-Pathfinder- “Finders Keepers” A Scarred Lands adventure
The Scarred Lands were not always so. Less than two centuries ago, the world of Scarn was healthy -- its forests were green, its seas pure, and its very heart pulsed with magic. The mortal races toiled the land and hunted the beasts, building entire civilizations, stone by stone. It was no paradise, but it was a prosperous world.
Of all Scarn's beings, both magical and mundane, the most awesome were the titans. The titans were entities of monstrous power, and their strength was derived from Scarn itself. The elements of the world and the skies above nourished them, granting them near-limitless abilities. Given sufficient time and patience, a titan could sculpt islands and mountain ranges, cut rivers, and breathe life into entirely new species of creatures. If they combined their powers, they could create entire continents. Even so, they were entities of raw fury, forces of nature that lacked the vital spark that would make them into something more.
Mighty though the titans were, they were not yet gods. But their children...
Although philosophers have difficulty explaining just why and how it could have happened, the children of the titans were not truly titans themselves. Like their progenitors, they drew some power from the world of Scarn, but the remainder of their potency derived from another source. They drew the greatest portion of their strength from the world's mortal races, feeding on the intensity of belief and on the vibrant mortal condition. The power these children called from the mortal races made them something new, something better. It made them gods.
The gods' enviable connection to the mortals of Scarn was destined to set them against their parents. For although the titans were at one with the essential elements of heaven and earth, they cared little for the world in their charge. If a titan was disappointed with how a coastline developed, he thought nothing of reducing it to sand with a series of tidal waves, cleaning the slate. If a titan grew bored with the thriving mortal races in her domain, she might give birth to horrific monsters to make things more "interesting."
The gods, who felt the suffering of the mortal races to their very souls, decided that the titans' reign had to end. Even the cruelest of the gods realized that if the titans were to cleanse the world of mortals on a whim -- a very real possibility -- loss of the mortals' faith and vitality would cripple the gods. So these celestial lords met in secret and plotted rebellion. When Denev, the titan of the earth itself, spoke out against her brethren, the gods took it as a sign -- and the Titanswar erupted.
Eight gods and one titan went to war against a dozen other titans. The revolution shook the heavens' pillars, shattered the blazing iron streets of hell, and raged across the face of the world. Under the force of combatants' blows, mountains split into rubble-strewn plains. Islands sank as warriors used them as stepping stones. Gods and titans alike spawned races of monsters and humanoids as foot soldiers in their feud. And divine blood spilled across Scarn, warping the very land.
Terrible though the war was, it finally came to an end. With the help of Denev, the gods were victorious. They could not kill the titans, once and for all, however -- not even they possessed such power. Each titan had to be restrained or imprisoned, prevented from regaining his strength and seeking revenge. The gods pulled the teeth from Gaurak the Glutton before burying the Ravenous One beneath the earth, ensuring that he could not chew his way out. They cut Mormo the Serpent Mother into pieces, scattering the parts far and wide so the Queen of Witches could not reform. And so the gods dealt with each titan in turn, stripping them of their power and sealing them away.
Now, Scarn is no longer the world it once was. The land bears horrible scars where gods felled titans. The Kelder Mountains are split with chasms left by a heavenly axe. The Hornsaw Forest has grown gnarled and twisted after feeding on the spilled blood of Mormo. Great deserts and badlands linger where verdant fields once lay. An entire sea runs red with the blood of a titan who lies chained at its depths. The world has twisted and changed wherever the titans or their dismembered remains lie. Many of the monstrous races created by the titans and gods during the war still survive in the gouged reaches of the land. Those races favored by the gods prosper. The titans' chosen are less fortunate, watching and waiting from their wilderness exile, plotting to restore their fallen patrons.
Scarn is no longer. To many of its inhabitants, it is now simply the Scarred Lands -- a wounded world that has yet to heal.
But there is hope. Cities begin to prosper once again under the watchful eyes of their patron deities. Mortals sharpen their skills of war and magic, the better to hunt the monstrous beasts that prey upon the weak and injured. The followers of the gods are ever vigilant, careful that the titans' scattered minions do not succeed in restoring their heartless lords. The Scarred Lands are a place of fierce barbarism and intense struggle -- and yet, the mortal races aspire to something much greater. With good fortune, bravery, sorcery and skill -- and no small amount of providence -- perhaps the Scarred Lands can be rebuilt. Perhaps Scarn can be restored.But first, the heroes of the Scarred Lands must survive.So here is what I am hopping to do Setting
This story is set in a version of the campaign setting known as the Scarred Lands http://en.wikipedia.org/wiki/Scarred_Lands
, throughout the continents of the world an Inquisition brews and threatens to encompass all in its crusade. It is a time of strife and celebration, the Inquisition is seen as a good thing by many and simply the next step in the purging the world of Titanspawn and the heathens who venerate them. The goals of the Inquisition are not far from the efforts to clean up after the Divine War, there primary concern is the destruction of Titanspawn but they hold outspoken views of the dangers of Magic and its unregulated use. In particular they are fanatically opposed to the magic of Necromancy and the destruction of all Undead. This strife does not simply strike at arcane magic users however any wielder of powers which come from a suspicious source are considered heathens and tainted by the titans power. Even those who serve the god's themselves are not without reproach as forces arise on either side to judge and condemn one another for blasphemy and crimes against there ethics. The Inquisitors are a fanatical breed and as time has progressed have become more and more quick to dispense there judgments of others, a silent war is being waged and forces are at work in the world which could change the face of Scarn forever. How the Inquisition generally operates
The Inquisition is not simply one organization or order it has many factions and opposite sides to it, but generally its operation depends upon those carrying out its practices. In general the Inquisition does not hamper day to day life of most places and most of those dedicated to it do not simply travel around finding and destroying magic users or such. Most Inquisitors are fair and most magic users are not seen as a threat to be destroyed more a problem to be watched and investigated. I.E in cities where the Inquisition's influence is common law magic users may still be welcome they will simply have to be registered as such, and casting a spell in public may get them into trouble.Our story
The general plot and story of this adventure is focused upon a group of adventures and there travels and tales in this time. Hired by a strange mysterious employer looking for mercenaries and adventures for hire, the group will be given tasks and missions to accomplish and rewarded for there efforts. The tasks generally entail a search for specific items which the employer asks as well as occasionally other errands or tasks. Along the way the adventurers may of course encounter other troubles or tests in what will become there tale to tell. The adventure will start in the city of Shelzar also known as the city of sin, although the story will feature other locations and the base of operations of the characters could change over time. Throughout the story the characters will be involved in things that may influence the world around wittingly or unwittingly, the purpose of the characters and there story could change based on how they decide to proceed. Shelzar
System Shelzar Official or Predominant Worship:
The Pleasure City of ShelzarRuler:
His Most Gracious Host, Minister FatteliGovernment:
From an elected council of officials, the minister is the council member who receives the most votes, which generally means that whoever has the most money to buy votes wins.Population Composition Estimate:
Human 76%, Halfling 10%, Half-elf 7%, Elf 3%, Half-orc 3%, Dwarf 1%Allies:
The decadent city of Shelzar is located on the southern coast of Ghelspad on a stout peninsula that seems protected from the terrible heat of the Sweltering Plains. The city's population reflects what happens when spontaneous indulgence takes precedence over mature responsibilities – a trait that seemingly characterizes numerous city-states of south-western Ghelspad. Well-noted for its revelry and the promise of pleasures unknown in other lands, Shelzar has a surprisingly strong backbone of navel trade. The merchants who essentially rule the city by purchasing votes work hard to maintain both the city and its reputation for pleasure and commerce.
