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Old 08-03-2019, 12:00 AM
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Hearts of Darkness

Game NameHearts of Darkness
Game SystemPathfinder
ThemeThe struggle of mortals and civilization in a doomed world; fighting for survival.
FlavourMystery, intrigue, and grand adventure with a pinch of epicness.
Plot SummaryStrange events have pushed the cruel masters of the Empire to send adventuring parties in the lost lands of the deep interior. These stalwart adventurers seek old technology and ancient magics in the hopes that stability will be returned to the crumbling island nation. Mega wealthy tyrants have suppressed the power of the throne; leading to the revival of slavery, attempted genocide and mass poverty. The bloated wealth and affluence have bred a weak ruling class comprised of sociopaths and deviants, but a flicker of rebellion smolders in the capital. Desperation grips the free citizens of the empire. Life cannot continue in this fashion and certain powers that exist in the shadows realize it. Thus the desperate push to recover artifacts and magic from the golden age. The age when heroes were numerous and gods walked among their supplicants.

The frequency of natural disasters have increased dramatically, causing the palace to send envoys to discover the cause. Gods have remained mostly aloof since the end of the last age, so few answers can be gleaned from divine sources. This has caused a mass abandonment of faith or a redefinition of church dogma. The empire is split between the emperor and various super wealthy private citizens. All sides believe those that control the past, control the future.

Treat the game world as Golarion in time long before the current lore and in an area long since removed from the face of the planet. An alternate history of sorts.


Guidelines
Material: All non third party sources.
Ability Scores: 18, 16, 14, 12, 10, 8; In any configuration you want.
Level: 8th
Hit Points: Max 1st level. The rest will be rolled.
Wealth: Gold and resources will be determined later based on factions etc.
Deities: Normal Pathfinder gods.
Players: 5-6 players based on strength of application and party composition
Alignment: No restrictions.
End Date: I will choose players on the 9th.
Campaign: I designed this campaign to play out over 3 homebrew modules. After that is up in the air at this point.


Factions
Scaled Syndicate: Control the black markets, thieves' guilds, assassins' guilds and much of organized crime in the south. Leadership of the syndicate is comprised of various reptilian races and humanoid/reptile mixes.
- Alignments: Chaotic Neutral, Neutral Evil, Chaotic Neutral
- Boons: Choose 2
- Faction Gear: Viper's Fang (Kukri), Cobra Brigandine (Studded Leather Armor), Assassin's Cloak, Vambraces of the Bandit, Naga's Gift (Light Crossbow)
- Allied Factions: Silent Coven, Branded Legion, Cult of Thule

Elemental Enclave: The enclave leadership fled the elemental planes and settled in the borderlands of the empire. They remain the most distant from affairs within the capital and choose instead to pursue their own secret goals. Membership into the enclave requires some form of elemental ancestry.
- Alignments: Any Neutral
- Boons: Choose 2
- Faction Gear: Ocean Cloak, Infinite Pyre (Flail), Earthward Bracers, Sky Dancer (Longspear), Rod of Elemental Fury
- Allied Factions: Titanborn, Dark Steel Clan, Wildheart Court

The Radiant: A group of crusaders, zealots and religious fanatics that await the return of the gods of good and order. Many are descended from celestial servants that were stranded on the world after The Retreat. The Radiant seek to complete the missions of those that formed the faction. Their methods can be as brutal as any criminal organization. The Radiant can be found in any urban areas.
- Alignments: Any Good, Lawful Neutral
- Boons: Choose 2
- Faction Gear: Helm of the Righteous, Gauntlets of Holy Might, Punisher (Heavy Mace), Angelic Aegis (Heavy Shield), Smiter (Bastard Sword)
- Allied Factions: Sisterhood of the Rose, Explorer's League, House of Eyes

