“The Echoes of the long-forgotten god grow louder and louder. As the forces of Chaos rally, a group of unlikely heroes emerges, bearing the weight of a daunting quest - to unite the world of Deuslair against the common threat.”
Overview:
The World of Deuslair “RPG Campaign Book” Is the first published book from Archon Studios and is the first book to explore the world of Desulair.
This book is written in two distinct chapters, the first chapter covers ‘A Guide to the World of Deuslair’ and the second chapter covers ‘The Decaying Roots’ , the first campaign set in the World of Deuslair.
Setting:
The world of Deuslair has been shaped by the age-old conflict between Chaos and Order. The lore is deep and focuses on the magical ore ‘Roots of Life’ this ore allows gamesmasters and players to utilize it in magic and technology.
The first chapter covers 10 different regions, that include the floating islands of the Republic of Misty Waters, the corrupted nation of Dragsa, and the Banewood Asylum.
There is in depth writing on the factions and their backgrounds and the politics that forge the world, and the peace and war that is between the nations and factions. This allows the gamesmaster to weave complex agreements for their players to untangle. Do they decide to align themselves with the Red Alliance or the mysterious Disciples of Chaos?
Campaign - There are no Spoilers in the review of the campaign
The campaign has been designed for a party of four to six players, starting at level 4 and if the players survive they should be at level 14.
The first part of the campaign brings the party together and offers the games master a number of hooks to get started. The rest of the opening adventure introduces to the journey that lays ahead of them.
How does this campaign differ from ours written before?
Where I have found previous written campaign books, pick an overall villain or nemesis and it will be a dungeon crawl, find the item or items, or stop them before they hatch their plan.
This campaign feels different in that the players will have to work between the forces at play, and the choices they make matter.
The major theme of this campaign is that every decision carries weight, players have to work between the lines in shades of grey, where using diplomacy is as vital as combat.
The campaign has been designed to be flexible, which allows the game master to vary the length of the campaign and the atmosphere to suit their group. This also gives multiple endings, depending on the choices that the players make, the factions they join, help or hinder.







