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== Campaign Themes == === Monster of the Week === The campaign involves travelling to many exotic settings. Many of these places will have their own antagonists, mysteries, and conflicts that can be resolved and left behind. === Recurring Villains === The campaign features several recurring villains, agents of the four great Astral-going Civilizations: *The Illithid Empire: This mighty empire's influence stretches into the Astral Sea from Mnemos, a dark planet just beyond the border to the Far Realms. They control countless "worlds", and can call upon thralls of every race to serve them. *The Slithering: An ancient primordial force known as the Leviathan has awakened on a tropical swamp "world". Serpentfolk riding great scaled behemoths have ventured forth into the Astral Sea, to bring other "worlds" the blessings of the Leviathan. *The Hegemony: Dark spider-shaped ships raid peaceful "worlds", enslaving the populations into service to the drow elf Matriarch. *The Varian Confederation: A human-led coalition of allied "worlds". The Varian Confederation consists mainly of player races. The ships of the Varian Confederation seek to bring justice and order to the Astral Sea, and see any who snub their generous offers of alliance as "part of the problem." The Varian Confederation has strict laws controlling the study and practice of magic, and considers spellcasters of all sorts as 'dangerous weapons'. === Horror === Twisted bio-tech tentacles horrors, ancient primordial forces beyond our ken, the undead, cursed lycanthropes, even Hell itself can be found in the Astral Sea and its islands. The characters will undoubtedly encounter many Things Man Was Not Meant To Know. *Game Mechanic Note: There will be hazards included in Horror-based encounters that will inflict various conditions on the players to simulate the pure horror of the situation. These will likely target your Will defense. === Intrigue === The Four Great Civilizations are often engaged in intrigue against one another, and often choose areas friendly to Freebooters as neutral ground suitable for their espionage. It is likely that the characters will find themselves caught in the middle of this shadow war. *Game Mechanic Note: If you're into intrigue, then Streetwise, Diplomacy, Bluff, and Insight are good skills for you -- they will be used a lot in intrigue-based Skill challenges. === Swashbuckling === Pirates on the Astral Sea, salvaging derelict shipwrecks, and following maps to hidden treasures. Time will spent not only in dungeon and wilderness areas, but also in rowdy ports, governor's palaces, and of course the open Astral Sea. *Game Mechanic Note: The DM will be somewhat lenient on Acrobatic stunts, enabling you to swing from ropes and do other acts of athletic derring-do. Being trained in Acrobatics will be useful if you're into that sort of thing. === Swords and Sorcery === Magic is a sinister and dangerous force, often in the hands of the enemy, and those who abuse their mystic arts are often deserving a proper, old-school beat down. Characters tend to be a bit gritty in outlook, and mercenary in motivation. *Game Mechanic Note: In order to (slightly) encourage the sword and sorcery feel (for people to play Humans, and Martial characters), Humans may choose a second bonus trained skill from their class list, and Martial classed characters gain +1 healing surge. Also, you gain a one time bonus of 500 gold pieces if your character is Unaligned.
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