The city's government, rife with corruption, only reflects the city itself. Shelzar is exceedingly open, tolerating anything a person chooses to do to himself and often anything he chooses to do to someone else. Shelzar's constables, properly bribed, will overlook black marketing, some slavery and vices of all sorts. Only criminal theft cannot be tolerated, as one might expect in a city ruled by merchants.
Though a port city, very few of the vessels are meant for passengers; most are merchant vessels. The ongoing joke is that Shelzar is a place to which people journey, but from which they cannot return. Among such permanent guests are a large number of Old Venir's nobility. They (and a good deal of their possessions) found refuge in Shelzar when it became clear that Emperor Urlis was going to hand Venir over to King Virduk.
A visitor's first impression of Shelzar depends entirely upon how he arrives. Those who enter by land must pass through one of the city's gates, all of which lead first to the tight, dark streets and poverty of the Shadhi district, before eventually making their way to the core of the city. The lone exception is Newgate: visitors who enter through Newgate find themselves on the Grand Boulevard, the most beautiful street in the city. However, no mercantile traffic is permitted to enter the Newgate or travel the Grand Boulevard.
Those who arrive by sea witness an entirely different city, While the docks themselves are crowded, dirty, and noisy, like those of virtually every city in Ghelspad, the sea traveler has an unparalleled view of the towering gold and ivory spires of the proper, a breathtaking vision of beauty and wealth.
Carrying weapons in outlawed in Shelzar, and all who enter the city are immediately and scrupulously checked for weapons. Anyone bringing weapons into the city must either surrender them to a guard station for the duration of their visit or have their weapons peace-bound (fixed into the scabbard with a piece of wire and sealed with a copper seal marked with the city arms). There is a small forge at each guard post and gate to perform this service. The exception to this law is the dagger: every citizen and visitor is permitted to own and carry daggers openly. Citizens and visitors alike may apply for a special dispensation to own and carry arms in the city, however. These permits cost 100 ordu (gp) per weapon and generally take many weeks to process, which generally ensure that generally only citizen, and usually only the wealthy and/or criminal ones, are armed – legally, at least. There is, naturally, a thriving trade in cheap black-market weapons in the city for those who cannot afford permits.
We will be using the Pathfinder system with the 25 point buy method, characters will all start at 10th level with 62,000gp all characters will have maximum hit points per level. All characters will require my OK to be apart of this and I will only select those players and characters I believe will contribute well to the story and work within it. If you wish to ask me about something feel free, I would like that when creating there characters everyone try to stick to the basic material found on http://www.d20pfsrd.com/
but I may allow other sources also and be including such things in the game. Anything you wish to take which is not from the above website should have a note attached to it listing its source and preferably page number, be prepared for me to decline such things but there is no harm asking me and if you have a good reason for such I am more likely to allow it.
Although I will be using the Pathfinder system this does not mean that I will clog up the story or rely upon the system at all times. I am quite happy to free-form some of it and only rely upon the system when it is more fitting to the game. What this means is that I will not be constantly demanding rolls or relying upon the dice to determine every single outcome.
The following website has useful tools for creating character sheets: http://plothook.net/RPG/index.phpScarn system Specifics
Obviously I can't really detail every difference in rules/options in Scarn here so I will outline only a few of the important details likely to be relevant.
Group size Heat and Arcane Spells
Most arcane spell casters of the Scarred Land's both benefit and suffer because of a unique side-effect of casting their spells.The by-products of arcane casting is not just the spell itself but also heat energy. The heat is not great enough to actually inflict damage, but it is great enough to cause discomfort. On the plus side, this heat does protect the caster from the cold.
For this reason, most arcane casters in the Scarred Lands tend to be extremely scantily clad or find ways to deal with the heat. Some casters - especially those introverted, bookworm types - are embarrassed by this behavior, while others - such as the sorceresses of Albadia - have no cultural taboos on the amount of flesh that they reveal.
Therefore, arcane casters usually wear their "casting clothes" underneath a heavier, often elaborately decorated cloak or robe. The caster then quickly shucks this heavier outer garment once he begin to cast the spell. The casting clothes themselves often consist of little more than short pants or a loincloth with a tunic or brassiere. Each culture has adopted a certain style of casting clothes, such as the knee=pants and mantle male dwarf casters wear or the bikini shorts and pointed braziers that the dark elven women are fond of wearing.
