The World is Lost
Etharis is a world on the brink of total destruction. The
are no more, coldfire threatens to consume the world,
the City Below stands poised to flood the world with
unearthly dangers... any one of a hundred events could
be the spark that sets the world aflame.
In such a world, how can heroes exist? What does
victory even look like? Players in such a setting should
take these factors into consideration when tackling
character creation and during gameplay itself.
Character backstories in fantasy rarely revolve around
happy and mundane events. In dark fantasy, those
backstories are generally even more dark and dramatic.
What motivates and shapes dark fantasy protagonists?
The loss of a loved one. Betrayal by those closest to them.
Disastrous events that the character felt powerless to
stop. Inscrutable and irrepressible powers reaching out
and molding the lives and personalities of the characters
with a cold and malevolent disregard.
The world of Etharis is defined by these horrible
events, and it stands to reason that the characters
within it follow suit. How would these circumstances
and events lead to a life as an adventurer, braving the
dangers that most flee from in terror? Did your character
become bitter and cynical, only looking out for their own
interests? Did they rally and push back against despair,
resolving to fight for the last glimmers of light that
remain? What is your character fighting for?
These themes also work their way into the game itself.
With the world in ruins, various elements of normal
roleplaying get turned on their heads. Safety becomes a
relative term, so spells such as alarm or arcane lock might
be more useful than in traditional high fantasy settings.
The monsters that stalk the wilds have successfully taken
down entire civilizations, making it important to carefully
pick your battles. Maybe not every battle or encounter is
worth the cost of risking the entire war against darkness.
Darkness is a Choice
Demons walk the land of Etharis, twisting mortal fates
to their whim. Misshapen abominations skulk in the
shadows, waiting for their opportunity to strike. Darkness
seeps from every corner and every crack in the world’s
façade, whispering promises of great power to those
willing to answer... and to sacrifice. One enduring truth
defines the tenebrous forces at play in Etharis: there is
always a price for the aid of dark powers.
Part of making a character in Grim Hollow is
acknowledging the power of the forces of darkness. This
setting offers a number of options for incorporating those
powers into your character. Rather than merely picking
up a Transformation Boon or the use of sangromancy
like you would with an additional skill proficiency, these
options work best when tied to specific character events.
Perhaps you gladly accept these powers as a means to
exact the revenge that your character seeks, or maybe it
was an unwilling accident on the night of a full moon.
Does your character regret these events or choices? Or do
they fully embrace the power they have gained?
Once taken, these abilities are notoriously difficult to
handle. When dealing with other humanoids, revealing
your true nature can cause serious problems. As your
power grows, its nature becomes harder and harder to
conceal and control, and therefore harder to avoid the
ramifications of your choice. It might be worth investing
in disguise kit proficiency or abilities such as disguise self
in order to better blend in among normal people.
Alas, even that might not be sufficient if circumstances
force you to use your powers around others. Be
warned. When you become as feared as the dark forces
you oppose, natural agencies, like the business end
of a farmer’s pitchfork, can be just as dangerous as
supernatural ones.
(Resident Evil: Village…. Art Appreciation [Part 6] by phenomenal1500)
The Gods are no more
Quite possibly the greatest cataclysm to strike Etharis
was the disappearance of the gods. Few people know the
truth of their disappearance, are they hiding, captured,
dead or never existed, to begin with,
but all are aware that praying to the gods
brings no aid and no relief. The divine magic that always
offered healing and protection to those in need almost completely vanished,
and now few remain who can remember that golden age.
As a player, the extreme scarcity of divine magic
offers certain challenges to those wishing to play a cleric
or paladin. Your very existence is a notable event, and
you should discuss with your GM how you retain your
magic and what effect that is likely to have on the world
as a whole. The requirements for multiclassing are even
steeper, and should be worked into the story as a major
plot point.
The disappearance of the gods has serious consequences, even
for those who don’t wish to partake in a divine class.
Clerics, paladins, and religious organizations in general
are often the main source of healing and curative magic
in a roleplaying game, so their absence offers a major
challenge. Diseases, curses, and other conditions are far
more serious when you can’t just stroll into the nearest
temple and donate a hefty gold fee to cure them.
Similarly, resurrection is a near impossibility. Players
should be aware that lives are all the more precious in
Etharis. Even the more mundane services offered by
clergy, such as giving blessings and selling holy water, are
rare. The helpful items for fighting the legions of darkness
are valued greatly, and their value becomes even greater,
meaning they should be seen and used sparingly.
Magic is Mistrusted
With the disappearance of divine magic, arcane
spellcasters on Etharis found themselves the target of
hatred and mistrust. A magic inquisition started in
the Castinellan Provinces, bureaucracies sprang up to
regulate and control mages elsewhere, and mobs hunted
down those the common folk blamed for the gods’
absence. Where once they delved into the mysteries of
the universe, now wizards and their kin must seek to
ensure their very survival.
