A Crown of Rot
Characters are built at level 1 according to PHB rules, ability scores generated on a 32 point buy.
Automatically Approved Books: PHB, PHB2 (no Dragon Shamans, they will be out of place in this campaign), Expanded Psionics Handbook, Heroes of Horror, Living Greyhawk Gazetteer, class variants from Unearthed Arcana, Pages 109-190 of Tome of Magic (Shadow Magic section only)
Approved At Cost: You can spend points from your ability score point buy to expand the list of books available to you. “Complete” books will cost you 4 points, “Races of” (Races of Eberron is not allowed) books will cost you 3 points . Multiple “Complete” books may be purchased in this manner, but only one “Races of” book may be purchased in this manner. Access to parts of these and other books may be made available on a temporary or permanent basis as the campaign proceeds, but if you buy a book in this manner you will have access to it throughout the course of the campaign.
By Approval: Other books will likely not be approved, but you can make a case for them. I am very friendly to using Dragon Magazine articles, but there may be a cost associated with using them, depending on how relevant I feel they are to the campaign. A horror focused article might be usable for free, a horror focused article that doesn’t really fit my campaign might cost a point or two, an article on something that isn’t game breaking but also has no place whatsoever in my campaign might cost two or three points to use.
Feats and Flaws
Flaws are not used in this campaign, instead extra feats may be purchased in the same manner as book access, at a cost of N+1. So the first bonus feat costs 1 point from your point buy, the second bonus feat costs 2 points, the third costs 3, etc.
Language will play a role in this campaign, intelligent characters are encouraged not to spend their slots without purpose. Capacity to speak multiple languages can be reserved as a means to save from having to spend skill points to acquire new languages as one’s journeys take them into foreign lands.
Attention should be payed to three languages at the start of this campaign: (Note, there is no Common tongue)
Low Nyrondese: This is little more than a dialect of High Nyrondese. It is a primary language particularly for peasants, shopkeepers and the like. Learned persons almost always speak High Nyrondese as well. Those who speak High Nyrondese or Old Oeridian can sometimes get the jist of what is being said in this language, but misunderstandings are easy, and communicating back in this manner is nearly impossible. The real-world character of this language would be Old English.
High Nyrondese: High Mordentish]: A combination of Ancient Baklunish and the dialect of Old Oeridian spoken in the Great Kingdom forms the basis of this language used by the upper class. This language’s roots allow some level of communications with Nyrond’s neighbors. To be able to speak this language is an indication that one has a formal education of some kind or has been to the neighboring lands. The real-world character of this language would be French. There is enough of a relationship with Low Nyrondese that a speaker of this language can often get the gist of what’s being said in that language, but will generally be frustrated at making themselves understood by the peasantry.
Old Oeridian: A language that has been totally free of outside influences until a few centuries ago. As a result, it’s linguistic components are unique and translation into any language except High Nyrondese is all but impossible. Religious and arcane texts are often written in this language. The real-world character of this language is Latin.
Additionally, Elven and Halfling are known in Nyrond as well. Though the vast majority of the population is human, the elves of the The Celadon Forest to the north and the stout halfling communities in neighboring Urnst make their languages not completely unknown.
Alignments: In this campaign you are playing the good guys, though you do not necessarily need to be good yourself, you must have a reason to find common cause with the party, as sometimes your only motivation to do something will be because it is the right thing to do. Although Nyrond has fallen on hard times, the people are inherently good and decent. They are just desperate, and struggling to survive. Inhabitants of Nyrond are made of up the following alignments: LG, LN, NG, CG, N.
Religion: Churches to the following deities have been established in Nyrond. Other gods have no houses of worship here: Heironeous, Beory, Rao, Pelor, Zilchus, Norebo, Pholtus, Ralishaz, Boccob, Delleb, Celestian.
Nationality: Those wishing to play foreigners to the land are advised to be from countries allied with insular Nyrond: Duchy of Urnst, County of Urnst, Greyhawk, Onnwal (rebels), Irongate, Sunndi, the Pale (barely allied)