order of Druids. It was the Druids’ mandate to gather all of the remaining knowledge of humanity and guard it tight. Technology is to be strictly regulated. It was technology after all, that obliterated the old world. It was through the druidic study that Magic was rediscovered.
Now thousands of years after that event, the Four Lands are dominated by the most powerful of the new races.
To the South, nestled between the twin mountain ranges, is the land of Men. Mostly controlled by the Federation, but with several city states still operating under independence. Industry and might.
To the West, on the shores of the vast ocean, and backed onto the escarpment and open planes, is the great (and only) Elven city of Arbolon. Keepers of history and tradition.
To the East of the open planes are the Dwarven cities, the capital being Culhaven. Open planes and gardens as far as the eye can see.
To the North are the wild lands, predominantly occupied by the various tribes of Trolls. Superstition rules these lands, but the supernatural does exist.
The Races
The advantages and disadvantages here are not necessarily about dice rolls. Instead, they are just to outline what the race is good and bad at.
The listed items for each race are considered Traits. Some of these are situational. Depending on how you build these characters, any disadvantages can be mitigated or even eliminated. Ask for details.
Man
Look in the mirror. OK, bad example perhaps, but the race of Man is like… just humans. Tenacious, populous, short-lived (compared to the other races), and largely ignorant of the world outside of their borders. Men are the most isolated race, preferring not to trade or engage in the affairs of the other lands. Most men, especially in the smaller villages or even the most southern cities don’t even believe that Elves and Dwarves exist.
- [disadvantage] history
- [disadvantage] culture !
- [advantage] adaptability !
- [advantage] technology !
- [advantage] intuition !
Elf
Physically, Elves are not much different than Men. A little more lithe perhaps, and tell-tale pointy ears, but mostly the same. Elves, however, have the longest lifespans of the races, with the current king Eventine just hitting his prime at age 82.
As the longest lived race, they place a great deal of value on tradition, and are less likely to forget the lessons of our past. The Elves are also the most disciplined of the races and care deeply about honour and stability.
- [disadvantage] trade !
- [disadvantage] deception
- [advantage] knowledge
- [advantage] history
- [advantage] culture
- [mix] single-weapon discipline !
STORY NOTE: Elves have a bit more of skin in the game than the other races, at least at first.
Dwarf
Dwarves are a hardy bunch. Surviving the old world death by fleeing into the mountains, Dwarves have a deep ancestral fear of confined spaces and yearn for open planes and sky. Despite this, their time in the caves has forever changed them into quite the physically gifted race.
- [advantage] dark vision !
- [advantage] hearing
- [disadvantage] confined spaces, especially if underground !
- [disadvantage] domesticated animal handling !
- [disadvantage] deception
- [advantage] trade !
Gnome
Gnomes are small humanoids, with fox-like hair and yellow eyes. Extremely resourceful and highly superstitious. Dwarves have a strong dislike of them since their raiders keep hitting their villages. Gnomes are tribal by nature and primarily live in the open planes, closer to the Dwarves and Men.
- [disadvantage] strength
- [disadvantage] movement speed !
- [advantage] animal handling
- [advantage] trade
- [advantage] deception
- [advantage] stealth
- [mix] superstition !
Troll
There are several subspecies of Trolls, but the one playable for this campaign will be the standard Troll. Think of them as Lord of the Ring Orcs, except not evil by nature. The two past great wars were fought against the Warlock Lord, who subjugated the Troll nations and tribes. Because of this, the rest of the races have a strong distrust of the species and will not choose to engage with them if it can be avoided.
- [disadvantage] any dialogue interaction with a non: player, troll, or gnome !
- [advantage] endurance !
- [advantage] elemental resistance
- [advantage] resourceful !
Character Archetypes
Players should start their character creation journey by picking an archetype. Once they know the type of character they want to play, picking their Class and Race becomes easier.
Example / Suggestion Archetypes:
The following are example characters that you can use as a starting point. All traits are just made up, so use the ones I provide to help you with your own ideas on how to inform the character.
