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A Very British Campaign - A 5e Campaign Setting

Par World1-1

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From the land of drizzle, dragons, and polite despair comes A Very British Campaign, a 5E campaign setting steeped in folklore, myth, and mild inconvenience.  Step into a world where magic lingers in teashops and terraced streets, dragons run banks, and the weather has its own agenda. Create heroes drawn from new ancestries, sip spells from enchanted teapots, and unearth treasures from the nearest car boot sale. Explore the UK how it was meant to be explored, inside away from the rain.

The adventure is closer than you think,  right down the lane, past the troll bridge, and left at the roundabout.

Britain was once overflowing with dragons, giants, and ancient magic. Then the Romans arrived with sandals, roads, and a concerning amount of paperwork. The Dark Ages followed (dark mostly because no one had invented proper lighting yet). The Vikings came next, not raiders, but rune slinging battle wizards hurling level 20 spells like confetti.

Centuries passed. Dragons rebranded into bankers, dungeons were converted into holiday cottages, and adventurers struggled to find work. Magic still lingers, tucked away in charity shops, car boots, and that one suspicious fork in the cutlery drawer. That’s where you come in, filling out your Job Centre forms, hoping for a real quest or at least a haunted shed clearance. 

Now stop dithering and fill out that resume.

This book will guide you through 10+ Subclasses so you can queue like a master monk, break the fourth wall as a Pantomime Bard, or draw compost-fueled power as an Allotment Druid. These subclasses bring local legends and everyday magic to life, with adventurers defined not by destiny, but by sensible shoes and the right paperwork. 

With 6+ new Ancestries, become an Oak Folk with bark-covered skin, a Ghostbound tethered to teapots or pub signs, or a clockwork soul wound by gears and keys. These family trees are rooted in pubs, sheds, and union halls; alongside elves, dwarves, and the occasional Uncle Barry who hasn’t aged since the coronation (he swears it’s the mushrooms).

With over 30+ new backgrounds, pair your ancestry with a Regional Background: a Sheffield smith with forge-born tools, a Londoner armed with an enchanted Oyster card, a Yorkshire local with tea that doubles as medicine, and more. With over 30+ new regional backgrounds.

With over 20+ New Monsters you can face cryptids and countryside horrors: Hook-a-Duck terrors at Scarborough Fair, screaming bins after midnight, or ghoulish hen parties hunting by song. Some foes lurk in fairground stalls, others sell cursed potions at the boot sale, and plenty just want to argue about zoning laws until you collapse. 

We want you to explore all we have to offer and with that comes travel! Journeys aren’t measured in miles but in train delays. Travel via leyline railways that only run if you believe, troll-manned toll bridges, and pigeon unions with very strict overtime policies. Maps are more suggestion than guide, and shortcuts tend to lead through fey allotments or 1970s time pockets. 

Find 50+ new magic items at Charity shops and Car boots sales! The most powerful wand you’ll ever hold might be a sparkly biro with a minor kleptomaniac enchantment. Umbrellas protect against curses and mild weather. Thermoses never run out, unless emotionally provoked. Artifacts are rarely elegant, but they’re practical, well-used, and might have a name hidden by Tippex. You’ll find magic in corner shops, attics, charity shops, and down the back of magical sofas with suspiciously good storage properties.


 

Druids long ago uncovered what Britain already knew: tea is magic. Builders’ Tea patches wounds, Earl Grey boosts persuasion, and certain blends heal heartbreak or mild fire damage. In the North, ferment goodberries with sugar and cream, and you get chocolate, the finest healing on the go. Got mauled by a mimic postbox? Have a cuppa. With our new Tea Recipes you will never go unprepared.

This is a 5E supplement, designed to slot in seamlessly with the books you already love. It plays nicely with the Player’s Handbook, other settings like Humblewood, or whatever homebrew world your mates came up with in a late-night group chat.

The world isn’t meant to be definitive. It’s meant to be yours. Swap things out, remix them, add your hometown, your monsters, your weird family stories. It’s about collaboration, laughter, chaos, and finding adventure in drizzle and bunting. We built the bones. You add the weird little soul.

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