The World of Erasc: Campaign Handout

Civilization has a way of fooling everyone into thinking that all of the unknown places of the world are gone. Not true; It just pushes them to the outside, makes the find new hidey holes away from the light of reason and progress. Just because we have forgotten about what we have driven away does not mean it has forgotten about us. -Gerhard the Elder

The world of Erasc is in its golden age. It is a well documented fact that in many of the years past the civilized nations of the world have warred against darkness and the unknown. Some, like Bael Turath of the Tieflings and Drek’Thaman of the Draconics have even lost that fight and fallen. Against all odds, however, the civilized peoples of Erasc have driven back the threats of the unknown. Together they built the massive Wall of Ages whose imposing stonework and protective spells have never been breached. The threats now are not of the savage orcs, gnolls and less savory inhabitants on the other side of the wall. Instead, civilization is often the threat. The increased organization of society has led to military castes who specializing in making war over ideas, forwarded by those with brainpower left to spare now that the next meal is no longer a predominant concern for many. Imaginary lines are often an issue of contention, and a simple transaction may be cause for an all out merchant war. The races send their young to mingle and interact, whether to try to maintain an easy peace between increasingly fractious nations or to try to seek an advantage in case conflict should flare.

While the growing pains of civilization wrack the nation states, rumors whisper of something afoot in the land. Some of the frontier settlements, the last havens for those who find the restrictions of society stifling, have been found empty, completely abandoned. Still others have been utterly razed, with not a stone left upon another. Many blame whatever nation takes their fancy, claiming that it is a precursor to a full scale invasion. Others claim that someone or something from beyond the Wall of Ages is responsible. Most reasonable types scoff at such superstition, since the Wall is the single greatest magical and architectural achievement of the civilized races. Manned by members of all nations, fortified with Dwarven stonework and Eladrin magicks, nothing has ever penetrated its protection, and no one exiled beyond its bounds has ever returned.

You all find yourselves at the town of Ragan’s Gate, the closest major settlement to the Wall of Ages. It is a popular location for the young members of various races to be sent for their duty as members of the Wallguard as well as those hoping to make their fortune through dealing with the areas where power structures are less entrenched and possibilities are open for those with a quick mind… or a quick blade. You have all come here for your own reasons, but fate has a funny way of changing plans and bringing together the most unlikely of allies.

The Town of Ragan’s Gate

Ragan’s Gate is named for the Dwarven artisan who made the massive gates of the Wall of Ages. It is a mere two days ride to the gate from which it takes its name. Because of its importance as a supply depot for the Wall, it has had a large number of smaller settlements spring up around the area, largely agricultural. It is a popular stopping off point for those who wish to do business with the frontier areas along the Wall, as well as those who are serving militarily at that fortification. These are some of the key places and people of this thriving town.

The Wayward Apprentice: This is the most popular tavern in town. It is generally the first port of call for all new arrivals seeking a warm meal or a place to stay the night.

  • Kharvad Bellweather (human male): Proprietor of the Wayward Apprentice. A round, jolly man, he has a smile for all of those who enter his tavern. He runs the tavern with the help of his wife Magda and his daughters Ella and Penelope.
  • Nerein Feathermoon (elf female): A trapper and frequent patron of the Apprentice, Nerein is a young elf, a mere 130 years old.

Temple Mount: This is the town temple, dedicated primarily to the Demiurge, with priests of Lemaat and Timurgh also living in the temple proper. Smaller shrines exist to the rest of the accepted pantheon. (see Gods and Religion for full description).

  • Mason Wennethal (eladrin female): An ancient, wise priest of the Demiurge, dedicated to maintaining order and society.
  • Therese Cadarell (halfling female): A distant, overly contemplative priest of Lemaat.
  • Brath Dan’Krall (dragonborn male): A large, heavily muscled priest of Timurgh. He also serves at the head of the militia in town.

Bael’Marric Trading House: This is the local safehouse and trading house for the Bael’Marric tiefling merchant family and the primary store in town.
  • Chezra Bael’Marric (tiefling female): Chezra is the current head of the Bael’Marric family in the area. She only recently took over the leadership position after her mother passed two years ago. Her position seems in jeopardy.
  • Fehrad Bael’Marric (tiefling male): Fehrad is the husband of Chezra, and is of the warlock caste.
Shoes and Spikes: This is a well-run dwarven smithy which supplies many of the arms and armaments for soldiers do a tour of duty at the Wall of Ages. Its predominant trade is in agricultural necessities, however.
  • Brannock Stormrager (dwarven male): A gruff weaponsmith and head of the smithy in Ragan’s Gate. Part time priest of Melora.
The Regent’s Manse: The largest, most beautiful house in Ragan’s Gate, reserved for the use of the Regent of the town
  • Sern Manelmore (human male): A middle age bureaucrat projecting a demeanor of self-importance. Ruler of the town, chosen by the leaders of all nations.

The Surrounding Area

The area immediately surrounding Ragan’s Gate is primarily small farms. In the few cases where there has been the threat of bandits or other danger, the walls of Ragan’s Gate have been available to these farmers. Beyond the farms to the West, a large forest separates Ragan’s Gate from a number of smaller settlements, which are frequent stops for trading caravans. To the East, there is a huge river delta and swampland favored by many halflings. This bleeds into the ocean, and is a popular smuggling route. Many of the smaller settlements that are in the area, some floating on the swamp itself, are popular places for seeking goods that are not available in more reputable markets. The road to the North leads to the Wall of Ages, specifically the gate that the town takes its name from. p. Beyond the Wall, not much is known. Untouched old growth forest stands almost unto the wall itself, aside from the portion of the forest that was cleared generations back so as to give no cover to any who would be foolish enough to try to assault the Wall. There are a number of savage tribes that live beyond the Wall. Every century, it seems a futile effort to breach the Wall is mounted by these savages. It has uniformly ended with a solid trouncing by the Wallguard. p. To the South lie the nations of the civilized races. Between Ragan’s Gate and the modern empires are many ruins and wild places, remnants of an earlier age that have not yet been assimilated by these expanding civilizations. A number of locations whose purpose is lost to the passage of time litter the area. Among them are an ancient tower which possesses no windows or doors, the ruins of an unknown civilization and a large abandoned temple with unsettling iconography, dedicated to a forgotten God.

Campaign Rules

The primary reference for rules will be the 4th Edition Player’s Handbook (PHB). Character creation is done with 6 rolls of 4d6, drop lowest. If this leaves you with half or more of your rolls below 10, reroll all 6. All races and classes in the PHB are playable. p. The primary differences between Erasc and the standard world presented in the PHB as follows: different deities (see Gods and Religion for details); history, outlook and culture for races has been changed (see Races and Culture for details); magic items are rare and are generally not for sale though they can be enchanted, disenchanted and empowered (see Magic Items in Erasc for details).

Shadows of Erasc

Erasc logo