The Villager
You are just a regular guy. You hail from a small, mostly left-alone village in the South, and help run the local Inn/Tavern with your Uncle.
You may want to take on traits such as Warm Host!, Hard Worker!, and Resilient!.
GM NOTE: Although not mandatory, I would love it if someone could play this character.
The Swordsman
The Swordsman is a versatile class with many character origins to play with.
-> The Green Prince
You are a prince from a nearby city in the South. You have trained your whole life with a sword, and locally at least, are renowned for your strength and skill. Although you remain undefeated in tournaments, you have yet to see real battle.
You may want to take on traits such as Sword Master!, Endurance!, and Nobility!.
-> The Noble Captain
You are either a Man or Elf captain in the Free Corps. Beloved by your men, you venture South when called upon by a mysterious figure.
You may want to take on traits such as Sword Master, Heavily Armoured!, and Leadership!.
The Wild Magician
Race agnostic. You are mysterious and enigmatic. Dressed casually and holding only a staff that looks to be no more than an ordinary branch from an ordinary tree. But you are NOT ordinary. You can claim access to something that even the Druids can’t – innate magic. Your magic is wild and unpredictable, which makes it dangerous.
You may want to take on traits such as Unstable Magic!, Unburdened!, and Insight!.
The Assassin
You are a Gnome assassin, sent on a mission to the South by a powerful entity. Cunning, but shrewd, you ensure to do your nightly rituals every night to appease the shadow spirits.
You may want to take on traits such as Intuition, Escape!, and Sneak!.
Magic
Magic in this world always comes at a cost. User beware. For this campaign, magic will come from one of the following:
Magic will work differently depending on the source, including which magical item is the source. But the cost is ALWAYS the same. If your magical abilities come from an item, then the abilities granted by that item will be item dependant. The item your character receives will depend on everything from their archetype and class, to their race, to what and where the party decides to venture. Obtaining magic is almost mandatory for a successful campaign.
For innate magic, you can choose your magic type to wield. It NEEDS TO BE SIMPLE. You cannot say “manipulate energy” or “control time”. No OP bullshit. Instead, some examples could be:
- Creation of fire
- Creation of illusion
- Control over light
- Control over animals
- Healing
- Shielding
Your level of control over your abilities will increase with experience and level. Talk to me for any questions, I can help you workshop whatever you need to keep things balanced.
Levelling Up
Each character will start with 16 base stats to divvy up however you choose, and one edge. My recommendation is to focus on the stat that your character excels at.
For combat, this means:
- Melee combat = strength
- Ranged combat = speed
- Movement = speed
- Spells = intellect
Outside of combat, just think about the task you think your character needs the most and which abilities you might need to use to accomplish it.
Easement from all passive sources combine at 2 steps (Specialized/Proficient). Any further help must come from spending Stat Pool points/Effort.
Your most powerful abilities will come from your magic. Because of this, levelling up will be limited to the following.
Level 1.
You can choose 2 basic traits outside of racial traits, 3 abilities, and add a single edge.
Level 2.
You can choose 2 additional basic traits, PLUS add 3 to any stat. Add 1 ability.
Level 3.
You can either choose to upgrade an existing trained trait to proficient, or choose another additional two traits. Add another 3 to any stat. Add 1 ability and 1 edge.
Level 4.
Choose one trait to level up, select an additional trait, and add another 5 to any stat. Add one ability.
Traits
As a rule, Traits should be basic and tie to your character. For example, it does not make sense for a farmer to be trained in stealth. Feel free to create your own traits based on who you want your character to be.
Traits are passive advantages or disadvantages. Things that inform your character and what decisions they may choose to make at any given moment. Traits, for the most part, do not cost anything to use as an easement, but some traits can trigger a passive ability.
Example traits (ignoring ones covered in previous sections)
- Tracking !
- Healer !
- Light sleeper !
- Vigilant !
- Rider !
- Slingshot Master !