Sisterhood of Roses: An all female faction dedicated to restoring balance to realm. They seek to heal the land by uncovering relics of the past and while they can be as zealous as The Radiant, their methods rely on diplomacy first. While seen as weak by some of the more arrogant factions, the women of the Sisterhood are very formidable and organized. The Sisterhood prefer areas evenly balanced between natural and society.
- Alignments: Any Non-evil
- Boons: Choose 2
- Faction Gear:
- Allied Factions: The Radiant, House of Eyes, Wildheart Court

The Awakened: A loose organization and young faction; The Awakened were once unintelligence creatures given sentience, such as: oozes, plants, constructs, undead, and animals. They are the least cohesive of the factions, but also the least prone to corruption or violence. The Awakened seek a fair place in the world above all other goals. They have few allies or supporters outside their own faction. The Awakened dwell in the fringes of society.
- Alignments: Any
- Boons: Choose 2
- Faction Gear:
- Allied Factions: Animals & Plants (Wildheart Court), Undead & Ooze (Deathwhisper Guild), Constructs (Dark Steel Clan)

Wyrm Kings: The oldest faction created by dragons and one that is splintered by specific bloodlines. Membership doesn't require draconic blood, but it helps. Membership requires sponsorship by one of the prime bloodlines. Rumors abound that the leader of each bloodline within the Wyrm Kings is an ancient dragon descended from the first dragons. Activities of the Wyrm Kings depends on the individual bloodlines.
- Alignments: Any* (Based on bloodline)
- Boons: Choose 2
- Faction Gear:
- Allied Factions: Explorer's League, Evil Dragons (Branded Legion), Good Dragons (The Radiant), Neutral Dragons (House of Eyes)

Explorer's League (Imperial Faction): The emperor himself formed the League from existing organizations that were dismantled and reformed. The League is the largest faction and has the direct support of the government. Their resources are vast, but they demand results. Failure is often met with harsh punishment.
- Alignments: Any
- Boons: Choose 2
- Faction Gear:
- Allied Factions: Wyrm Kings, The Radiant, House of Eyes

Dark Steel Clan: Composed of various dwarf clans as well as other subterranean races, the Dark Steel Clan is a recent alliance of convenience bound to dissolve once their goals are met. Survival is their mission, above all other things. The Clan while not openly hostile, isn't often found associating with other factions outside of trade/work contracts. The Clan has the largest collection of merchants and trade networks.
- Alignments: Any
- Boons: Choose 2
- Faction Gear:
- Allied Factions: Titanborn, Elemental Enclave, Awakened (Constructs)

Deathwhisper Guild: Created long ago by liches, this secretive guild's existence has only recently become public knowledge. Undead are feared and mistrusted for good reason. The Guild has long pursued nefarious ventures and their motives are heavily scrutinized. The Deathwhisper Guild have little fear for the future given the states of their existence, but the chance to uncover powerful artifacts peaks their interest. The majority of undead of the Awakened faction also belong to the Guild.
- Alignments: Mostly Neutral or Evil
- Boons: Choose 2
- Faction Gear:
- Allied Factions: Awakened (Undead), Branded Legion, Silent Coven

House of Eyes: The House of Eyes is one of the smallest factions. It is composed of those that practice arcane arts exclusively as they refuse membership to those without arcane spellcasting prowess of some kind. The elders of the House of Eyes prefer to remain sequestered, buried in their studies. Lesser members are then sent out on various jobs for the benefit of the faction.
- Alignments: Any
- Boons: Choose 2
- Faction Gear:
- Allied Factions: The Radiant, Sisterhood of the Rose, Explorer's League

Cult of Thule: Once an obscure little group of madmen and beggars, the Cult has swelled to levels nearing some of the most populace factions. While they lack the pedigree of the older factions, their sheer numbers and fanaticism of members makes them a force to be reckoned with. Unlike other factions, the Cult seem to wish to create a great calamity and pray to horrors beyond the known planes. They are often found attempting to sabotage other factions.
- Alignments: Any chaotic or evil
- Boons: Choose 2
- Faction Gear:
- Allied Factions: Scaled Syndicate

