Erandor uses much of the same ruleset as the Faeln setting does. Specifically, it uses the same Fate Core skill set and stunts. The same number of aspects are used for new characters and the same method of character creation can be used. Erandor does have it’s own gods and religions that are quite different from those presented in Faeln. For convenience, the guide provided in Faeln is reproduced below for the sake of making referring to them easier.
Erandor has different races than Faeln, though they are built in a similar way. So if there is a race description from Faeln that isn’t covered in Erandor, you should be able to lift the racial information directly from Faeln and apply it to Erandor campaigns.
Character creation begins as for any Fate Core System game. You are Great level characters, with three Refresh and three free stunts. You can buy more stunts by lowering your Refresh by one or two points.
However, you also gain points for extras. Extras are special things that help make your character unique. It may describe magical items, heirlooms, companions, properties, and even whole organizations of which you may be an important part. Each character gains one aspect slot, two free stunts and four skill points that can be spent specifically on extras. New characters needn’t spend all this, either; it might be saved and used when magical items, properties, membership in organizations, special vehicles, mounts, or other things come up in the game that must be purchased. You might even purchase special racial advantages using your extras pool.
While you cannot spend the aspect, stunts, or skill points you get from extras to purchase more character skills, stunts and things, you can devote your skill points, aspects, stunt slots and Refresh to extras.
When running Erandor using D&D 5E, you can use the following as a guide to classes. All the base classes in 5E are available here, but the new playtest class, Mystic, is not available.
Character classes all map to Erandor, though they may simply be better known by different names.
Barbarian. A class favored by wild tribes of humans or elves. Primitive human tribes tend toward Path of the Berserker. Wild elves tend toward Path of the Totem Warrior. This is not a strict rule, however.
Bard. A class known for its entertainers and versatility across the continent. Any bardic college is acceptable as a choice. Bardic magic is kin to wizardry and therefore the vast majority of bards tend to be male.
Cleric. Typically referred to as priests in Erandor. Any member of the clergy in fact may be referred to as a "cleric" or possess a "clerical" position. Only priests and priestess are the type that can case divine magic. Each god may have more than one domain, but a priestess or priest must choose just one domain.
Druid. A class favored by priests that worship the Great Spirit of Erandor. Druids of the Circle of the Land and druids of Circle of the Moon both exist in Erandor, though the Circle druids are more common among wild tribes of elves and humans while Moon druids are more common among the shifter tribes.
Fighter. Fighters might be found all over Erandor and they adopt fighting styles appropriate to their culture and location. If you have the Sword Coast Adventurers Guid, you can also use the Purple Dragon Knight martial archetype on page 128. In Erandor this same archetype is referred to as a Banneret instead.
Monks are quite rare in Erandor (much less uncommon on the continent of Faeln but still restricted to the humans of Nerium). A new philosophical group called Followers of the Way, more commonly named Forsworn, teach humility and promote a rather romanticized view of who Fina Blackwell was. They are called Forsworn because of their reverence for Fina's choice to give up godhood to live her life on Erandor. The emulate her by also denying themselves overt power and influence in the world.
A few of these monks seek Fina as a kind of personal quest. Stories passed around the younger initiates say that, should the worthy find her, they will be rewarded for their hard work and perseverance with a wish if they call upon her by her full name. Of course no monk would even consider asking something for themselves. The wish granted is a sacred thing and should be used only for a selfless cause. The headmasters of the order officially feel that this sort of quest is unfit for experienced monks since they revere Fina’s actions, not her person. This does not deter the less experienced members of the order who remain in awe of Fina’s role in healing the world.
Because Fina is not a god, they gain no powers from following her or emulating her. So instead they have taken Fina's defensive style of hand to hand combat that relied on maneuvering and leverage and have advanced it to a considerable degree.
There are three subdivisions of the Forsworn.
- Way of Shadow relies on stealth and subterfuge. Fina was known to use trickery, stealth, and illusion to protect her friends and allies.