This by-product of heat has two specific rules effects in Scan:
- Wearing armor causes the heat to become intolerable very quickly, so arcane spell failure chances for wearing are twice the chance listed. If the caster has some sort of protection against heat, then the chance of failure remains as listed in the rules. If the spells lacks a somatic component, the caster must still roll if he's not protected against heat. However, he rolls the listed percentage not twice that value.
- The heat generated by spell casting offers protection from cold based damage on the round she casts until the first action in the following turn, the amount of protection offered is based on the spell level so a 2nd level spell would prevent 2 damage. If the cold effect does not inflict damage, the the caster gains a +1 circumstance bonus to any save for every level of the spell cast. Any arcane caster may also benefit from the Endure Elements spell at will so long as they can cast spells, but only in application to the cold.
Beyond the dusty books and quick gestures and the sonorous words that convey the power of spellcasters, there exists another level, one that rewards an even deeper understanding of magic. Most magicians and priest remain content to wield the power that they initially learn to control. Some spellcasters explore the subtle changes that they can exercise through metamagic feats, learning the truth beyond the magical tapestry and drawing upon even more powerful effects.
Beyond even these initial explorations, there is ritual magic
Ritual magic can be broken down into three aspects: augmented ritual casting, combined ritual casting, and true rituals. Ritual magic is available to both pure divine and arcane casters within the scope of there training. The use of augmented and combined ritual casting is referred to as "ritual casting" of a spell, as these two types of ritual magic are used to augment a caster's normal repertoire of spells. Clerics may therefore apply ritual casting to the converted spontaneous casting of cure spells.
True rituals are entirely new "spell" that must be learned or researched individually in order for their power to be harnessed. Due to the exacting nature of preparing true rituals, they are only available to clerics, druids and wizards.
Since all ritualistic magic involves longer casting times and is much flashier in respects to casting techniques, opponents get a +4 circumstance bonus to all Perception checks against the caster(s) during the casting of any type of ritual magic.
True rituals are rare almost beyond words. The character who uses a true ritual when something else would work almost as well is sure to draw the ill will of the gods themselves, who tend to view frivolous use of this power as a sign of hubris. And the very lands themselves attest that the gods are not above taking a direct hand in affairs when necessary....
Clerical true rituals are handed down directly from the god themselves. Priests are hesitant to share these rituals freely; any misuse of a priestly true ritual is sure to bring down the ire of the gods on not only the offending priest, but very likely on the priest who taught the offender as well.
Druidic true rituals are guarded even more jealously. Although non-druid worshiper may participate in many of the rites, the actual words of the rites proper are in the Druidic secret language, and no translation is provided for the uninitiated. The various orders of druids tend to believe that if a true ritual is misused, it greatly damages the chances of the Scarred lands ever returning to their original vigor.
True rituals for wizards are similarly rare, but this has less to do with religious reasons and more to do with pure selfishness. Any wizard who possesses knowledge of a true rituals knows full well that he has one of the rarest and most valuable secrets in the entire world. The more people who know the ritual, the less exorbitant the price he can name in exchange for teaching the ritual to another. A wizard is likely to part with knowledge of a true ritual only if the reward in akin to an emperor's ransom - and he is often tempted to eliminate any potential rivals who know the ritual and might be willing to lower its market value.
Ideally I would like between 4-6 players but I may accept more than that depending upon interest and the ideas presented to me. Posting
I will post whenever I can or feel I should really but I am not obsessive about things so I don't mind if people aren't going to be like posting every day. I will try match the pace of the group I would ask that you say if you cannot post for some reason if it is going to be awhile until you do, and also please don't get involved if you think you will be unable to commit. I will not include OOC stuff in the story thread and I will expect everyone else to do the same, there will be a separate thread for OOC and system stuff can be hidden in spoiler text. Really important dates to know:
500 years ago, a race of beings known as the Slarecians were destroyed by the Gods and the Titans (see below). The Slarecians were a subterranean race known for their mastery of “Mental Magic” (psionics). They were destroyed because they did not depend on either God or Titan for their power.
450 years ago, the Gods led an uprising against the Titans for control of Scarn. The Titans represented the forces of nature, and spawned what are known as the “Titanspawn Races” These included all of the typical evil humanoids. Orcs, Goblins, Ogres, Giants, etc. The Titans did not care at all about living beings, as they derived their power from the land itself. They routinely laid waste to whatever and whoever they felt like, and were generally considered “Evil” by the modern races. The Gods, who created the “Divine Races” such as humans, elves, and dwarves, drew their power from the worship of those beings, and needed them alive to continue to exist. The Gods are the offspring of the Titans.
150 years ago, the Divine War ended with the Gods victorious. The Titans, unable to be fully killed so long as a world remained, were dismembered, imprisoned, and otherwise prevented from being able to interact with the world ever again. During the 300 years of the Divine War, the entire face of the world has been ravaged. Everything bears the scars of divine warfare, and this is what has changed the world from Scarn to the Scarred Lands.
5 years ago, Hollowfaust seige begins. Inquisitor orders infiltrated and begun an uprising of faith against the Necromancer's of Hollowfaust, speaking out and demanding the surrender of the cities Necromancer lords and the destruction of its armies. The main populace and faithful of Nemorga in Hollowfaust rejected the faiths of other gods and the council of the city banished them from there walls, religious protests and acts deemed harmful to Hollowfaust's way where outlawed. Soon after the seige of Hollowfaust begun and continues now.
1 year ago, the Blood Sea war. Over a year ago the mighty aquatic race known as the Piscean's mysteriously begun to interfere less and less with shipping and seemingly lost much of there control over the seas, sailors pointed to this as ill omens and many rumors begun to circulate as to the cause some even reported that the Piscean's had begun to behave oddly and had even been seen on land.