Wildheart Court: Another ancient faction comprised of elves and fey beings. The Court is aloof and capricious in the eyes of other factions, preferring to deal only with their own membership. They dwell in the wildest of areas away from cities. Their demesnes border the First World. Patient and long lived, the Wildheart Court are rumored to be planning a great exodus.
- Alignments: Any chaotic or neutral
- Boons: Choose 2
- Faction Gear: Dryad Bow (Composite Longbow), Trickster's Vest (Leather Armor), Wild Protector (Rapier), Sylvan Treads, Circlet of the Nymph
- Allied Factions: Titanborn, The Awakened (Animals & Plants), Sisterhood of the Rose, Elemental Enclave

Titanborn: What's left of the giants in the empire, the ancient Titanborn have naught but contempt for the empire that rules over their ancient homelands. Foes of the Wyrm Kings, the Titanborn seek to reclaim past glories and the destruction of their draconic enemies. Due to their sparse numbers compared to other races, the Titanborn welcome smaller races into their faction, however, the non-giants will never be on equal footing.
- Alignments: Any
- Boons: Choose 2
- Faction Gear: Dark Steel Clan, Elemental Enclave, Wildheart Court

Silent Coven: Created by the last surviving coven of hags, the Silent Coven is the smallest faction. Their objectives are unknown to all outside their membership. While it is true they seek greater power, the coven have ambitions beyond what mortals imagine in their wildest dreams. While content to be patient in the past, the Coven has stepped up their machinations and recruited more members through whatever means necessary. Spell wielding females command the greatest respect in the Coven, while males are relegated to subservient positions.
- Alignments: Any evil
- Boons: Choose 2
- Faction Gear:
- Allied Factions: Scaled Syndicate, Branded Legion, Deathwhisper Guild

Branded Legion: A newer and militant faction that arrived to the empire from a rival nation. They keep their goals private and seem to be unmoved by the growing plight striking fear in most of the other factions. Clashes with the Legion outside the borders of the empire proper have lead to most factions abandoning any diplomatic alliances with the mysterious group of foreigners. Rumors swirl of diabolical powers sponsoring the Legion and guiding them from fiendish planes.
- Alignments: Any Evil
- Boons: Choose 2
- Faction Gear:
- Allied Factions: Scaled Syndicate, Silent Coven, Deathwhisper Guild

I'll list the benefits/boons of each faction over time. Some factions have very strict membership requirements. And some have more unique requirements. I'm not finished with lore and background. I expect detailed discussions given how the campaign requires in depth character development to progress story.

Faction loyalty will be important, but your characters will be put in a situation requiring them to work together with those outside their factions. This balance between faction and group will be a core element of the game. Backstabbing, espionage, sabotage, etc.; all will be possible during the life of the campaign.

Civilization hugs the coast of the continent, leaving the interior overgrown and reclaimed by nature, ripe for adventurers to plunder. The empire's growing ineffectual governance is largely to blame. The royal family sought to colonize neighboring island nations rather than retake the dangerous inland. Every kind of biome and ecosystem exist on the continent. The empire's grasp extends only to the eastern side of the continent.

Gain 1 Generic Boon at 1st level and every 3 levels afterward and 1 Faction Boon every 4 levels beginning at level 4.


Boons
 


 

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Last edited by Weasel Whisperer; 08-08-2019 at 09:22 PM.
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  #2  
Old 08-03-2019, 12:01 AM
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Character Creation
Name:
Race:
Alignment:
Class:
Party Role:
Appearance:
Personality:
Background:
Faction:
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Last edited by Weasel Whisperer; 08-03-2019 at 11:22 PM.
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Old 08-03-2019, 01:09 AM
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Hm! I like what you've got going here. Nice to see more Pathfinder as well.

I'll kick some ideas together for a submission.
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Old 08-03-2019, 10:30 AM
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Color me interested.