- Other weapon and armour master
- Disguise !
- Mountaineer !
- Sense Magic !
- Sure footed !
- Iron Will !
- Trap specialist !
- Sleight of Hand !
- Cartographer !
Anything you think would fit in with your character, just message me and we will make it work
Abilities
Abilities are “active” and thus always require resources to enact. Only choose abilities that fit your character. Feel free to come up with your own too!
- Rallying Cry ! (3 Might)
- Desperate Lunge ! (3 Might)
- Adrenaline Surge ! (3 Might, or 3 Speed)
- Throw Anything ! (2 Speed)
- Riposte ! (3 Speed)
- Guard ! (3 Might, or 3 Speed)
- Disarm ! (3 Speed)
- Hold the Line ! (5 Might)
- Detect ! (2 Intellect)
- Arcane Deflection ! (3 Intellect) (only obtainable if you have magic)
- Sneak Attack ! (3 Speed)
- Distraction ! (2 speed)
- Duck and Cover ! (2 speed)
- Agro ! (2 Might)
- Focus ! (3 Intellect)
- Heal ! (2 Intellect or 2 Speed)
- Meld ! (3 Speed)
- Go for the knees! ! (3 speed)
Equipment
Weapons
| Weapon Type | Examples | Damage | Cost / Pool Effort |
| Light | Dagger, slingshot, club, hand crossbow | 2 damage | Eases attack rolls by 1 step (easier to hit) |
| Medium | Longsword, spear, hunting bow, shortsword | 4 damage | Standard attack rolls |
| Heavy | Greatsword, warhammer, double-bladed battleaxe | 6 damage | Requires two hands; increases attack effort unless trained |
Armour
Armour reduces incoming damage by a flat amount, but wearing heavy armour increases the Speed Pool cost when taking nimble actions or casting spells.
| Armour Type | Examples | Reduction | penalty |
| Light | Cloaks, leather | 1 | no penalty |
| Medium | Chainmail, Elven military uniform | 2 | 1 speed cost |
| Heavy | Full Plate / Heavy Guard Armour | 3 | 2 speed cost |
Speed cost means that your maximum speed is reduced by that amount.
Items
The world will be full of items that range from new weapons and gear, to food or healing items, to incredibly powerful magical artifacts. Here, I will be listing out some common items that you can start your journey with.
There is no hard limit on what items you can start the journey with as long as it makes sense and is within character.
The Villager:
- Weapon: Light weapon (hunting knife, sling) or improvised tool (pitchfork).
- Armour: None or heavy travelling coat (Light Armour 1).
- Utility Kit: Sturdy backpack, 5 days of rations, tinderbox, flask of ale/water, small family heirloom.
The Swordsman (Prince / Captain):
- Weapon: Fine Medium weapon (Elven/Southern steel longsword) and a backup knife.
- Armour: Medium or Heavy Armour (Chainmail or Officer’s Cuirass).
- Utility Kit: Signet ring/emblem of office, whetstone, travelling cloak, fine horse mount (or requisition scroll).
The Wild Magician:
- Weapon: Gnarled wooden staff (Medium weapon) or daggers.
- Armour: Plain travelling robes (no armour, or Light Armour if reinforced).
- Utility Kit: Herbalist pouch, journal/parchment, lantern & oil.
The Assassin:
- Weapon: Dual daggers (Light) or a shortbow/wrist-slingshot with specialized darts.
- Armour: Fitted dark leather (Light Armour 1).
- Utility Kit: Lockpicks, 20 feet of thin braided rope
Feel free to add in other basic items such as rope, character relevant tools, tinder boxes, hunting bows, sleeping bags, etc.
Game Mechanic Notes
We learned a lot from the Flesh Master’s campaign. We learned not to give the Chinese cameras, and we learned that consequences matter. As such, I will be implementing the following:
- Changing weapons in battle will cost your action. Exceptions can be made if you make a compelling case.
- I will be distinguishing between what is a triggered event, and what is a GM Intrusion.