1 year ago, Black Brigade rose to prominence as one of the most fanatical and unflinching orders of mercenary companies, there sudden rise seamed to come from there new fervor for hunting the titan spawn and there cults. They gained a reputation for being the most brutal and unforgiving of all the Inquisitor factions, many villages feared the approach of the Black riders for when the left it was rarely without effect upon a place. Land Masses
There are three known major land masses of importance in the Scarred Lands:Ghelspad
– The current cradle of civilization. Much like the traditional D&D worlds, and the focus of much of the Divine War. Most of modern “Civilization” is located here, as well as being the starting locale for the campaignTermana
– The “Dark Continent” of Scarn, Termana is mostly wilderness, and populated with only a few races. Most of the Divine War was fought on Ghelspad, but some of it spilled to Termana. This continent was the homeland of the High Elves (who lost their God in the War, and are now Forsaken), the Charduni (Dark Dwarves created for war and conquest), and more recently, the forces of the Blood Bayou, and the Ghoul King. Much of the continent is poisonous, diseased, or both, thanks to it being the location of the “death” of the Titan Chern (Titan of Disease, see below)Asherak
– This continent was all but left alone by the actual physical fighting in the Divine War, but was something of a testing ground for new creations on both sides. The land is a blasted wasteland, populated only by scattered city states. On the whole, a civilization much akin to ancient South America has developed here.Civilization
The following are the current nations and city-states of the Ghelspad Continent:Nations: Albadia (Human)
– An arctic nation noted for its barbarians, and sorceresses. Mostly a nomadic culture, with some cities in the south Ankila (Human)
– An annexed dominion of the Calastian Hegemony. Entirely cowed Calastia (Human)
– An Empire based on conquest. The Calastian Hegemony is an avid follower of Chardun, and practices slavery. It’s also the strongest human nation on Ghelspad Dunahnae (Human)
– Former Goblin nation, now controlled by human slavers. Extremely isolationist. Darakeene (Human)
– A politically Neutral country, known for its vast quantities of exported grain. Virtually untouched in The War. Durrover (Human)
– Currently the target of the Clastian conquest machine. Most people already consider it to be lost to Calastia, although the guerrilla and rebel movements are still going strong. Gleaming Valley (Hollow Knight)
– A small nation populated primarily by a “race” of spirit knights brought back from the dead to serve Corean as paladins in The War. Heteronomy of Virduk (Halfling)
– A nation annexed by Calastia, the halfling rebel movement is strong, and provides almost the only opposition internally to the Calastian Empire. Karria (Human)
– An island nation with truly chaotic political leanings. They switch sides at the drop of a helm. Lageni (Human)
– Another nation wholly allied to Calastia, Lageni supports the largest standing military on Ghelspad, and is the source of most of the best trained troops on the continent. New Venir (Human)
– An open ally of Calastia, New Venir is only independent in name. Any form of vice and corruption can be found here, if you're one of the nobility. Peasantry are oppressed. Ontenazu (Human)
– The only nation on Ghelspad that has successfully prevented the Calastian Military from defeating it. At present, an unsteady peace stands between them. Vera-Tre (Elven)
– A forest nation which will not allow non-citizens into the woods. All communication is done through outpost villages on the edge of the forest. Vesh (Human)
– Political activists. The Veshian nation goes out of its way to support all the oppressed people of Ghelspad. They help maintain trade routes, and communications. They are particularly noted for their “Vigils” which are loosely organized troops of adventurers who work in cells to provide information and advance the nation's interests. Zathiske (Half-Orc/Human)
– The Calastian Hegemony has reduced this nation to a militarized zone used for provisioning its massive military.City-States: Amalthea (Human/Elf)
– Known for being the primary training centre for Druids of Denev (see below) Bridged City (Human)
– An entire city built on the highest peaks of the Kelder Mountains. An engineering marvel, unequaled in the rest of the Scarred Lands Burok Torn (Dwarf)
– The last remaining Dwarven Mountain Stronghold. Currently at war with Calastia Fangsfall
– The melting pot of Ghelspad, Fangsfall is the centre of most adventuring groups, and beset on all sides by Titanspawn. Glivid-Autel (Human)
– Nestled in the Hornsaw Forest, a city of necromancers pursuing eternal life through the undead Hedrad (Human)
– A theocracy based around the worship of Hedrada. The city is perfectly constructed, and is essentially a piece of art. Law is everything here. Hollowfaust (Human)
– A city of necromancers who use their power over the undead to protect their populace. Khirdet (Human)
– A theocratic dictatorship led by the Druids of Mormo. Nominally, the ruling city of the Swamps of Khet Lokil (Human)
– The largest library on the face of Scarn. So far, the building has never been successfully attacked. Mansk (Human)
– The one city in the Kelder Steppes. Home of the Riders of the Kelder Steppes, and training centre for the best horsemen in Ghelspad Mithril (Human)
– A city built around the immense Mithril Golem of Corean. Primary military force is the Coreanic Knights, paladins in the name of Corean Mullis Town (Human)
– A trading city, little more than a frontier town growing around the Cordrada Trade Corridor. Rahoch (Human)
– Part of the Calastian Empire, this city-state is the main port for travel and trade between Ghelspad and Termana Shelzar (Human)
– The City of Sin. If it exists, then it can likely be bought here. If it's a vice, then it definitely can be bought here. Money is this city's ruler.Religion
There are two groups of divine beings that are worshiped. The Titans, and the Gods. The Titans are worshiped by druids, and are tied to the land, associated with all that is wrong and evil in the world. The Gods are worshiped by clerics, and are tied to the faith of their worshipers, representing the good in the world.The Major Gods
Worship in the Scarred Lands has real and immediate consequences. It was only a century-and-a-half ago that the gods' avatars walked the land, contesting the titans for supremacy, while mortal races sided with the gods or titans and fought at their feet.
With such colossal events in recent history, religious practice is never a matter of rote ritual or prayers mumbled to an unresponsive heaven. Certainly the most audacious displays of divine might occur when the gods allow their divine power to flow through chosen saints and champions, granting these mortals the strength to perform miracles. The gods respond regularly to any of their worshipers, however, whether favorably or not. The smith who fails to have his forge blessed to Corean finds that his ironwork shatters under the hammer. The doctor who fails to draw wards on her medicines, displaying the proper fear and respect for Vangal, invites plague upon herself and her patients. Madriel's voice resounds like a deafening wind through a temple of farmers who fail to pray for a good harvest. The gods and goddesses of the Scarred Lands make their presence known daily across the world.
