Akkem Isles

## Campaign Synopsis

The Akkem Isles are an island nation that became a home for the weary traveler and outcast alike due to the large number of refugees fleeing from the war between the Alliance and the Union on the mainland. Many different races learned to mingle together and set aside differences long enough to prosper in the trying times since the Chaos Convergence invaded the land. Luckily, for the inhabitants of Akkem Isles the Chaos Convergence has never been seen on Isles and thus the war had stayed away from the people of Akkem.

Throughout the years people have learned to fear the discovery of Chaos Convergence in their kingdoms because it meant the coming of conflict as both the Alliance and Union typically move to take control of any new source of Chaos to fuel the war machines of both factions. Though the Alliance and Union have ignored the Akkem Isles, many of the older generation on the islands warn to be ever vigilant for some day when Chaos may spread and consume the entire world.

The Union and Alliance are two strong factions on the mainland represented by the Clerics and Wizards that have been at war for the last 50 years. The conflict was ignited by the discovery of the Chaos Convergence resulting in a crusade to harness the Essence of Chaos left behind when a Chaos Tear is closed. The Chaos Convergence is a temporal fracture linked to the Abyss allowing Demons to enter into the Prime Material plane as warped creatures of Chaos. The introduction of Chaos Essence into the political sphere has toppled any previous administration causing new leaders to gain power through control over the Chaos Essence in any region it is discovered in.

The marriage of children between the leaders of both factions, a Human and a Hobgoblin, was to mark the beginning of peace for the mainland but before the ceremony had concluded a demon lord materialized in the church of the capitol where the wedding had been held, stopping it. The Demon Lord killed both leaders of the factions before escaping into the Chaos Tear, casting the two factions against each other at a critical time when the forces of Chaos began their invasion of the world.

In response to the discovery of the Chaos Convergence an independent faction of skilled mercenaries dedicate their lives to the fight against Demons and the corruption they bring, they are simply known as the Demon Slayer Clan. The coming of a green and yellow streaked comet has disturbed the balance, allowing Chaos to flood into the mainland region.

## **Character Options**

#### **Character Ability Scores**

Players will roll stats with 4d6 drop the lowest x7 then drop the lowest roll.

If a stat is 6 or lower the player may reroll the stat again with 4d6 drop the lowest.

### **Starting Level**

Characters will start at level 1 and be responsible during session ZERO for connecting each character in the party's backgrounds with each other.

#### **Modified Hit Point Progression**

The Hit Point of each class is determined by rolling your Hit Die and adding your Constitution Modifier.

Starting Hit Points = Full Class Hit Die + Constitution Mod

Hit Points gained per level increase = Roll Class Hit Die + Constitution Mod (Reroll 1 but must take new result)

#### **Spellcasting**

All Spells cast must first pass a Concentration Saving Throw with a Difficulty Class (DC) equal to 8 + Spell slot level expended, on a failure the spell fizzles and the spell slot is NOT expended. On a Concentration Saving Throw roll of a natural 1, a Divine Caster may not cast that spell again for 24 hours and an Arcane Caster must roll on the Wild Magic or Backfire Tables. On a natural 20 the spell critically succeeds and is more powerful than originally intended.

Concentration Saving Throw DC = 8 + Spell slot level expended

#### **Limited Race Options**

There will be a limited race selection for characters in this campaign. Players will be able to choose races from the following list:

1. Dwarf (limited)
2. Gnome
3. Tabaxi (limited)
4. Aasimar
5. Dragonborn
6. Tortle
7. Goliath
8. Kalashtar
9. Triton (limited)
10. Earth Genasi

#### **Akkem Natural Inhabitants**

* Genasi
* Aasimar
* Tabaxi
* Tortle
* Dwarves

#### **Akkem Refugees**

* Goliath
* Dragonborn
* Gnome
* Kalashtar
* Triton

## Race/Subrace Changes

#### Earth Genasi

Players may choose to be a standard Earth Genasi or a subrace of either Corundum or Quartz.

All Earth Genasi gain the Mold Earth Cantrip, and Darkvision.

Additionally, you may choose the Force damage type for your Archon features.

