Introduction
Welcome to Thrakdrak , a continent steeped in mystery, power, and ancient secrets. Over the Ages Thrakdrak has experienced profound changes that have shaped its diverse landscapes, cultures, and politics. Thrakdrak is a vast and varied land, bordered by the tumultuous waters of the Endless Ocean . The continent is divided into thirteen distinct regions, each with its own unique geography, cultures, and histories. From the dwarven strongholds of Kil'Gal and Irtmixl to the elven forests of Yer and Ramaloce , Thrakdrak is a tapestry of races and civilizations, each contributing to the rich cultural mosaic of the continent. The Dagrae campaign setting focuses on the region of Dagrae , a human kingdom within Thrakdrak known for its rich history, strategic coastal location, and the enigmatic Namir Dynasty that rules it.
Dagrae: A Kingdom on the Edge
Dagrae , a peninsula located at the south-east of Thrakdrak , is a land of intrigue and resilience. The kingdom has weathered many storms, both literal and figurative, from the devastating Earthquake of 1956 TC to the recurring plagues outbreaks that have plagued the region for centuries. The Namir Dynasty , which has ruled since 1999 TC, governs with an iron grip, emphasizing stability and order.
The kingdom is characterized by its rugged coastline, bustling ports, and a population known for its tenacity and adaptability. Dagrae 's cities, such as the capital Amberhorst , are hubs of commerce and culture, despite the challenges posed by external conflicts and internal strife.
As the year 2646 TC approaches, Dagrae stands at a crossroads. The kingdom faces ongoing threats from the Sea Serpents in the Endless Ocean, the orcs in the north due to The War of the Crimson Tides and the ever-present shadow of the Namir rulers. The latest outbreak of a mysterious plagues has further strained the region, highlighting the ongoing struggles faced by its people.
Thrakdrak as a whole remains a land of opportunities and dangers, with ancient secrets buried beneath its mountains and forests, and powerful factions vying for control. The stage is set for new heroes to emerge, to explore the depths of this rich world, and to shape the future of Dagrae and beyond.
This campaign setting invites players to delve into the complex and captivating world of Thrakdrak , where the past, present, and future are interwoven in a tapestry of adventure and discovery. Whether seeking fortune, power, or knowledge, adventurers will find that the lands of Dagrae offer endless possibilities and challenges, waiting to be uncovered.
The Historical Context as known to player characters
The characters playing in this campaign setting have limited historic knowledge about the entire Thrakdrak . The following limitations have been set:
Player characters without knowledge history as a class skill:
- Dagrae events since Age of Enstrangement (1800TC - current) are known to all player characters. This information can be found on the Dagrae Kingdom page.
Player characters with knowledge history as a class skill:
- Dagrae events since Age of Darkness (0TC-1800TC) - are allowed to roll on these
- Other region events since Age of Darkness (0TC - current) -> Are allowed to roll on these
- All events or knowledge before Age of Darkness are not known to any player. This information can be found in the world through exploration. They do require a high Knowledge History roll
New player options
This campaign setting is seen as the introduction to the world of Thrakdrak. Everyone can starts as one of the following core races:
- Human
- Dwarf
- Gnome
- Halfling
- Half-Elf
- Half-Orc - Be advised, this choice may have negative implications on your experience as there is currently a war between Dagrae and Theruth
Other races can be unlocked during various adventures.
As for classes, All core classes and the corresponding unchained classes can be chosen:
- Barbarian
- Bard
- Cleric
- Druid
- Fighter
- Monk
- Paladin (Paladin & anti-paladin are allowed to be alignment Neutral. They must however be Lawful)
- Ranger
- Rogue
- Sorcerer
- Wizard
The rest of the classes can be unlocked through adventuring.
If you want to play a race or class that is not available, please inform the GM. The GM will try to place priority on the events in relation to the unlockable race / class. This decision is up to the GM.
New mechanics
This Campaign Setting has certain rules that differ from the default Pathfinder rules. The changes made can be found at Homebrew rules . Do read these because they can come in handy.
Geography
The region of Portal: Dagrae is a peninsula located at the south-east of Thrakdrak . The geography of Dagrae is diverse and consists of various mountains, forests and bodies of water like rivers, lakes, sea and ocean.
Dagrae consists of 9 provinces, each with their own challenges, named after the capital of each province:
Each metropolis has its own specialization.
More about the Geography can be found on the portal of Dagrae: Dagrae The following Regions border Dagrae:
- Kil'Gal - The land which is primarily Dwarves and gnomes. Located to the North-East. It contains remnants of Iron Dominion . This land is accessable through the Dagrae Inner Sea or over land via Therut . Communcation has been broken.
- Therut - The land of Orcs. Located directly north of Dagrae. Frequently do raids Dagrae due to the War of the Crimson Tide .
- Yer - Not much is known about this region besides the names The Elven Retreat .
Inhabitants
The region of Dagrae is currently a human Kingdom with a likewise name: Kingdom of Dagrae . The demography of Dagrae consists of 62% human, 10% halfling, 8% half-elf, 7% gnome, 5% dwarf, 8% other ancestries. Nobility is based of the Feudal system and there is a religious system in place. Both systems can be seen in the kingdom page of Dagrae.
Organizations
The region of Dagrae contains numerous organizations. It is possible to create new organization together with the DM. The following organizations / families exist and can be chosen :
Trading companies:Historical organizations:
- The Coastal Alliance
Adventures
This campaign setting is an introduction to the world of Thrakdrak and can be considered an "open world". This means that the campaign setting is not limited to one adventure but that the player's characters receive a lot of freedom to decide how he/she/it wants to play. All stories are modular by design, event-driven and some of them are parallel. This means that each story has a default progression and depending on the interaction of the player (or the sudden lack) something will happen to the world. Each character is expected to have a "life goal". Based on this lifegoal the DM can interweave the characters background into the world and tailor events specifically created for the character. Freedom sounds a lot of fun. Be wary that characters have to make decisions and that the players have to abide by the Homebrew rules .
Before the adventure starts, be sure to have had a session 0 to streamline the expectations of the players and the DM. Make sure everyone is on the same line on what they want (and do not want) from the game. In Session 0, the starting place for the adventure will be decided. This can be in a metropolis or somewhere else in the region of Dagrae.