The intelligent races of the Scarred Lands openly worship the eight major deities, and the sole remaining titan: Denev, the Earth Mother. Though these deities have begotten many lesser demigods and goddesses who are also worshiped, these nine are venerated or appeased above all others.
the Avenger, the Champion
Chivalry, Craftwork, Strength, Protection, Wisdom
Domains: Fire, Good, Law, Protection, War
Holy Symbol: Four long swords forming a compass rose
The very picture of the paladin's ideal, Corean is an unflinching crusader among the gods. He has the strength of mountains, and his smoky armor reflects his ties to the earth and the metals that run through it. He bears a long sword that he forged himself from scraps gleaned from a titan's forge -- that of Golthagga, who was the first to taste the blade's edge. Corean is generally unwilling to compromise, although he usually errs on the side of compassion rather than on the side of law. Many people praise him as the ideal of virtue, although more people pay lip service to him than are willing to live up to his standards.
the Redeemer, the First Angel of Mercy
Sun, Light, Sky, Redemption, Healing, Agriculture
Domains: Air, Good, Healing, Plants, Sun
Holy Symbol: Spear with a tassel of peacock feathers
Madriel flies on wings of peacock feathers, an armored angel with a spear formed from the purest, whitest sunlight. Although relentless in her struggle against suffering (and particularly against her rival Belsameth), she is the most merciful and compassionate of the gods. Her temples are popular across the Scarred Lands, particularly in areas where people pray for fertility to return to their fields.
Travel, Hunting, Forestry, Music, Archery, Freedom, Good Fortune
Domains: Animals, Chaos, Luck, Plants, Travel, Trickery
Holy Symbol: Three bronze arrows lying parallel
Of all the gods, Tanil is most likely to spend some of her time quietly walking the face of the Scarred Lands. However, this doesn't make her sociable -- she prefers back roads and untrodden wilderness to highways and villages. The ultimate champion of the underdog, she is the queen of archery and stealth, generally favored by rogues, bards, and wayfarers. She appears as a lithe archer wearing flexible bronze armor. Her arrows are silver-tipped, as she dislikes the poor treatment of animals and considers the world's werebeasts an insult. Many elves venerate her; her other servants include dryads and unicorns.
the Lawgiver, the Judge
Law, Justice, Wealth, Order, Cities, Knowledge
Domains: Knowledge, Law, Protection
Holy Symbol: Two-handed hammer
The Lawgiver is keeper of all the things that civilized beings have learned, and is the patron of society itself. He is the ultimate impartial judge, striving to make certain that each person receives what he or she has earned -- for good or ill. He's commonly shown as a stern man in somber robes, crowned with gold and wielding a massive two-handed hammer. He is particularly popular among dwarves, mages, prosperous merchants, and regional governments, and is the patron of many cities -- foremost of which, of course, is Hedrad.
the Earth Mother
Earth, Nature, Natural Death, the Seasons
Domains: Air, Animals, Earth, Fire, Plants, Water
Holy Symbol: Stone sickle with a flowering wooden hilt
The only surviving titan, Denev sided with the gods -- in particular, her children -- against her brothers and sisters who ravaged Scarn. However, the long battle left even more wounds on the world's surface, driving her to retreat to its heart in frustration and fatigue. She still answers prayers from those who venerate her, and is honored by the other gods. She is not a generous or merciful mother, though; she respects nature at its bloodiest as well as at its most beautiful. She is rarely depicted in humanlike form. Tales paint her as a mountain range or forest come to life, although she is said to wield a stone sickle when roused to make war. She is venerated by cults of druids who stubbornly refuse to pray to any of the newcomer gods, and by many elementals and other spirits of the land.
the Trickster, the Shapeshifter, the Unlucky
Storms, Trickery, Chaos, Misfortune
Domains: Air, Chaos, Luck, Travel, Trickery
Holy Symbol: Mask decorated with lightning shooting from the eye slits
The real wild card of the gods, Enkili can't really be said to be on anyone's side -- not even his own. His tempestuous and stormy personality is mirrored in each freak storm or sudden calm. He commonly shapeshifts from form to form, even changing gender so regularly that no two temples portray the same image of him -- or her. As the trickster figure of the pantheon, he also gets into trouble far more often than any divine being should. When he uses a weapon, he commonly wields a thunderbolt-hurling flail that lashes so wildly that others doubt it is truly under his control.
the Slaver, the Overlord, the Great General
War, Domination, Conquest, Avarice, Pain
Domains: Evil, Law, Strength, War
Holy Symbol: Blood-soaked golden scepter, crowned with a thorny laurel wreath
Tyrant among gods, Chardun exemplifies the worst traits of the most despotic generals, emperors, and masters. His weapon is a golden mace-like scepter, stained deeply with blood. He wears the white regalia of a conquering hero, but his robes and sandaled feet are splattered with blood and dusted with powdered bone. He is particularly venerated by militaristic people with powerful ambitions, but anyone who craves domination is a worthy follower. A general who seeks a throne or a man who covets absolute obedience from his woman are both near to Chardun's black heart.
the Slayer, the Assassin
Darkness, Death, Nightmares, Deception, Witchcraft, Madness
Domains: Death, Evil, Magic, Trickery
Holy Symbol: Thin silver circle on a black field, signifying the lunar eclipse
The vulture-winged goddess Belsameth is the incarnation of everything people fear about the night. Her basalt throne sits on the dark side of the moon; her power over the moon grants her command of lunacy, and makes her the patron goddess of Scarn's werebeasts. Her preferred weapon is a jet-black dagger, and she is favored by evil sorcerers and witches, Scarn's harpies, wily and murderous goblins, and of course by werewolves and their like.
the Reaver, the Ravager
Destruction, Pestilence, Famine, Bloodshed, Thunder, Disaster
Domains: Chaos, Destruction, Evil, Strength, War
Holy Symbol: Cloven shield dripping blood
The volcano-god Vangal is the very embodiment of war. He is commonly depicted as a huge charioteer in filth-covered armor, with beard and dreadlocks matted with blood. He wields two massive axes still encrusted with the blood of the titans he overcame. He has few human followers, as it's said that when he gains sufficient power he'll bring about the destruction of Scarn itself. The few cults dedicated to him, called the Horsemen, are much-dreaded doomsayers and warriors.