- Way of the Open Hand focus on martial arts. They have taken what little they know of Fina's leverage techniques and expanded upon them greatly to become the ultimate masters of martial arts combat.
- Way of the Four Elements is the most mystical of the three philosophies, and perhaps the most philosophical. By developing themselves physically and spiritually, they tap into magic present in the elements.
- Way of the Soun Soul is available if you have the Sword Coast Adventurer's Guide pg 131. These monks believe in the goodness of Fina's actions and channel their inner light for various effects.
Four headmasters, each representing a single Way, lead the Forsworn by consensus.
A fifth Way is also known by monks obsessed with death and dying. If you have the Sword Coast Adventurer's Guide, you could choose the Way of the Long Death on page 130. Long Death Monks are generally considered evil in Erandor.
Paladin. Referred to as Temple Knights in Erandor, a knight can take any of the listed styles and are granted magic by the god they follow. If you have the Sword Coast Adventurer's Guide, you can also choose the Oath of the Crown. In Erandor paladins who take this oath do so as part of their oath of knighthood in service to a nation or sovereign. Spells these particular paladins gain are considered to be arcane in origin rather than divine.
Ranger. Rangers with any fighting style, archetype and spellcasting ability can be found in Erandor.
Rogue. Thieves, Assassins, and Arcane Trickers are all archetypes of rogue that can be found in Erandor. If you have the Sword Coast Adventurer's Guide, you also have access to the Mastermind and Swashbuckler archetypes on page 135. Masterminds can be found especially in any of the large cities, and Swashbucklers are becoming very common at sea (as it is largely a lawless area still) as well as in the most "civilized" lands.
Sorcerer. More commonly called "sorceress" since females tend to be capable of sorcery much more commonly than males (unless possessing fae or draconic heritage). They carry marks of their magical heritage in the form of mystical tattoo-like patterns upon much of their bodies, regardless the origin of their magic. The more levels of sorcerer, the more of these marks there are. By far, the majority of sorceresses wield magic, a type of magic that come down through fae bloodlines and manifests only in females among non-elves. However, a few wield draconic magic and this is always due to being a descendant of a dragon. Draconic sorceresses and sorcerers are either themselves the children of a dragon union with a humanoid, or their parents were. The power in the blood dilutes fast after that, requiring both parents to be of draconic origins to maintain the potential for sorcery in offspring. Even more rare is the Favored Soul — those touched by a god. But it does occasionally happen.
The marks of a sorcerer or sorceress always sets them apart and makes it difficult to hide what they are, particularly if someone is looking. Those marks are colored green, silver, or red, depending on alignment in 5E. A good alignment maps to Green, neutral to Silver, and Evil to red. Combinations are possible -- a Neutral Good sorceress would have both green and silver marks.
However, sorceresses gain the benefits of an arcane focus without having to wield one.
If you have access to the Sword Coast Adventurer's Guide, you can also choose Storm Sorcery described on page 137.
Warlock. Referred to as "witch", although some males may prefer to be called "warlock". In Erandor only witches with a pact with Archfey or witches with a pact of a Fiend is possible. Great Old Ones cannot reach Erandor at this time. In addition to being generally feared and mistrusted, witches carry a mark somewhere on their bodies that symbolizes their pact with their patron. It is usually in a hidden place. Witches gain the benefit of an arcane focus without having to wield one.
If you have access to the Sword Coast Adventurer's Guide, you could choose the Undying as an otherworld patron described on page 139. The patron is likely a (technically) deceased Primordial or one of their Archons.
Wizard. These are typically male in Erandor. For whatever reason wizardry seems to be an inherently male magic, just as sorcery seems to be inherently female. That's not to say there aren't a few female wizards; it just does not happen very often. Wizards of Erandor may be part of any school listed in 5e.
If you have access to the Sword Coast Adventurer's Guide, and are an elf, you could choose Bladesinging described on page 141. These warrior mages are specially trained in war and song and dedicated to the defense of their homelands.