- Certain mechanics will be “unlocked” as the campaign progresses. This is because there are certain mechanics that you will gain access to that would be far too powerful early on.
- COMMIT. If you say that your character does something, THEN THEY TRY AND DO THAT THING. No take backs! Feel free to ask the party for their input before making any decisions, but no take backs if you decide to do something, and someone else brings up that it’s a bad idea.
- Related to above, for 99.99 percent of things you will have unlimited time to discus amongst yourselves. However, I will be introducing a “quick time” like mechanic. These are predefined triggered events, and if triggered, you will be given 30 seconds to make a final decision.
- Combat is dangerous. It is my advice to either find a way to avoid it if possible, or, if you feel a fight brewing, look for ways to ease it.
- Grit will be limited to 4 per player, and cannot be used for re-rolls. Your roll is your roll. Each grit can be used as a free level of easement on any roll. Spending 4 grit is a guaranteed success. Grit can also be spent to stop a GM Intrusion.
- Consider basic survival needs. Food, water, good sleep, etc.
- Edge will need to be given sparingly. A big point of this world is that Magic has a price. Edge eliminates that price. Because of this, only two edge points are awarded during level up, with an additional point being narratively driven.
Notes
- Dwarves ↩
- Men ↩
- Trolls, Gnomes, others ↩
- The Druids numbered almost 100 at the height of their power. But due to the corruption and betrayal of one of their own, now there is only one left. ↩
- There are small Elven villages scattered in the area, but Arbolon is the only real city. ↩
- how good you are at dealing with other races ↩
- once per day, can swap a basic ability that is NOT disadvantaged ↩
- not computers. talking technology from an earth history standpoint ↩
- things that your character has a natural advantage in knowing, you get an extra easing ↩
- Eventine is considered one of the greatest of the Kings and is beloved by his people. A war hero during the last Great War ↩
- either more likely to convince someone to part with an object or piece information, or to trade at better values ↩
- Elves choose to train in one weapon type. So if your character uses a sword, that is their primary weapon type. Disadvantage on axes, knives, etc. However, they get free training with their chosen weapon type ↩
- some light is needed, but will be able to see far better than other characters ↩
- being indoors will not trigger this, This is for going underground or into caves etc. ↩
- dogs, cows, horses, etc ↩
- Dwarves engage with the other races the most ↩
- HINT: Gnomes are great riders ↩
- depending on the situation, either an asset or disadvantage ↩
- A former Druid who was corrupted by dark magic. He wrapped himself in impenetrable illusion and power, and forced the Trolls to fight the rest of the Four Lands.
He was defeated by the great Elven King Jerle Shannara, but the great king was unable to deliver the final blow. Hundreds of years later, the Warlock Lord returned, subjugating the Trolls to his will again. But this time, a certain hero with a certain Sword was able to deal the final blow and destroy the Warlock Lord for good. ↩ - some NPCs may choose to attack on sight ↩
- does not tire easily. can travel great distances ↩
- can use the tools of the land survive. foraging. ↩
- You make strangers feel at ease ↩
- if something needs to be done, you do it. Advantage at the mundane tasks ↩
- bonus to next roll if two rolls <=4 in a row ↩
- bonus accuracy when using a sword ↩
- can withstand prolonged activities and battles ↩
- Use your princely background to your advantage ↩
- A “volunteer” unit of the Boarderlands.
The soldiers all came for the same reason: to escape their past and begin anew. Some were thieves, or killers, some were just drifters with no where else to go. No one was ever asked about his past. His life began the day he joined.