The Scarred Lands are the domain of the gods who defeated their titan parents in the cataclysmic Divine War one hundred and fifty years ago. Before that time, it was the titans who commanded the world of Scarn. For the first time ever, presented here is a list of twelve titans that the alliance of the gods and the titan Denev overthrew, destroying much of Scarn in the process.
Many of the various races created by the titans survived the Divine War and still populate the Scarred Lands. Whether they are pockets of brigands, remote remnants of shattered civilizations, or sovereign nations still contesting the people of the gods for supremacy, the titans' races have not walked meekly into oblivion. Many carve out power in the new world, drawing on what latent vitality they can from their fallen masters. Other titan-created races seek to resurrect their fallen lords and rule the world at their side.
Many of the titans are listed here.
Chern – (CHURN) The Scourge, The Last Great Sickness and Suffering. – Creator of Vermin and Disease.
The Flourishing Flats was a broad, fertile plain between two great rivers that ran from the Kelder Mountains to what is now the Blood Sea. It is said this very plain is where the gods gave birth to man. Though the nation of Vesh yet exists here, much of the territory has transformed into the Mourning Marches. This is a result of the contaminated and festering corpse of Chern, said to be interred here after his defeat on Termana -- but not before this vile monster unleashed a curse of disease that has haunted the lands ever since.
Chern created a fair number of vermin and vermin-type humanoid races, as well as many of the magical diseases found in the Scarred Lands. The Order of the Morning Sky makes a point of battling Chern's races and influences.
Gaurak – (GAH-rock) The Glutton, The Voracious One – Rumored to have eaten all life from the Dead Moon, Gaurak’s appetite never ends.
A hideously obese and always ravenous titan, Gaurak is said to have devoured all the life from the once verdant moon. After his defeat, the gods pulled out every last one of Gaurak's hundred teeth before burying him deep in the earth. His fallen teeth are said to have taken the form of mountains, colossal obelisks, and even trees, always tainting the land near them.
Gaurak created servitor races whose main purpose was either to breed and become food for Gaurak or to hunt and gather food for the titan to eat. His titanspawn races therefore run the gamut of aberrations created to breed and bloat themselves, to more intelligent races meant to be supreme predators or harvesters. His races are particularly hated by druids, for Gaurak's spawn often overhunt natural areas, stripping the area clean of all edible forms.
Golthain – (GALL-thane) The Faceless – Known to the titanspawn as a weakling, Golthain was the only Titan to offer merciful deaths. His senses were stripped from him as punishment for being nice, by the other Titans.
He is recalled fondly by the gods, who nevertheless sundered and imprisoned him lest he later seek revenge. He is remembered by the titanspawn as a weakling, singular among the titans in the hint of compassion he seemed to feel for the life he and his kind created. The other titans, of course, mocked him for this, and as punishment for this obvious weakness they stripped him of his senses so he could neither enjoy what was created nor detect how badly the other titans treated these creations.
Golthain created few races himself, more often influencing the development of other races. He did create some servitors to attend him in place of his lost senses, as well as some races of giant-kind.
Golthagga – (gall-THAH-ga) of the Forge, The Shaper – Creator of most of the Abberations, and all things twisted from their original forms.
This misshapen brute cared little for the living, but at least that disinterest meant he did not direct much ill towards the struggling life forms of Scarn. Instead, Golthagga was more intrigued by what he might construct with the material his fellow titans created. Even during the war, Golthagga kept to his forge... and when Corean slew him, he died upon it as well. Now, his essence is dispersed bit by bit into his myriad creations.
Golthagga created many aberrant versions of other humanoids, animals, and beasts. His creations were mainly larger, more hideous, metallic versions of the life forms his brethren created. Golthagga sometimes used other creatures as models for his own creations, and sometimes took these other creatures and reshaped them on his forge.
Gormoth – (GORE-moth) The Writhing Lord – Poisoned by Mormo, Gormoth delighted in torturing individuals.
The first of the titans to create a humanoid race, this titan spent centuries in pain and solitude after his sister Mormo poisoned him. Upon his recovery, Gormoth turned his spite and hate upon the world. Where his brethren often destroyed and created on a grand scale, this titan was content to make playthings of individuals, many of whom were forced to attend him and ease the pain that would sometimes still wrack his great frame. His pain is immense to this day, for he was split from skull to crotch by the gods Vangal and Chardun and each half placed on opposite sides of a great chasm. The flailing halves forever struggle to reunite.
Gulaben – (goo-LAH-bin) Lady of the Winds – Creator of all aerial monstrosities and inimical spirits.
The most difficult of all the titans to defeat was the Lady of Winds. Like the wind, her presence was felt but she went unseen. Finally, the gods granted their most powerful priests the knowledge of a great ritual that would bind a foe. The catch: Gulaben's location remains unknown.
Gulaben has created all manner of aerial aberrations, and some aerial humanoid races. She also created wind spirits, akin to air elementals but even less corporeal, that would deliver the titan's favor or disfavor depending on the nature of the spirit.
Hrinruuk – (he-RIN-rook) The Hunter – Hrinruuk created all of the most lethal creatures on Scarn, and set them loose to hunt them. Also, he was the only Titan to actually –kill- a God, Miridum, Daughter of Hedrada. Also, Hrinruuk was responsible for assault upon Tanil, and was responsible for the worst excesses which started the Divine War.
Perhaps undetectable even by the gods themselves, the Hunter stalked and slew Miridum, the goddess of lore and the daughter of Hedrada, soon after Mesos was dispersed. The sly and dangerous titan would have taken down Hedrada himself but for the intervention of Corean. Hedrada is now said to have the still-living head of the Hunter, whose indiscernible body fruitlessly searches for it.