As a player making an arcane spellcaster, whether a
wizard, sorcerer, or warlock, you face a superstitious and
hostile populace. Many of the regions in Etharis have
instituted licensing schemes in order to regulate magic,
so a valid license is an important piece of equipment for
those seeking to practice magic legitimately. Wizards
are the primary licensed spellcasters, while warlocks are
almost never part of a magical organization or academy.
With their innate abilities, sorcerers fall between the two,
with as many fugitives as licensed practitioners.
Decide which category your character falls in, and
work with your GM to determine any restrictions that
may apply to your spellcasting license. Even licensed
spellcasters are not wholly exempt from the resentment
of the common folk, so brandishing a wand and spell-
book in the middle of a crowded tavern may not be the
wisest decision.
If you’re not playing a spellcaster, you should
consider how you feel about magic as a character. Did
you grow up in the Castinellan Provinces, under the
stern gaze of the Watchers of the Faithful? Or were you
from the Nordenlands, where magic is as much a fabric
of everyday life as the forests and rivers? Regardless
of how you feel about arcane magic at the start of your
adventuring career, you should also consider how that
opinion changes over time. Was your mistrust of arcane
magic foolish as you now see it wielded by good and
noble casters? Or do your personal interactions with
arcane casters teach you that the fear of the arcane that
you wrote off as superstition was instead a wise and
prudent choice?
(Burn her by Ailinon)
Travel is Dangerous
Adventurers in roleplaying games are travelers. It’s
an integral part of the job and of the game as a whole.
Normally travel occurs along a well-maintained and
patrolled system of roads, with occasional forays into
the natural wilderness in search of some vile creature
upsetting the normal order of the world.
In a dark fantasy setting, messengers and patrols
cannot be relied upon, and anyone who goes outside the
safety of the town walls takes their life in their hands.
Nighttime is especially dangerous, for any light serves
as a beacon to the creatures waiting in the inky darkness.
Travel in Etharis is not for the faint of heart, and may
provide challenges equal to any story’s climax.
As a character braving the wilds of Etharis, the
first thing to learn is that there is no such thing as a
safe campsite. When night falls, everything becomes
fair game, so it’s best to be prepared. Setting watches
alone may not be sufficient, and you should always
have a plan for awakening your allies to deal with the
inevitable complications. Spells can aid in this regard,
whether it’s alarm, magic mouth, or any of the various
sonic spells that can be heard hundreds of feet away.
Darkvision can be especially useful for those standing
watch, to avoid advertising your presence with a torch
or campfire. But even then, darkvision is not perfect,
and its limits can give certain threats an upper hand.
Warding and protection spells, such as tiny hut or
rope trick, are valuable in surviving long treks across
dangerous territory.
One additional consequence of the state of social
isolation in Etharis: information travels very slowly.
With no reliable messengers and limited magic,
adventurers are sometimes the main source of
communication between settlements. This can lead to
problems, but can also work to the characters’ advantage
if they don’t want news of their exploits spread.
Humanity is Cruel
When faced with difficult circumstances, there are
those who rise to the occasion and act out of charitable
intentions and seek to help those in need. In a dark
fantasy setting, most people fall on the other side of the
coin. Etharis is populated mainly by those who look
out for themselves, often to the detriment of others.
Whether it’s scheming nobles living in the lap of luxury
on the hard work of others or superstitious townsfolk
doing whatever is necessary to keep from drowning in
the terrible ocean of poverty, the people of Etharis are
always looking at what they get out of any agreement. In
this world, xenophobia, paranoia, and plain cruelty are
the order of the day.
Dealing with NPCs is a cornerstone of roleplaying,
but the aforementioned conditions make it an especially
dicey proposition in Etharis. Help is not something given
freely by the strangers you meet in the world. Even an
easy smile and a honeyed tongue have their limits, so be
prepared to deal with people on less charitable terms.
Bribery, intimidation, coercion, and sometimes
outright blackmail are more common than appeals for
mercy or sympathy. Knowing what the other person
wants is a valuable piece of information when trying
to come to some sort of arrangement, so wisdom is just
as important as charisma. Spells such as charm person
may seem like an easy answer, but the fear and hatred
of magic in Etharis are amplified when used to usurp a
person’s will. And those spells do wear off.
This mistrust and paranoia in Etharis make some
abilities, afterthoughts in other types of campaigns or
settings, extremely valuable. Boons provided by your
background abilities, for example, may save your life
as much as a quick weapon or a fireball. Being able to
rely on friends for a meal and a safe shelter can be some
of your most powerful tools when dealing with other
people, especially in a low-charisma party. The ability to
find at least one friendly face in a new town may be the
difference between life and death.
