Tales of Raum
Welcome to a world of adventure!
"The mountain fell and the sky was filled with fire." – Unknown
After the fires burned the world, there was nearly a century of winter. Only small tendrils of civilization survived through perseverance and the gifts of magic. When the snow and ice of the endless winter began to recede, Eight centuries have now passed.
821 years have passed since the great mountain fell from the sky and laid waste to world. Much of what once was is lost. It was only through magic and perseverance did the last tendrils of civilization survive the century of winter, to emerge and slowly bloom again. There are a handful of emerging kingdoms. Between these small pockets of civilization lie vast untamed wilds and the ruins of what once was.
Only the hardest of individuals dare to venture beyond the civilized lands. You are one such individual. Following a scrap of a treasure map, or a tale full of half-truths, you seek out others like you with a desire to be more, with a taste for riches and glory. You dream of exploring the world and adding your own name to the Tales of Raum, and with a little luck, become a hero.
Welcome to the Tales of Raum, Multiverse Comics & Games’ open world D&D campaign setting.
To play all you have to do is notify the Campaign Manager (CM) and create a character using the rules from the D&D 5e Player’s Handbook. The CM will guide you through the character creation process if you are unfamiliar with making characters, and cover the character creation guidelines listed below.
Character Creation Guidelines
Characters can be created using any race or class options listed any of the published D&D 5th Edition book. All characters must be made at the store with the CM present. Classes, races, or other options from Unearthed Arcana, the DM’s Guild, or 3rd party publishers are not currently allowed. Exceptions may be given by the CM for characters from previous campaigns ran at Multiverse Comics & Games. This may require modifications.
Character Ability scores will be rolled using the 4d6 method and dropping the lowest die roll. Players will roll their ability score sequence and then can apply the results in any order they choose. If a sequence of numbers has 3 or more scores below 9, then they are all tossed out and the player can reroll the sequence.
At first level, all characters will begin with the max hit points based on hit dice and constitution bonus.
Characters will not use the starting gear in the given by their class and background. They will instead roll for starting funds and purchase starting gear.
All new characters will begin the game in on the continent of Aurelion in the Kingdom of not yet named, in the village of Aarhus. From there they are free to explore and travel as they wish.
Player Driven Campaign
The Tales of Raum campaign is player driven. Information gathered from the Tales Information board, Player’s Journals, or events occurring in game sessions, the player’s will decide where they want to explore, work with other players to put together a party, consult with the appropriate DM, and arrange a time to play. Once you have put together your party, the adventure must be announced on the Information Board.
While not required, all players are highly encouraged to write journal entries of their adventures and turn them to the campaign manager to be added to the Tales of Raum. Each Journal entry turned in will earn the character 25gp and 1 pull from the jar of magical components. Players are encouraged to read through the journals of others. These can be a source of rumors and interest in determining where you want to explore next.
A player map of the world will be posted in the store. Players are welcome to add to the map as they explore the world. DM’s are not allowed to make corrections to the map or the player’s journals.
Raum is a dangerous place. Character death can and will probably happen. Characters can enter areas that may have monsters far more powerful than they are. DM’s are encouraged to perform all combat rolls openly for all players to see. DM’s should not pull punches or discourage characters from going places where they may be unprepared for. This is part of the player driven campaign style.
Character death can be a source for future adventures. Keep in mind that more intelligent monsters may be more inclined to try to capture or incapacitate characters rather than out right kill them.
Between Game Sessions
Players can visit local NPC’s, purchase gear, commission work to be done, etc, between game sessions by talking to the campaign manager. The campaign manager will take on the role of the NPC’s the characters interact with.
It is important that all player’s and DM’s keep careful track of how much time passes in game each session, recording this on your character sheet and reporting it to the campaign manager. This may mean that while one group of characters is out in the wilderness, they will be unavailable for adventures with other characters. This is meant to create a sense that things are happening in the world regardless of what the players are doing.
DM’s must report elapsed in game time at the end of each session to the campaign manager which is then added to the timeline.
Characters can use downtime in order to catch up with other characters in the timeline. To do this, contact the campaign manager to determine what you’re character was up to during the downtime.
Players are welcome to create multiple characters. Each character must be treated as an individual. They cannot share treasure or equipment unless it makes sense to the timeline, current activities, relationship between the characters, and is approved by the campaign manager.
Being a DM
If want DM sessions within the campaign, talk to the CM to discuss requirements, story elements, and placement of encounter locations.
Continental DM’s will be required to create a starting town on their assigned continent and create an overall continental map. A set of master maps will be kept by the campaign manager and each Continental DM is responsible for keeping these maps up to date. These maps are not to be shown to players, they are for DM use only.
Continental DM’s are encouraged to divide up their continent into geographical areas, assign each an encounter level, and create wandering monster tables. The CM can help with this process. This will allow you quick setup for wilderness encounters when characters are traveling around the world and will assist you in creating encounter areas.
Important magical items, and items created from components from the Jar of Magical Components must be written on a 3×5 card that is signed by the issuing DM.
The Jar of Magical Components
The Jar of Magical Components is maintained by the campaign manager. Players receive 1 free pull from the jar for turning in a player journal. Additional pulls from the jar cost $0.25 each. Components from the jar can be put together into recipes that generate magical items, such as potions, scrolls, temporary item enchantments, and even permanent magical items. Recipes are maintained by the CM and can be changed, removed, or added to at any time. There is no limit on the number of pulls a player can purchase. Items created from these magical components can be given to any active character in the campaign.
Most important rule!
If you have any questions please ask a DM or the campaign manager.
Facebook Group: Tales of Raum