In the pipeline is a small campaign, specifically requested by PChal of SaveOrDie.
System: 5eDuration: 10-15 sessionsTimeline: Roughly analogous to other contemporary campaignsPlayers: 3 including PChalLaunch: February-May
I've attached two images to this post. The second image is the original prototype, the first image is the rough draft of the final plan. It's got lots of little symbols on it. Don't worry about them. I'm sharing both maps because there are some dorks out there who are interested in the process and like to see how concepts evolve.
Here's the pitch for the setting.
Once upon a time, long long ago, when the world was more filled with magic, there existed a branch of fey folk who had the intrinsic ability to bond with other creatures. As the ages progressed, magic began to fade from their lands and with it their ability to bond began to weaken. A primeval mountain range situated over a rift rich in magic was located, and anchors established around it to maintain the magic of the land. These anchors, gifts from their friends, created a great perception filter around the mountains and surrounding lands to keep them safe from outsiders. They can still be found, but only by accident. Only by getting lost.
While their ability to form bonds are weaker than their great sires from the dawn of time, they still bond with beasts in such a way as to define them as two distinct entities would be to mistake them. The bond enhances both master and beast, raising the stats and speed of the lower, sharing emotions, sensations, temperament, and lifespan, but not senses, thoughts, or language. Spells that affect the mind of master or beast can affect the mind of the other. Each person can only be bonded to one creature at a time and once bonded the two entities can be thought of as one living creature with two distinct parts. The loss of a beast is not fatal to its master, but can be quite devastating (Still working on the specific mechanics, but in the realm of lose all XP you have gained since you bonded with your beast as well as any stat, speed, or sense buffs you gained through them).
All your people have a beast to whom they are connected, and the beast says much about them. A farmer who is bonded to an ox is much stronger than the rest of their people, but also slow and stubborn. A hunter bonded to a tiger will be fast, quick tempered, and laze away most of their days. Bonding with more fantastical beasts is possible. It was said that in the more barbaric and magically powerful ages long ago, some of your kind would even claim dragons as their beasts - although that is currently well beyond the abilities of your people today. Only beasts with smaller souls may be bonded.
The mentality around these bonds has also shifted through the ages. Your great ancestors were much more dominating over their beasts, using them as tools rather than as extensions of their self. Today you live in close harmony with your beasts.
The lands beyond the shield have continued to age with the world, and are often troubled by invasive species. You can walk in and out of your protected valleys without issue, but only creatures lost in the woods find their way in. Of particular concern are the humanoid creatures that periodically arrive and proceed to grow their hives and outstrip the resources of the natural lands. Periodically, your people must "trim the claws", “mow the lawn”, or "kill the brood mother", to contain these outbreaks - similar to how you or I might remove wasp nests or invasive plants from our gardens or yards.