Been a while.
Anyway while still too busy to be a regular contributer for now. However I did bash out some new stuff for my home campaign setting (see below). Doing this I was reminded of what cool flexible tool Campaign Qualities are.I'd really like to hear examples of how other referee's use them
Here's my contribution to get the ball rolling...
Campaign Qualities by Month.
THe basic idea is in a world were the gods influence the world a lot camapign qualities could change depending on which god had the upper hand. Linking this to the agricultural year seemed approriate. Below is my text to give you the idea, feel free to ignore my dieties etc. and adapt to your own settings. Note Difficult Magic applies in my campaign except in one month in summer.
1: (March) Graemnehtís month, farmers plough and spread manure to enrich the soil. Heroes begin long journeys to make the most of the mild months. Fortune favours those who make an early start on the yearís tasks and quests Bold Heroes (1 action dice)
2: (April) Jannorís month. Farmers sow seeds and Jannor brings forth seedlings and fresh growth. An auspicious time for new ventures. Luck abounds (1 action die)
3: (May) Oonla the moon presides over a month of animal births and plenty. Heroes grow fat defending lambs from monsters who have their own young to feed Campaign Quality Hearty Heroes (1 action die) and Savage Wilds (2 action dice).
4: (June): Manom of the waters ensures milder weather. Water is scarer on land as Manom gathers it back into the seas and lakes. Nutrients washed into the waters make this a time of good fish catches on gentle waters. On land dry hay falls before the sythes of farmers. Adventurers, well fed from the spring, often brave the hardships of sea travel in this month of calmer weather. Resilient Heroes 1 action die
5: (July): Sruhras the Sun dominates this season whose rays flood the world with magic and life. The growth of Spring continues and summer ends with harvest. Difficult magic negated, sorcery spells have the normal DC to cast and take the normal amount of time (3 action dice).
6: (August): Hrirthar revels in the woods and grasslands dried into tinder. Also a time when the followers of the Burning Lords are active in arson. Adventurers often called to stops arsonists and wild fires in this month. The gods are especially active during this month and mortals are battered by wild swings in fate as the First and Young Gods work to foil the Burning Lords and the Cold Tyrant tries to take advantage of these distrations. Fickle Universe (2 Action Dice)
7: (September) Hranthurís winds blow as harvests continue. This is a time of changes as people and gods prepare for the wars of Autumn and the deprivation of Winter. Waring universe (2 action dice FC324)
8: (October) Metyarar the lord of Murder, son of Shethness and Oonla the only Young God with a month. After harvests and before winter is the time for war. Hewn Limbs (2 action dice)
9: (November) Shethness ushers in the shortening of days. A time of ceremonies morning the dead. Shethness is also reluctant to give up those killed on his watch. Dead Means Dead (3 action dice)
(Dec-Feb) For all the three months the Cold Tyrant usurped from the First gods folk are indoors through this cold season with time for indoor work or hatching plots, people live largely on stored food and times are often hard especially for neíer do wells and wild monsters who often take to raiding.
December: People prepare for hard times ahead Tense (2 action dice)
January: The winter begins to bite and folk watch what they have Paranoia (2 action dice)
Febuary: Stored run low, desperate people turn to banditry, and times are hard for adventurers Bleak Heroes (3 action dice)