Hrinruuk created many of the most lethal monstrosities to ever walk Scarn. Discontented with the ease of hunting any normal creature, and too infrequently getting to hunt down an errant godling in the days before the Divine War, Hrinruuk resorted to creating many monstrosities which would provide him some level of challenge to hunt across the planes of existence. Hrinruuk's spawn often have means of cloaking themselves and their trails, and they can travel quickly -- even via teleportation and plane shifting -- and are terrible opponents if confronted.
Kadum – (KAH-doom) The Mountainshaker, The Bleeding One – A force of pure destruction, he’s better known for lying chained to a rock at the bottom of the ocean, bleeding from his chest and tainting the waters.
This great beast would uproot entire mountains when enraged, but his strength alone could not save him. Belsameth cut his heart from him, and Chardun chained him to a rock, which Vangal in turn sank to the bottom of the deepest ocean chasm. To this day, the deepest waters of the Scarred Lands run red with the Bleeding One's ichor. It is said that whole new races of horrific merfolk, krakens, and other fell sea monsters have arisen from exposure to Kadum's blood.
The creatures-turned-aberrations that haunt the Blood Sea are a result of Kadum's blood infecting those waters. Before Kadum's defeat, the Mountainshaker created several monstrous giant-kin whose quickness to rage mirrors their creator's.
Lethene – (lay-THEEN) Dame of Storms, The Untamed One – Capricious and lethal, Lethene was only known for the storms she unleashed.
Many godlings fell before the fury of Lethene during the Divine War, although the casualties cannot be tallied, for the Dame of Storms annihilated these gods' worshipers as well. But in the end Lethene was tamed -- though no one seems to know exactly how. The elves and dwarves who lived through the Divine War simply recall a day, perhaps a moment, when the gods concentrated their powers to still the tumultuous world... and suddenly Lethene was no more.
Lethene created a small number of spirit creatures, but few other creatures.
Mesos – (MAY-zohz) Sire of Sorcery, The Disrupted – Creator of all things magical, Mesos is said to be responsible for the current state of arcane magic causing excess heat.
The destruction of Mesos was probably the key event that allowed the gods to win the Divine War. Without a doubt, it was the signal event for the beginning of the colossal struggle. This titan literally seethed with magical energies unbelievable even to the gods, and while several among them surely coveted this power, they all agreed the titan must be dispatched. An ambush was prepared. With the assistance of the greatest archmages, whose spells canceled some minute portion of the titan's power, the gods disintegrated Mesos in an explosion that flung his constituent parts to every corner of existence.
Mesos created some of the most deadly and mysterious of the titanspawn humanoid races. Some monstrous, some beautiful, some giant, some tiny, but all imbued with magical powers, and all vengeful against those who conspired to sunder their creator. Some sages believe Mesos was the most likely creator of the now extinct slarecians.
Mormo – (MORE-moh) Mother of Serpents, Queen of Witches – Patron of all witches, hags, the asaathi, medusae, and snakes. She’s the creator of poison as well.
This gruesome crone was the patron of all witches and hags and was responsible for the creation of serpentine races such as the medusae. Her spilled blood has turned the Hornsaw Forest into the homeland of mutated terrors that it is today. Some say her followers seek to recover the pieces of the Serpent Mother that were strewn across the Scarred Lands. They hope to bring these grisly trophies together so that Mormo may be reborn.
Mormo was perhaps the most prolific creator of life forms, from Hags to Gorgons to dozens of other races, many of whom she neglected as soon as they were fashioned. Second only to Mesos' spawn, Mormo's creations often wield sorcerous or druidic power. Now Mormo's blood taints areas like the Hornsaw, creating monstrosities from normal beasts at a rate at which the Mother of Serpents rarely worked when she was whole.
Thulkas – (thool-KAHS) Father of Fire, The Iron God – Incidental creator of many goblin races, Thulkas was the hardest of the Titans to destroy, ending up fired into the sun by Tanil from her bow.
Where the powerful Kadum was unstoppable, the impregnable Thulkas was unmovable, for he was said to be an extension of the very earth -- and this only if he could be touched at all, for he burned with the heat of a thousand suns. Even Corean could not move this beast, but he could bend him, so he pressed the Iron God upon the forge of Golthagga and hammered the titan into the form of an arrow. Tanil then drew back her great bow and fired that arrow into the sun itself. Thulkas still dwells therein, still an unmovable form.
Thulkas created life forms more by consequence than by design. When natural phenomenon would interact with his fiery body, often life forms were created by the interplay of forces. Most of the creature races spawned off Thulkas have affinities for the earth and fire, and are very resilient, especially when in contact with these elements. In addition, many of the goblin races were influenced by Thulkas in their final development.
Many of the scholars and seers who contemplate, examine and uncover the history of the Scarred Lands share a favorite story of an alternate manner in which the future might have unfolded. If the gods and titans had not sundered the world in their great battle, then perhaps a secretive and almost unknown race known as the slarecians would now rule the world. So, these scholars like to point out to any who will listen and to those who read their works, that the present state of affairs is, perhaps, not a bad thing. To be ruled (probably enslaved) by the slarecians would be a nightmare when compared to living even on a land ravaged by celestial war and among races obliterated by heavenly forces.
Of course, these same scholars can provide little actual facts about the slarecians. They know that this humanoid race lived almost exclusively below ground. The scholars know the slarecians investigate the blackest of arts, but whether such practice was common necromancy or for a more enlightened purpose such as medicine or surgery cannot be determined. Scholars also know that the little slarecian literature written in Common (as the slarecian language has proven resistant even to magical translation) that has been recovered from some buried cities(or even found moldering in the corners of the libraries in such cities as Vashon and Eldrua-tre) deals with death and infernal beings, but it is not clear whether such works are biographical or fictional. In the end, though some scholars claim a repository of artifacts they do not share with others, the majority of them, and so the majority of intelligent races of the Scarred Lands, must make do with judging the slarecians by the remnants of their civilization.