Also since someone is going to ask and I’d rather not go back and change things:
Feat Tax? Background Skills? Traits?
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Games I am DMing: Last of the Hunters; The Sapphire Throne
Characters I am playing: Jaelin the Sorcerer Healer, Kebert Xela the Feylock, Jory Balefinn
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Old 08-03-2019, 11:22 AM
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Posting interest, not got anything solid just yet though
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Old 08-03-2019, 01:15 PM
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Feat tax will be in effect. Yes to background skills and 2 traits.
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Old 08-03-2019, 01:56 PM
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I'll apply too.
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Old 08-03-2019, 02:07 PM
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Starting Level 8!?! I am dying for some high level hi-jinks!

I am the most interested in the House of Eyes and the Wildheart Court.

Some startup questions:
1. What else are the dwarves up to?
2. Any racial restrictions?
3. How do you feel about re-flavoring classes without changing the mechanics?
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Only YOU can prevent Exploding Player Syndrome... Take the Oath of Sangus Today!
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Old 08-03-2019, 02:55 PM
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Jory Balefinn
right-aligned image
The Scarred One


”Is that the best you can do?”

Race: Human
Alignment: CG
Class: Bloodrager (Spelleater & Primalist Archtypes// Familiar Alternative Bloodline Trait)
Party Role: HP Sink (Hitpoint based tank), Melee DPS, Face
Appearance: Good looking, wellbuilt youth. Covered with a crisscrossing of scars, like patchwork white stitching on the canvas of his tanned skin. The scars do little to detract from his appearance, and many think they only enhance his already good looks, adding a touch of danger and adventure to his mystique. His ready smile and open arms make him a prime face, as long as someone else is coming up with the words.
Personality: Easy going, personable, good natured, and dumb as a rock. Jory has long used his good looks and winning personality to make up for his shortcomings as an easily fooled, gullible, rube. Jory might not be the smartest man, but he learned long ago to make himself useful to those who can handle the thinking for him. While Jory does have a bit of a chip on his broad shoulders, he doesn’t let it effect the relationships he has with those around him, instead he focuses it inward to drive him towards new heights and to surpass his limits.
Background: Life on the streets is tough for any youth, but to flourish it’s best if one is smart or at least streetsmart. Jory unfortunately was neither. Fortunately he was blessed with natural abilities far beyond that of a normal streetrat, and was lucky enough to survive as a custodian for the local monastery. He was under appreciated and underpaid, but it was the best a boy of his mental capacity could hope for under his circumstances. And truely the monks believed they were doing the poor dullard a favor in hiring him.
As soon as he had grown enough (overgrown the monastery cook would often say at feeding time), Jory left the monastery to make his way as a mercenary. Unfortunately the same abuse and exploitation that haunted his youth continued into his military career, and despite his natural abilities he was often taken advantage of and often manipulated. Leading to many harsh lessons and a high rate of turnover in mercenary companies (many less than reputable).
After an unfortunate incident involving a mercenary company that may or may not have been bandits, Jory felt the need to flee an Imperial patrol very quickly, it was then deep in an uncharted forest, far from an recognizable civilization that he found the temple. And uncovered the secret that would change his life.
Faction: Radiant.

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Games I am DMing: Last of the Hunters; The Sapphire Throne
Characters I am playing: Jaelin the Sorcerer Healer, Kebert Xela the Feylock, Jory Balefinn

Last edited by Mrjoegangles; 08-06-2019 at 01:01 PM.
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Old 08-03-2019, 04:10 PM
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Name: Jett Dragomir
Race: Dhampir
Alignment: CN
Class: Rogue 5th level/Ranger 1st level/Shadowdancer 2nd level
Party Role: Scout, defuse traps
Appearance: He stands 6' tall even, medium build, athletic. His skin has dark complexion, dark brown eyes with jet black hair just past his shoulders, at times has his hair in a ponytail. Dressed in all black, with a chain like shirt & vest and matching black pants designed for simplicity and mobility. High boots. Bow at his back and a sword sheathed at his left hip. A dagger sheathed at each thigh and at each side.
right-aligned image

Personality: He carries himself well with confidence, gets along well with others, although he has trouble trusting them. Seems many are friendly for a price. He doesn't get overly excited, staying calm through most situations. An even-tempered man, but do not cross him, for you will be marked. At the same time, once you have him for a friend, you got a friend for life. On occasion, he must fight for control, with so many people see him as evil as treat him and such once they find what he is, he fights against his rage, knowing that to give in to it, the people win. He hates losing with a passion.

