|Appalachia, Credit: Appalachian Regional Commission of the US Government, 2008
What if the Indians were Elves, and drove the white men back into the sea?
And yet human settlements survive in the Appalachian mountains.
Appalachia a human centered campaign where the enemies are elves. It is designed for the Elven Indians to be the enemies.
CONTENT WARNING: Elves are the bad guys and can be executed on sight (core of game),
Christianity and Judaism is the most common religion (in play), Slavery of black humans and others exists (in Georgia).
Appalachia is rife with stereotypes. None-the-less try to avoid egregious racism when running and playing this campaign.
The humans are under attack from all sides and so they tend to band together and care much less about skin color than humans in our world do.
Also, please no anti-Semitism.
Half-elves are never to be trusted
- A quick look at what classes exist in Appalachia and how they each fit in.
- Various gear, goods, equipment and magical items available to characters.
- Information on spells and enchantments, as well as the nature, uses and practices of magic.
- Descriptions of the race within Appalachia and how they interact with one another and the rest of the world.
- An examination of Appalachia's pantheon of gods, their common appearances, their attributions, their practices of worship and how they commonly interact with the world.
- Back Stories and Backgrounds
- Backgrounds and back stories are more important than alignment in this game. Here is a list of good back stories for PCs.
- Factions and Organizations
- Detailed information of the different groups of Appalachia and how they all interact with each other and the rest of the world.
World of Appalachia
- An examination of monsters and beasts in the world of Appalachia and how they've adapted to the world
- The common calendar and holidays of Appalachia
- World's interactions and connections with the broader multiverse and planes.
- The World & Locales
- The world of Appalachia and the nations cultures and peoples within it.
- The broad history of Appalachia, divided into general eras.
- Information on languages of speaking monsters and fantasy races is found here.
- A quick look at common societal trends and laws found in the world of Appalachia.
- World Societies
- Outside of the initial campaign area there are a number of other societies in various parts of the world.
- Time Travel
- You can run this campaign as a time travel campaign. There is enough history to make this work.
Dungeon Master's Guide
- A general explanation of Appalachia and the general world building mindset, along with various outside resources and examples to use as references in developing a campaign or understanding the world. As well as a to-do list.
- Artifacts of great power and importance
- Legendary NPCs
- Important people of the past, present, and future.
- General maps for the DM's use.
- Variant Rules
- Optional rules for DMs to implement while playing a campaign in Appalachia.
- Adventures & Tables
- Ideas for quests, dungeons, campaigns and conflicts. Also tables for random encounters and other things.
- Adding to the world of Appalachia
- A page for submitting ideas, advice and anecdotes from your campaigns for the development of the setting
"The Only good elf is a dead elf"
The first game is slated for August 28, 1:00 PM at Family Time Games in Indianapolis.
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