And since that which the slarecians left behind includes the likes of gargoyles and ghouls, most intelligent races fear what might have been if the slarecians had mastered their own destiny. Instead, the stories of the time before the Divine War say that in a final act prior to setting upon each other, the gods and titans annihilated the slarecians, who evidently paid homage to neither group. Whatever the outcome of their war with each other, neither the gods nor the titans desired the slarecians to find a way to emerge the true victors.
The appearance of the slarecians themselves has only been confirmed by illustrations in some ancient tomes and by the aspect of the rarely encountered slarecian ghouls. Only time will tell if anything more can be learned of this mysterious and evidently powerful race. And only time will tell if this knowledge need to be put to use. The main races of the Scarred LandsHumans
– No change from the Core Rules. Humans are the predominant species in the Scarred LandsElves
– Wood Elves
– The primary race of Elves in the Scarred Lands. Primarily from the nation of Vera-tre High Elves
– Now known as the Forsaken Elves, these elves are overtaken with great depressions and are severely limited in divine power, as their God is dead. Hornsaw Elves
– A branch of Wood Elves who are tied to the Hornsaw Forest. They suffer from nightmares about the tainting of their woods, and fight to recover their land from the taint of Mormo Dark Elves
– Subterranean elves who cannot stand the light of day. Not always considered evil.Dwarves
– Mountain Dwarves
– The standard Dwarf. All come from Burok Torn. Forsaken Dwarves
– The Dwarves of Krakadom. They are considered evil, insular, and primitive. They are not the master smiths that the Mountain Dwarves are. Hornsaw Dwarves
– A race of Dwarves freed from slavery who lost their Dwarven Heritage during the Divine War, and are more tied to trees than rocks. Charduni
– A race of thoroughly evil dwarves from Termana who worship Chardun and seek to conquer.Halflings
– Halflings are standard as per the Core Rules. All Halflings either live under the slave yoke of Calastia, or are rebels against the Calastian Hegemony.Half-Elves
– Standard as per the Core Rules. There are no societal differences from Humans.Half-Orcs
– Treated with more respect than the Core Rules half-orcs, due to their participation in the Divine War as active partners on the side of the Gods. The Half-Orcs are the remnants of an ancient and powerful empire.The Forged
– During the Divine war many strong and faithful souls where lost, Corean with the aide of several other gods, forged these faithful souls new bodies making an army of the devout and faithful. A rare sight in these days the Forged serve on in whatever manner they can, some theorize that every now and then a new one is made or remade. (The Forged are in most respects Warforged) Classes of the Scarred Lands
– Alchemist's are rare in the Scarred Land's but there numbers are growing, they are usually highly distrusted and viewed as crackpots by most.Antipaladin
– Antipaladin's are rare but for a few who are champions of Vangal's cults. Barbarian
– Barbarians are inevitably Albadian (see above), and are otherwise as per the book.Bard
– Bards are everywhere. They form the central method of news and information sharing across the continent. They are more accepted than they might otherwise beCavalier
– Cavalier's are found among many of the elite mounted armies and mercenary companies within the Scarred Land's. Cleric
– Given that the Divine War is so very recent and fresh in everyone's memories, Clerics are of vast importance across Ghelspad, and are usually treated with immense respect. Even Clerics of Evil deities.Druid
– Druids draw their power from the land, and therefore the Titans. Naturally, this means that the only Druid which will not be attacked outright as Titanspawn are the Druids of Denev. They will still be regarded with suspicion and distrust, however.Fighter
– The standard warrior. Everyone needs a Fighter, and they are respected for their abilities.Inquisitor
– Inquisitor's grow in number in this era serving there faith and taking the fight to the Titanspawn cults and heretics.Monk
– There are very few Monastic Orders still standing after the Divine War, and those that do still stand are rather closed and quiet about it. They exist, but are very rare.Oracle
– Oracles are very rare in the Scarred Land's and many have suffered or fallen in the age of Inquisition.Paladin
– The large bulk of Paladins are members of the Faith of Corean. There are Paladins of Madriel, although they are few. There are also Paladins of Chardun, although most call them Blackguards.Ranger
– Followers of Tanil, Rangers are often automatically associated with the Vigils of Vesh, even if they’re not members. Their abilities in the wilderness are desperately needed throughout the land.Rogue
– Post-war Scarn has bred an innumerable plethora of these. They are just as per the book.Sorcerer
– The largest numbers of Sorcerers come from the Titanspawn races. Any Divine Race Sorcerers will be viewed with suspicions at best. They will likely be hung or burned at the stake in smaller frontier villages.Summoner
– Summoner's are a rather recent class of Arcane magic that evolved from Sorcery, this newer art is not as respected as what many class as true magic.Wizard
– Wizards are the truest form of Divine Race arcane magic. They are respected because they are viewed as having stolen their power from Mesos before turning on him. Still, all magic came originally from the Titans, and there are many who distrust it.Witch
– Witches primarily are in the power of Mormo or Belsameth or other more unknown powers, the majority are evil and Witchcraft does not have a very good reputation, other than among the Titanspawn cults and Belsameth's priesthood. If there are any good or balanced Witches they are not known to the populace.Psionicist
– Anyone of this class or associated classes has been infected with the Slarecian Language Virus. They are “The Unknown,” and in a land so recently torn apart by the Divine War, the unknown is often treated with fear and hatred. There is also the small aspect of no one knowing anything any more about the Slarecians, whether they continued to survive elsewhere after they were destroyed on Scarn, and what their plans might be if enough people become infected.
All characters will need to fit the story and fit within the group without major conflicts, due to the nature of the setting certain types of characters would be a poor choice to play. Please take this into consideration when coming up with concepts. Also consider why you would actually be willing to answer the call to hunt down objects and perform tasks for some mysterious employer, there is really no point becoming involved if your character has no motivation for the tasks. This is a story for characters not quirky concepts or "cool" classes, anime pictures or things of such nature, make the character such things with there personality and the story.
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