Legends are Not Born
Despite the many abilities, magical items, and other
advantages an adventurer has over the common citizen
of Etharis, characters still face an uphill battle. The
threats arrayed against them are legion, and many are
strong enough to rip the very fabric of reality asunder.
As a result, characters must be aware that they are not
at the top of the food chain. The danger is very real, and
death is a constant possibility. Those who rise to great
heights do so only after a long and difficult struggle—
and the fall from those heights is all the more dangerous.
What this means in game terms is that the player
characters are relatively weaker than in traditional
fantasy roleplaying campaigns. Progression to higher
levels often requires greater effort and greater sacrifice
than some players are used to. This is an element of dark
fantasy and reflects the theme of constant danger. When
building a character, it’s wise not to take progression
for granted and focus more on immediate viability. A
character that will only come into its own after it gains
four levels to pick up that one spell or feat you need is a
character that will likely not survive through four levels.
Long-term planning is definitely an option, however.
Many of the options presented in this book are designed
with continual progression in mind. The key is not to
rest all your hopes on the assumption of future levels.
With danger all around, the future becomes a very
uncertain prospect, and it’s often more helpful to focus
on surviving the present.
Victories are Earned
A knight stands, chest heaving, amid the remains of an
undead legion. Around her are bodies not just of the
creatures she fought, but also her fallen comrades. She
stands perfectly still, though she feels the wound in her
side beginning to fester. Behind her the villagers begin to
peek out from their hovels to see that disaster has been
narrowly averted.
These are the types of victories to be found in Etharis.
Hard-fought battles, won at a steep price, but worth the
cost nonetheless. Success is not guaranteed. Victories have
very real costs, and in some cases those costs are the very
morals and ideals of the “heroes” who pay them.
A dark fantasy setting is one in which good does not
always vanquish evil, and the players are not always the
heroes. There is no great final battle between the forces of
light and darkness, the victories that occur are temporary
and fleeting. They are battles rather than wars. But they
are still victories.
Being a player in Etharis is to be a character willing
to sacrifice for their goals, and who realizes that each
victory is still cause for celebration. Deciding your
character’s motivations and goals in this world often
means narrowing your focus. There is little glory to be
found, so personal stakes are more appropriate. Whether
it be to heal your sick sibling or to finish the work of
your departed mentor, Etharis lends itself to these short-
term, attainable goals. The grand adventures against
impossible odds to save the world from the evils that
surround it... those are stories for a later time.
There is Light
Within the Darkness
Despite the dire circumstances facing the world, hope
still remains. It may be scattered, dimmed, assaulted
on all sides, but it has not been extinguished. A farmer
stands against the oncoming soldiers, giving his friends
and family time to flee. A merchant, with a kindly smile,
hands a loaf of bread to a poor beggar. A paladin, the
last of his order, continues his quest to rid the world of a
demon-prince. Across Etharis, small acts of kindness, of
bravery, of charity, all stand out amid the dark backdrop.
Few and far between, their scarcity only serves to make
them more special.
Characters in Grim Hollow should know that these
events are not the norm. An act of selflessness should
be properly recognized as the unusual event it is. How
would your character react to such a display? Those
of good heart may be galvanized and reinvigorated to
continue doing what is right. A cynical character might
view the event with pity or contempt. Regardless, these
flickers of hope should not go without comment.
Players should also realize that the characters they
meet do not expect any sort of charity or kindness by
their characters. Such acts are usually met with suspicion,
and the players must be prepared to act accordingly.
One might challenge the NPCs’ expectations,
seeking to sway them to your cause. Alternatively, a
player’s character might disguise their charity in order
to avoid any conflict that might complicate the matter,
such as slipping an extra coin into a delivery so that it
seems accidental.
(Victory by karatastamer)
Actions Matter
These suggestions are intended to help guide players
through the dark fantasy world of Etharis, but they
remain merely that: suggestions. Your actions are
ultimately yours to decide. As you make these choices
and face challenges throughout your journey, know that
each path you take will have consequences, for good or
ill. How you face the situations presented will define
your character and the story surrounding them. People
can change based on their experiences, and a player
should take into consideration everything their character
has done in deciding how they will react to things in the
future. Some extreme events may shift alignment, change
motivations and goals, or alter a character’s bonds, ideals,
and flaws in surprising ways. Accepting the direction
your character takes, even if it isn’t one that you had
planned on, often results in a more rewarding experience.
Your decisions will also shape your version of Etharis.
Characters you meet may show up later to influence
important moments in the story. Word of your deeds
spreads, albeit slowly, between settlements. GMs may
set the overarching plot for a campaign, but your actions
provide the building blocks they use in the future. In this
way, the characters and the world around them reinforce
one another to form a complete, cohesive narrative.
Etharis is, above all else, a world of difficult choices and
serious consequences. Choose wisely.
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