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Player Guide Start

Brief Campaign Start Information

Set in the world of Tersa, on the continent of Cyrillia. See the maps. Your characters are from the year 74BF. You were great adventurers known far and wide (around level 15). However, your last adventure ended in catastrophe when you came across an unknown entity in the heart of the fortress known as the Black Redoubt of the North on the Island of Alba. You were all called here by various factions and teamed up to stop the threat. Initial reports of the issues that were plaguing the region were the land going sour and the dead rising from the grave.   This entity was originally disguised as a little girl, then an old man, then it continuously and uncontrollably transformed while fighting you. It easily overpowered your group and was clearly a threat to the entirety of the world. One of you used a spell scroll with a tenth level spell given by The Witch of the Black Veil. The scroll Petrified every living thing within a mile, including yourselves. For a very long period of time you have been unconscious and petrified along with the creature in the heart of a collapsed and forsaken fortress.   That all changed one day when you were awoken by a dying wizard whose only words were "Gods have mercy, we didn't know..." before dropping dead. Disorientated and far weaker than you once were you look out into a dark room littered with five corpses viciously torn to pieces. A name repeats itself in your head “Ob-Nyarleth” followed by the cackling of a madman calling “It has risen! Tha-Tak!”   Your characters feel much weaker then they once were (level 1, as opposed to level 15). Your memories are hazy, you remember the details above but not the gaps in between. You remember your lives well before this adventure but details once you landed in Alba are hazy at best.   You will still speak the same language as most people, but your characters' way of speaking will seem antiquated.   Characters should skew good, no evil.

Tone

  The scenario will be hard, death is always a threat. Smart creatures can and will double tab, real dumb animal creatures probably wont unless there's no other threat. Tone is darker and more serious. There is a defined system for social encounters in 2e, don't expect a single roll to drastically change someone's disposition towards you, expect negative thing to progress you back faster than positive in social situations.

Races

  On this continent during your time Humans, Halflings, Dwarves, Half Orcs, Gnomes, and Elves are the most common in that order. Half Elves exist but are rare as elves typically are pretty arrogant in this world. Lizardfolk exist, but are very rare, typically being prominent in more tropical continents. Changeling exist, but their lore is the most different (they are exclusively the daughters of the Witch of the Black Veil and exclusively female like 1e). Goblin exist but are typically shunned, although they aren't exclusively known as little monsters, they actually are most often seen in civilized society in the courts of rulers acting as jesters. Ratfolk exist, but predominate in swamp areas and typically stay in insular communities.  

Classes

No Restriction except no gunslingers at level 1. No guns whatsoever exist in your time. You can archetype into one in the future.

Character Origin Traits

  Choose one, one of each must be chosen so coordinate. This leaves one option where two people can choose from.  

Champion of the Emperor Valens

  You were an adventurer within the Empire of Cyril and very well known in the last few years of the Empire’s existence (not that you ever thought it would fall as it’s existed for a millennium). The Emperor Valens called on you to solve a problem plaguing a northern province of the Empire that was in rebellion. The Emperor sent you not out of benevolence but to undermine the rule of the rebellious Lord Garl Vinland. The thought was by helping the people you’d turn them against the rebellious lord.    

Champion of Garl Vinland

  You were a great adventurer in the service of the Legate in rebellion King Garl Vinland I. He himself was a great adventurer who pacified the northern region of the Empire years ago. Garl discovered the Emperor sent someone to deal with the situation while Garl was planning his own sortie onto the Island. He charged you to join with the Emperor’s agent and stop whatever was menacing the Island of Alba. You and Garl realized well before the Emperor and his agent that whatever was plaguing the region was far more serious than just a powerful necromancer or cultists, hence Garl’s willingness to have you work with an agent of his enemy. All the same you were tasked with keeping a close eye on this adventurer.  

Sailor for Darleen the Stormkeeper

  Darleen Bon was a fearsome pirate in the Northern Alban Sea. The disturbances in Alba were preceded by a series of devastating raids from ships of the undead and strange magical disturbances that wiped out many of the pirates of the region. Garl Vinland’s Navy was also wiped out. Darleen cut an alliance of convenience with Garl and sent her own people to accompany the force landing in Alba. Hitherto it was impossible for any ship to get close to the island’s shores without disappearing.  

Student of the Witch of the Black Veil

  You are an acolyte of The Witch of the Black Veil, a mysterious figure even to yourself who resides in the cold northern provinces of the continent and has carved out a realm of her own. Bordering the region of disturbance and having installed Garl Vinland in power in the first place the Witch had a vested interest in stopping the disturbances in the region. Despite being an acolyte of the Witch of the Black Veil, you’ve never seen her in the flesh, no one has. She only speaks to her followers in the form of an apparition. The Witch allowed you and the others to cross over to the island through the use of spell craft and also gave you the spell scroll to use in case things went south. She, more than anyone, knew something very serious was taking place, not that she clued you in to the details.

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