LeStryfe79
President Spartacus
Blood of Yesteryear
Twenty years have gone by since the Age of Adventure came to a sputtering, undignified end. All that is known is that a band of six warriors made a pact to seal away an ancient evil and with it the world was forever transformed. The Dragon, The Saint, The Fool, The Tempest, The Beast, and The Rose were their names. With the pact, they consumed the drought of power and each took a piece of it. However, the warriors began to change in unexpected ways as time passed...
Today, the continent of Lameritus, where this campaign takes place, is ruled by the iron justice of the Temple of The Left Eye, an unforgiving religion based on virtue and order. With order came advancements in clockworks and logic, while pseudosciences such as astrology and alchemy seemingly exist out of defiance. Slow, cantankerous airships tread the clouds, and wondrous automata are a staple of every carnival. Furthermore, canons and flintlocks have become advanced enough such that their like are on equal grounds with the steel swords and armor of yore and martial tactics seemingly rewrite themselves on a daily basis because of it.
Questing has been banished and criminalized by the Left Eye unless officially sanctioned. The reasoning is that such acts could be blasphemous and may lead to the breaking of the seal of ancient evil. Life is to be lived in a more productive fashion, and the last remaining freedom fighters have been forced into becoming savages while fleeing from civilization. Meanwhile, children have begun playing secret dice games where they imagine themselves as great heroes from a bygone age, always weary of the watchful eye of Great Mother.
Blood of Yesteryear runs off a simplified d20 homebrew, the rules of which will be sent out separately. Players will eventually choose whether to join the Temple, fight against the perceived corruption, or secretly do a little of both. This setting contains less actual magic then mainstream fantasy settings, but has primitive firearms, alchemy, advanced clockworks, and various pseudomagics like illusion and hypnotism. In some instances, supernatural creatures do exist although they are never commonplace.
This campaign seeks to find the appeal and irony in a cynical, hard boiled, postheroic setting. Drinking spirits is optional.
Twenty years have gone by since the Age of Adventure came to a sputtering, undignified end. All that is known is that a band of six warriors made a pact to seal away an ancient evil and with it the world was forever transformed. The Dragon, The Saint, The Fool, The Tempest, The Beast, and The Rose were their names. With the pact, they consumed the drought of power and each took a piece of it. However, the warriors began to change in unexpected ways as time passed...
Today, the continent of Lameritus, where this campaign takes place, is ruled by the iron justice of the Temple of The Left Eye, an unforgiving religion based on virtue and order. With order came advancements in clockworks and logic, while pseudosciences such as astrology and alchemy seemingly exist out of defiance. Slow, cantankerous airships tread the clouds, and wondrous automata are a staple of every carnival. Furthermore, canons and flintlocks have become advanced enough such that their like are on equal grounds with the steel swords and armor of yore and martial tactics seemingly rewrite themselves on a daily basis because of it.
Questing has been banished and criminalized by the Left Eye unless officially sanctioned. The reasoning is that such acts could be blasphemous and may lead to the breaking of the seal of ancient evil. Life is to be lived in a more productive fashion, and the last remaining freedom fighters have been forced into becoming savages while fleeing from civilization. Meanwhile, children have begun playing secret dice games where they imagine themselves as great heroes from a bygone age, always weary of the watchful eye of Great Mother.
Blood of Yesteryear runs off a simplified d20 homebrew, the rules of which will be sent out separately. Players will eventually choose whether to join the Temple, fight against the perceived corruption, or secretly do a little of both. This setting contains less actual magic then mainstream fantasy settings, but has primitive firearms, alchemy, advanced clockworks, and various pseudomagics like illusion and hypnotism. In some instances, supernatural creatures do exist although they are never commonplace.
This campaign seeks to find the appeal and irony in a cynical, hard boiled, postheroic setting. Drinking spirits is optional.
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