Advancement works the same for Erandor games as it does in Fate Core. That is, you can change your character at Milestones. Below is a quick summary.
- Minor Milestone
- You always can rename a moderate consequence to a recovering aspect. You can do one of the following:
- Swap any 2 adjacent skills.
- Swap one stunt for a different stunt.
- Rename an aspect that isn't your High Concept.
- Significant Milestone
- You gain the benefit of a minor milestone. In addition you get both of the following;
- Gain one skill point.
- Rename any severe consequences to recovering severe consequences.
- Major Milestone
- You get the benefits of both the minor and significant milestones. Plus you get:
- If you have an extreme consequence, you can rename it, freeing up the extreme consequence slot.
- Gain one point of refresh.
- Increase a skill beyond the skill cap, if you wish, thus increasing the campaign skill cap.
- Rename your high concept aspect, if desired.
In Erandor games, the GM may also wish to grant one or more skill points and stunt slots with which to purchase extras. This allows characters to to evolve their magic items, personal vehicles and mounts, acquire sidekicks such as henchmen, and expand their properties or grow any organizations of which they are a part.
Discovery is an important part of any fantasy game. Sometimes that means discovering hidden caches of cash and goods. Narratively, such treasure is simply a means to re-equip and possibly upgrade equipment.
We suggest that such discovered treasure might best be described with a Treasure! boost. Once used, usually with a Resources roll, it's used up. It can represent a handful of coins, a few gems, a piece of jewelry, etc., so you might consider getting creative with the name of that boost. The thing that makes this boost special is that it sticks around until used.
A handful of copper coins, even a fistful of tenpennies or bits, isn't really enough to be considered significant bonus to a Resources check, however, so we suggest that treasure boosts represent more valuable coins and items. Most realms in Erandor are on the silver standard.
A small treasure might have just a single boost there, while larger chests can have several boosts, making it simple to divide treasure up among party members.
Faeln uses the same list as Fate Core, except that Drive can sometimes be referred to as Ride or Sailing instead. Other skill differences appear only as extras.
In addition, skills for entities other than PCs, such as those for organizations and properties, can be created and used on an as-needed basis. Often, these skills do similar things as the skills in the Fate Core list, but are simply named something more appropriate for their use. For example a Fight skill might not make as much sense as an Army skill when used by a kingdom. An “Archers” skill might make more sense for an army than simply a “Shoot” skill. Using different names for these skills can be a little more evocative and fit the setting better. See the section on Property and Organizations for more information.
Person sized to … really big person sized. This is the scale at which PCs normally interact with their world. There aren’t any special rules governing personal scale.
The size of full grown trees to twice the size of trees. This is the smallest size for an organization. It can also represent properties, a village or small town. Things and organizations of this scale can interact with one another normally.
A person can interact in a limited way with things of this scale. A giant-sized creature would be broken up into zones and a person size creature could do things that might affect a zone, such as placing aspects via create an advantage actions. Zones that might describe a giant-sized creature can include head, torso, left arm, right arm, left leg, and right leg. Some characters might have stunts or extras that allow them to affect giant-scale creatures or organizations directly so that they can take attack actions against them.
When a giant-scale thing interacts with personal scale things, they usually affect whole areas. Use their skills as normal, but add an aspect to the zone as well. For example, if a giant-scale dragon claws at PCs in a zone, it makes one attack against which all in the zone must defend. Then, apply an aspect to the zone such as Rent Earth.
Even bigger! Ancient dragons, turtles the size of islands, cities, kingdoms and even empires can be represented at this scale. Giant-sized things can’t directly affect epic scale things in the same way personal scale things don’t usually directly affect giant scale things.
To something of personal scale, epic scale things are worth entire maps!
Using the above rules, you can easily create whole armies! A group of 50 to 100 competent warriors (double those numbers for less competent combatants) could be described by a single stat block that you declare to be of a Giant scale. An army of thousands or even tens of thousands could be described the same way but declared to be of Epic scale!