Background:
 

Faction: Scaled Syndicate
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Leaning against the wall, watching the others rush by him, he grins. "Go ahead, go get that treasure that's laying there. Be more for me after you die."

Last edited by Seekr34; 08-07-2019 at 12:30 AM.
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Old 08-03-2019, 04:11 PM
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Jory Balefinn has some strong protagonist vibes ;O

Do you got room for a dwarven rogue chick with a happy-go-lucky personality in your life?
I'd make a great sidekick, stealing more than my share of the treasure, always making snappy comebacks...

Name: "Aras" Lady Ariana Ashanti, Baroness of Nocturne Shore
Race: Dwarf
Alignment: NG ~ CN
Class: Rogue / might dip a multiclass
Party Role: Kunoichi (Pretty Ninja)
Appearance: Chocolate-y smooth skin, hair like a tornado of pink candy floss, and large violet eyes
(I love to draw my characters, I'll def cook this one up)
Personality: Loud, Rude, Hilarious, Uninhibited, Secretly a conniving biiii.
Background: WIP, but I already got ideas a'brewin'
Faction: Not sure yet
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Last edited by ArcaneJazz; 08-03-2019 at 04:49 PM.
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Old 08-03-2019, 04:47 PM
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Quote:
Originally Posted by ArcaneJazz View Post
Jory Balefinn has some strong protagonist vibes :O

Do you got room for a dwarven rogue chick with a happy-go-lucky personality in your life?
I'd make a great sidekick, stealing more than my share of the treasure, always making snappy comebacks...
If you like your protagonists tough, strong, handsome, and dumb as a bag of hammers than Jory is the man for you. Just don’t expect him to make any decisions....... or math, none of that foul number wizardry for Jory.
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Games I am DMing: Last of the Hunters; The Sapphire Throne
Characters I am playing: Jaelin the Sorcerer Healer, Kebert Xela the Feylock, Jory Balefinn

Last edited by Mrjoegangles; 08-03-2019 at 04:47 PM.
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Old 08-03-2019, 04:49 PM
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Quote:
Originally Posted by Mrjoegangles View Post
If you like your protagonists tough, strong, handsome, and dumb as a bag of hammers than Jory is the man for you. Just donít expect him to make any decisions....... or math, none of that foul number wizardry for Jory.
Perfect.
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Old 08-03-2019, 04:55 PM
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1. What else are the dwarves up to? Dwarves in the empire have lost faith in the imperial family, causing them to turn their backs on the empire and pursue their own interests. They were on the continent long before humans turned up and had tense relations with fey/elves. They worked closely with several giant clans and had little interest in lands outside their mountain kingdoms. Currently, 98% of dwarves belong to the Dark Steel Clan with those not still serving the empire. Currently, the dwarflords are mobilizing an army and forging arms for coming conflict. It has been centuries since the dwarves fielded an army. The cosmopolitan life made them soft, but those days are waning.
2. Any racial restrictions? No racial restrictions. It's possible to play an awakened creature such as: animal/vermin, undead, weak construct, ooze, plant.
3. How do you feel about re-flavoring classes without changing the mechanics? Given the vast assortment of cultures and races in the empire, I have no problem.
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Old 08-03-2019, 05:38 PM
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Are androids ok?

I have this notion for an agent of the Awakened...a creation of the Wyrwoods perhaps...an attempt to 'bridge the gap' between constructs and living beings.

In this case it wouldn't be the same in-game origin as an android...not a construct of technology, but rather of magic...but in terms of mechanics it would be the same.

Last edited by SalmonMax; 08-03-2019 at 05:39 PM.
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