Sanction of the Athar
Rules and Characters
In general, this section covers setting specific rules variations and general house rules. Specifically, the alternate rules for death and resurrection, and the specific scheme that covers unique treasure rewards given to the players during their adventures. It also covers rules regarding character creation, races, feats, and so forth.
Death & Resurrection
Death and resurrection work somewhat differently on Koar than in the rest of the multi-verse. For thousands of years, the souls of the dead could not depart to the planes as they normally would, and this has become the status quo. Theundine, the god responsible for the spirits of the departed on Koar has chosen to retain that status quo – a move which Koar’s local gods support, and which the powers of the planes decry as a blatant power play.
Power play or not, Theundine’s will rules the spirits of those who die on Koar, and this means that those spirits remain on the prime material long after their death. Consequently, resurrection, reincarnation, and similar rituals are far easier to use, particularly when the rituals are performed by one of Theundine’s clergy. Consult the following table for new costs and availability:
Note also that since souls cannot depart the plane, the usual requirement that an individual be resurrected within 30 days does not apply. Any creature that died since the establishment of The Seal (roughly the last 8,000 years) can be resurrected using Raise Dead if needed. Ancient souls may be very difficult to recall however – assuming they haven’t since been reincarnated – and this increases the difficulty of the ritual. Increase the cost of the ritual by 5,000gp and the casting time by eight hours for each year since the subject died.
Unique Magic Items
In rare cases the players may uncover Unique Items which are not generated from the standard treasure charts. These items will have an associated level and cost for the purposes of evaluating character’s overall wealth, but they may not be sold, traded, given away, or reduced to residuum. They may however be damaged, destroyed, lost, stolen, or consumed if warranted by the course of events. They receive no special protective qualities from these rules.
Characters for the Sanction of the Athar campaign will begin at 8th level, and should be created using the standard set of rules books and supplements for 4th edition Dungeons & Dragons. Additionally, players may select options from the following sections where appropriate – any special considerations are outlined below.
In order to establish their character’s motivations, and allow the DM to develop plot threads and story elements which relate to each character individually, and the group as a whole, each character should also have at least a simple back story. The Athar are the villains of this campaign, and each character’s story should establish why he will choose to stand against them. These reasons may be as simple as basic faith, or something more complex and exotic, as each player sees fit.
Players me choose to play characters of any of the races in the published 4th edition material. Most of these races have a home on Koar, and those that don’t have a specific territory can easily have come from some lesser known region, or from across the planes themselves. Players may also elect to play a Trul, Koar’s only native humanoid race. Hulking earth beings more closely resembling earth elementals than typical humanoids, they are never the less entirely natural humanoids with a culture that has outlasted history itself.
Gods & Powers
Player characters may follow deities from any setting. Now that Koar is open to the planes once again, the traditional gods are making a quiet effort to assert their power in the world. The local gods that were born from the millenia Koar was bound by The Seal persist strongly however, and players are welcome to follow them as well. A few of the more prominent are listed below:
Players may select backgrounds for their characters from the following list. They may also select backgrounds from other campaign settings – many people from across the multi-verse, even those without a great deal of adventuring experience, have ended up on Koar over the years.
Players may select feats for their characters from any source book for 4th Edition Dungeons and Dragons. Many characters originate on different worlds, and even those who don’t may have acquired talents not native to Koar. In addition to the standard selection of feats, the following options are available in this setting: