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Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






The Claw

Hello there, I'm going to use this thread as a log for my Pathfinder RPG campaign. I've posted an overveiw of the setting below, and would appreciate any ideas. After every session, I'll post up a summary of what occurred.


Theme: The Monsters We have Become
System: The Dark Rebirth campaign uses the Pathfinder Roleplaying Game system, utilizing elements from the 3rd Edition of Dungeons and Dragons rule system, as well as a selection of third party supplement manuals.
Taint System: Dark Rebirth does not make use of the alignment system, replacing it with the taint rules found in Heros of Horror.
Blood Magic: Arcane spellcasters may use a vial of blood from an intelligent creature as an additional material component for their spells. If they do so, they add +1 to their caster level for that spell only. Using blood magic increases the spellcaster's Depravity score by 1 point.
Setting: The Dark Rebirth campaign takes place in the land of Andunar, a land of wild untamed wilderness, blistering deserts, soaring mountains, and perilous dungeons. Magic is viewed with suspicion and fear, and many will refuse to interact with an arcane spellcaster, shunning them as cursed. The PCs begin the campaign in the village of Eastermarke, which sits in the center of the Lethorn Forest.
Major Religions: While many hundreds of various creeds and sects populate Andunar, the majority of the races that dwell there pay homage to the following deities. Players are encouraged to create their own religions as well.
Pelor: The god of the sun and human dominance, the clerics of Pelor are blatant racists who look down upon the rest of the races as degenerate savages to be exiled from human lands. The Church of Pelor is served by it's ordo militant, the Order of the Blazing Sun, who serve as warriors and inquisitors for the Church, razing non-human villages to the ground with holy fire.
Jodai: This new god is becoming more and more popular with each passing day, the Cult of the New Sun now rivals the size of the Church of Pelor. Jodai is a sun god, preaching that all may be welcome within his palace, even non-humans, a claim that has caused worshippers of Pelor to cry blasphemy. Cultists are friendly to strangers offering them what they can in the name of the Shining One.
Gorgo: The Goddess of Secrets is spoken of in dark whispers, for one does not speak lightly of the Lady of Mysteries. Gorgo's worshippers spend their time learning the secrets of others, in hopes that they may one day be used in their favor.
Nergal: The followers of this savage god of battle wage endless wars in his name, pillaging and raiding any towns their warbands come across. Nerglish warriors are terrifying to behold, covered in war paint and wielding jagged and gory weapons, they fall upon their victims with savage glee, their blood-greed matched by none.
Races: Many races populate the face of Andunar, and listing all of them would be impossible. The races found in the Core Rulebook are listed below,
Humans: Humans are the most common of the folk on Andunar, ruling empires and exploring new lands. Once, there was a unified human empire called Nerath, although most sages speculate that it's only a myth. Today, most humans belong to the monolithic nation of Osgoth, which is ruled by the iron fisted Polemarchs whose word is law. Osgothians look down upon the non-human races with disdain. They laugh at the fallen glory of the elves, pointing to their sharp-eared cousins as an example of non-human failure. They view the halflings as a commodity, nothing more, treating them with not a modicum of respect. Indeed, the number of halflings one owns is a representation of their status. A Polemarch has at least a hundred halfling slaves at anytime that attend to their every need. Gnomes are seen as pests to be exterminated for daring to trespass on 'human' land, that is, any land at all. Only the dwarves are viewed with anything approaching respect. The Osgothians fear the dwarves for their military might, and treat them as equals, for now.
Dwarves: The stout mountain-folk dwell within an immense fortress built into the largest mountain range in all of Andunar; Kharak-Azghul. For thousands of years, the dwarves have dwelt within, forging weapons and armor of immeasurable quality and delving ever deeper underground, uncovering things better left unknown. A millennia ago, the Dwelvendal Clan staged a coup to unseat King Magni Stoutbeard, an attempt that led to the Kinslayer War. The war lasted for a hundred years as the dwarf clans turned against one another in a bloody war of attrition. At the end of the war, King Magni was triumphant, and exiled the Dwelvendal Clan and all who aided them, sending them deep into the earth where even the dwarves feared to tread.
Elves: Once, the elves dwelt in magnificent palaces of silver glass high above the earth, partaking in the fruits of their utopian dream. The elves mastered magic in all of it's forms, learning to travel between the mortal spheres in enchanted sailing vessels that took them to new and terrifying worlds. For millennia, the elves ruled over this world and numerous others, creating new and wondrous spells each passing year. It could not last, however. Having conquered the outer spheres, the elves turned their eyes towards the rest of the Great Wheel, seeking to expand to realms beyond. The great elves wizards poured their might into the construction of a great astral vessel that would do just that, investing all of their effort into it's creation. Upon it's completion, the elves piloted the silver galleon through the Astral Plane, touching other planes for the first time in history. This disturbance did not go unnoticed, however, and the alien minds of the Far Realm made contact with the elven race, using many as living portals from which terrible things crawled. Almost overnight, the elven empire collapsed, their worlds overrun by nameless horrors that warped reality itself with their presence. Now, the elves are savages, dwelling in the ruins of their once great cities, worshipping the powerful magic of their ancestors. Elves live in nomadic tribes, following the herds and seasons. Only the grey elves remember their ancient glory and the madness that saw it undone. The handful of survivors from the demise of their empire now dwell beneath the earth, cut off from any form of outside influence.
Halflings: The small folk once were among the happiest and most content of the known races, enjoying a simple puff of pipe weed and a good meal. Once, the halflings were known for their good humors and hospitality, now they are known for their servitude. Centuries ago, the human King of Osgoth enslaved the halflings, using them as a cheap source of labor to build a great monument in his image. The Polemarchs of Osgoth brought their armies to bear, enslaving hundreds of thousands of halflings with their military might, trading them off to other human nations as slaves and pets. Today, the halflings live in slavery to their human masters, serving as simple house servants to pets in especially cruel households. However, the halflings don't take their predicament laying down; an underground movement has begun to resist their human masters, making a war in the shadows to set their race free.
Gnomes: The humble gnomes dwell in the forests of Andunar along with their wild elf companions, communing with the spirits of the wild. Gnomes seem to be the only race that have been deemed unfit for slave labor by the nation of Osgoth and her neighbors, viewing the diminutive humanoids as pests who squat in lands that belong to humans. The gnomes are now driven underground in an effort to avoid Order of the Blazing Sun purge teams sent to clear an area before the settlers move in. Some gnomes have become bitter and resentful, seeking to unseat the Polemarchs from power by any means necessary, becoming freedom fighters, often joining up with escaped halfling slaves to fight against their oppressors.
Half-Elves: Both elves and human view half-elves with disdain. The Osgothian humans see them as horrible freaks produced by unwholesome desires. The elves view the half-elves as the results of a slow and steady decline into oblivion, indeed, the half-elves now outnumber the actual elves in some places. Half-elves often wander Andunar seeking to prove their worth to their parents by heroic deeds.
Half-Orcs: If half-elves are disdained, half-orcs are loathed. The sight of a half-orc arriving in town by bring a lynch mob to bear, as the savagery and brutality of the orcish race is well-known, and many are unable or unwilling to tell the difference.

This message was edited 1 time. Last update was at 2011/06/15 16:26:56


Mael-Dannan Ravenous Angels Tomb Kings Protectorate of Menoth
halonachos wrote:Mordo is evil, the cute walrus wearing a monocle is just a disguise for the evils within the confines of the avatar box.
darksage wrote:And then the darkness approached the computer screen ready to unveil untold horrors on millions of unsuspecting innocents... Some knew him as the bringer of terror...some knew him as the spawn of all things evil...some knew him as the walrus, but then their lives would account for nothing, for they would be dead in seconds of the words leaving their lips.The walrus has posted, prepare for the death of worlds.
 
   
 
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