Serving in the Free Corps was a matter of pride for its men, who gained an identity that set them apart from any other soldier in the Four Lands. Its soldiers were the first into battle, and the first to die. Honour in death. ↩ - no disadvantage to wearing heavy armour ↩
- can easily inspire others to greatness ↩
- You may succeed in lighting the candle, or you may blow up the entire building. You will gain better control with practice ↩
- You do not wear armour, but are faster and get bonus to initiative ↩
- Use your connection to the wild magic to touch anther’s mind, gaining insight into their intentions. But be warned, some have trained to detect such intrusion. ↩
- Gain advantage when running away ↩
- advantage on moving unseen ↩
- Magical sword, magical stones, etc ↩
- You are just born different ↩
- This is a lie: Minimum 4 points required in each stat ↩
- might, speed, intellect ↩
- Primarily triggered when using a magical ability. Magic is complex and dangerous and can sometimes have unintended consequences. ↩
- used not just to track someone/thing, but can possibly warn of upcoming danger if you spot the correct thing ↩
- good with medicine, accessing poisons, etc ↩
- hard to sneak up on at night when sleeping. can overhear conversations at night ↩
- help spot ambushes, traps, etc ↩
- Can more easily mount a horse or similar creature. The mount is less likely to cause problems ↩
- trained in using a slingshot ↩
- Not to change into another character, but to be more incognito ↩
- ease tasks related to climbing, rappelling, etc ↩
- able to sense when magic is in play ↩
- hard to trip. not bothered by rough terrain ↩
- ease checks against frighten, demonic manipulation ↩
- can create traps, both for food and… larger game ↩
- please sir, i want some more ↩
- good at reading maps. hard to get lost ↩
- You use your years of experience in battle to rally your party and let them know, even if only for a moment, that victory is possible.
Boost party defence and attack rolls for a single turn. ↩ - When at low health or cornered, you throw everything into a single strike. Eases your next attack roll by two steps, but leaves you exposed (increases defense task difficulty by one step until your next turn). ↩
- Spend the chosen points. nstantly break free from a grapple, restraint, or movement-debilitating effect as a quick action. This does not use your action. ↩
- Turn any nearby object into an effective ranged weapon, easing the attack role ↩
- if an enemy in melee range misses an attack, you can counter attack without using your action. Lasts until cancelled or your character moves outside an immediate distance. ↩
- Take a defensive stance for one round. Eases all Speed Defence rolls by two steps and all melee by one step until your next turn. You cannot move or attack. ↩
- Make a target attack aimed at the opponent’s weapon. On a success, you deal light damage and force the enemy to drop their weapon. ↩
- Anchor yourself in place. Enemies cannot move past you within a close distance, without taking an attack from you. This uses your action, but can trigger unlimited times until your next turn. ↩
- Call out a specific enemy’s weakness. All attacks against that enemy are eased for a single turn. ↩
- Reactively create a brief barrier of raw magic to absorb incoming physical or elemental damage from a single attack. ↩
- When attacking an enemy who is unaware of you, gain an easement on your attack role, and deal additional +3 damage ↩
- Create a distraction granting enemy units disadvantage on attack roles in immediate area of the distraction for a single turn. ↩
- When hit by a ranged or area attack, instantly drop prone to reduce damage taken or ease your Speed Defence roll by one step. ↩
- Force any enemies within a short range to focus on you ↩
- Sacrifice your turn to guarantee that your next combat action will succeed. You cannot move while in use. ↩
- Int if using magic. Speed if using items.
Heal another 1D4. You cannot heal yourself. Requires either magic or a healing item to use if in combat ↩ - As long as there is shadow within a short distance, you can meld into the shadows. All enemies will not know your location for the next turn. This uses your action. ↩
- Target a creature’s leg, wing, or joint. On a hit, deal damage and reduce the target’s movement speed by half for three rounds. ↩
- disadvantage on some speed checks ↩
- I will not be detailing these here. You will uncover them in time. These items are so powerful that they feel like level ups in their own right ↩
- for any strangers reading, this is a reference to our previous campaign ↩
- For example, if you are holding your sword and want to switch to a bow, then I’ll allow it if you DROP your sword on the ground ↩
- If i set up a room of traps, and you all just walk in and trigger them, then that’s on you. No intrusion needed ↩
- You hilariously failed an important role. Time to suffer, but at least you get a grit ↩