#### **Corundum**

**Ability Improvement.** +2 Con, +1 to any other ability score

**Self Actualize.**(1/rest)  Once per rest as a reaction, you may gain resistance to a single source of Bludgeoning, Slashing, or piercing damage.

**Down to Earth.** Once you reach 3rd level, you can cast the Earth Tremor spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

#### **Quartz**

**Ability Improvement.** +2 Con, +1 Cha

**Mirrored Grace.**(1/day)  Once per day as an action, you may give a number of allies, including yourself, equal to your Charisma modifier advantage on saving throws against being charmed or frightened for 1 minute.

**Defy Circumstance.** Once you reach 3rd level, you can cast the Heroism spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

#### *Fallen*

You may choose the Necrotic damage type for your Archon features.

#### *Protector*

You may choose the Radiant Damage type for your Archon features.

#### *Scourge*

You may choose the Radiant damage type for your Archon features.

#### **Triton**

You may choose the Thunder or Acid damage type for your Archon features.

#### **Goliath**

The Goliath gains the *Tireless* trait lending to their natural ability to perform feats of athleticism.

*Tireless***.** As a bonus action, you may ignore the effects of 1 level of exhaustion for 24 hours. You cannot use this trait again until you finish a long rest.

## New Subrace

**Magna Dwarf**

**Ability Improvement.** +2 Con, +1 Cha

**Lodestone Attunement**. You gain resistance to psychic damage and advantage on saving throws against illusions and against being charmed. This replaces the Dwarven Resilience feature.

**Lodestone Armaments**. Magna Dwarves know how to make Crystal Forged armaments from Crystal Lodestones mined from the Lodestone Caverns that function like regular armor and weapons but take twice as much gold and time to craft and weigh twice as much.

**Magna Combat Training**. Crystal Forged armaments do not count as metal and Magna Dwarves gain proficiency with crystal forged weapons and armor of the same type as those given by the dwarven combat training. Crystal Forged armor grants resistance to Psychic damage.

As a Magna Dwarf you may choose the Psychic damage type for your Archon features.

## New Class

#### **Archon**

A charming servant of the Elemental Lords with a gift for auguries and a fervor that harnesses the storm to fight their foes.

Archon Class Details

## Class Changes

Wizards add their proficiency modifier to Concentration Saving Throws.

#### **Sorcerer**

* Defiler
* Edge Mage

#### **Fighter**

* Grimoire of Dark Fate
* Caged Tiger

#### **Wizard**

* Battle Abjurer
* Mage of the Nine

#### **Cleric**

* Forgemaster (Magna Dwarf or Dwarvish Tributary restriction)

## Special Mechanics

### **Wargame**

The Wargame mechanic interprets large scale army battles where players can command their own armies or be a part of an army.

The Akkem Isles campaign uses the Wargame  Mechanic.

### **Chaos Crest**

By harnessing the chaotic energies of the Chaos Convergence into a Crest people may gain powers that can decimate their enemies and sway the most stubborn of enemies. The Alliance and Union vie for control over the various tears of chaos that spring up for an unknown reason.

Most lords fear the coming of Chaos to their lands as it the heralds the Alliance or the Union to their kingdoms and their warring armies, in the name of liberty.

### **Crafting -** **Smithing**

The Magna dwarves are especially gifted Blacksmiths due to their constant efforts forging in the Lodestone Caverns. They are among the best Blacksmiths on the Akkem Isles and have discovered better ways to craft items from their experience working with Crystal forged armaments. Their lessons may be taught to anyone but only a Magna dwarf may share the secrets of how to forge Crystal armaments.

Players will have access to the new Crafting mechanic at first level if they are proficient with Smith tools and can find a Blacksmith to take them on as an apprentice.

### **Player Facing Combat**

When a monster attacks a player, the player rolls a d20 to see if they defend themselves against the attacks.

The formula is simple: Roll to defend yourself = 22 - (Defender AC - Attacker To Hit Bonus)

Example:

A Goblin with +3 to hit attacks a Paladin with 18 AC. The adjusted AC is 15 (18 - 3) from the goblin's +3 to hit makes it so the Player must roll a 7 or higher to defend themselves.

Roll to defend yourself = 22 - (18 - 3) = 7