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War of the burning sky
MoonZar Campaign Setting
A level 1-20 PATHFINDER 1st Edition Campaign
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Theme and Intro As the new year turns, the weather takes a sudden chill turn, and the sky darkens as the grip of winter intensifies. Worry rises as regular channels of communication between nations cease like a candle suddenly snuffed. Slowly, throughout the lands claimed by the Ragesian Empire, rumors spread between isolated villages, travelling by foot and horse and word of mouth — rumors that Drakus Coaltongue, the immortal emperor whose armies conquered every land he set his gaze upon, has fallen in a distant land to the west. How the tyrant was defeated is unknown, but if it is true, everyone knows that a war is coming. The generals of Emperor Coaltongue will strike for control, oppressed peoples will rise up in rebellion, and dangers once held in check only by fear of the mighty warlord will bring doom to the world.
Those in power are preparing for the coming conflict, readying fervent armies and powerful weapons and subtle, deceptive plots, but two questions burn in their minds: who killed the seemingly-immortal Emperor Coaltongue; and what has become of the artifact that would let a man rule the world? Who has the Torch of the Burning Sky?
Driven out of their homelands by the dogs of war, unlikely heroes head for a distant safe haven, a mages’ school named Lyceum, which has sent up a rallying cry for those who wish to resist the warmongers. Sent on missions by the leaders of Lyceum, the heroes form alliances to build an army, and they discover strange secrets that underlie the conflict. As the war reaches a climax, powerful magic superweapons threaten to scorch the world or sunder reality and leave nothing but nightmares.
War of the Burning Sky is a high fantasy campaign saga that thrusts the player characters into a war of mythic proportions.
Ever-escalating conflicts, powered by mighty magic and fervent faith, threaten the heroes' freedom and lives, and even the world itself.
Prepare to orchestrate a magic-powered war with the story, background, and rules material in the War of the Burning Sky Campaign Guide.
War is coming: what happens next?
Gate Pass - Your home! Gate Pass (Large City):
Conventional; AL NG; Population 17,000; 40,000 gp limit; Assets 34,000,000 gp; Mixed (57% human, 13% orc, 10% elf, 6% half-orc, 5% half-elf, 5% gnome, 3% dwarf, 1% other).
The Free Citystate of Gate Pass lies in a rocky mountain pass that runs east to west between Ragesia and Shahalesti. Sheer cliffs mark its northern and southern borders, and fortifications built up over centuries have made the city highly defensible, allowing it to avoid being annexed by either of the nations that surround it. These same fortifications, unfortunately, make it difficult for anyone to sneak out of the city without going through any of the numerous gates that give the city its name.
Though the city’s borders to north and south are tightly limited — less than a mile wide at the widest point — the mountain pass is nearly twenty miles long, giving the city a lot of room to grow eastward and westward. The older districts of the city lie in the center of the pass, with different eras of development sprawling out gradually in both directions. Additionally, various small farms and ranches dot the mountains around the city proper, though these people are generally hostile to foreigners and relatively well-armed. Gate Pass has only been conquered once by the Ragesians, and its citizens managed to drive out the invaders and regain their freedom, so many of the farmers and ranchers view themselves as the first line of defense for their city.
A few decades ago the natives drove out the Ragesians and negotiated their city as neutral ground. Because of this repeated history of occupation, the city is a fortress built in patchwork over many decades. High walls surround Gate Pass on all sides, and the city is divided into twenty-seven districts, each separated by a wall with a well-defended gate. A single main road stretches through the city — the Emelk Way — passing through each district and gate.
Traditions and Culture
The city’s architecture tends to multistory buildings with bridges between roofs, creating thousands of “gateways” along roads and alleys. Even in poorer districts, buildings are usually at least two stories tall. Many merchants, made wealthy from the traffic that passes through the city, own vast ranges of adjacent buildings, all of them connected with high bridges. An expression of the city — “a coin for every gate” — both refers to the wealth of the city, and serves as a warning to visitors to avoid poorer areas where buildings lie unconnected.
A broad, twenty-foot wide thoroughfare called the Emelk Way runs the length of the city, interrupted only by the district walls every half mile or so. The city’s natural landscape rises in the center to a broad hill called Summer’s Bluff. In addition to being home to dozens of gated estates for the city’s politicians and rich merchants, Summer’s Bluff is the site of the city’s grand square, where various annual holidays are celebrated. The grand square can easily hold several thousand people, and it is dotted with dozens of small groves, statues, and ornamental gate arches, with staircases people can climb to get a better view. In the center of the grand square is a high stone dais, its surface carved in a massive relief that depicts several local legends.
The rest of the city consists of various districts of skilled workers, common housing, warehouses and businesses, and slums. Each district has representation in the city government. By city ordinance, every fourth district must contain a park at least a quarter mile to a side, though entrance to these typically requires payment of a few coppers.
The city grew outward from its central districts, with a new district and new outer wall springing up every decade or so. Because of this, it is possible to see the changing styles of construction and defense over the centuries of the city’s existence, like reading the rings of a tree. In older districts, built before the development of the city’s underground sewer system, countless reservoirs and aqueducts rise above the rooftops, designed to catch rainwater and direct sewage to dumps outside the city. The current sewers flow into an underground river before being swept into endless, uncharted caves.
In the past few decades, clerics have blessed the gates of new districts in expensive rituals, and a tradition has developed for respected citizens to be buried in the sanctified ground near the gate of their district. Most graveyards, however, lie outside the city, either fenced in atop hills, or in gated crypts.
Ragesia Ragesia is the largest nation in the region, and four other nations commonly interact with it. The politics and history of the region are relatively simple, though the recent power vacuum in Ragesia threatens to make things much more complicated.
The Ragesian Empire lies in the northwest of the region, spanning several hundred miles north to south and east to west. To the east is the Shining Land of Shahalesti, a tenuous ally with whom relations have frayed of late. To the south lie the Exarchate of Sindaire, the Kingdom of Dassen, and the Khaganhold of Ostalin, three nations which so far have managed to avoid being conquered by Ragesia.
The Ragesian Empire is based in the capital city of Ragos, located on central lowlands dominated by many lakes. While the core of the empire is populated heavily by humans, the outer regions have wildly diverse cultures and populations, the result of having once been many separate nations before being conquered by sword and torch.
Every region has a significant component of orcs, goblinoids and even ogres in the population that were tamed a long time ago by the empire, along with a heavy military presence to ensure loyalty and peace. Though many people of Ragesia have been conquered, most are content that they live today in relative safety. Given the power of the empire, rebellion just doesn’t seem worth it. The majority of the population is still human however, and different ethnic groups remain mostly concentrated in their old homelands, which are often separated by low, long mountain ranges.
The northern reaches are home to people known as the Kelaquois, who live in frigid lands that are frozen for most of the year, where they coexist with frost giants, mastodons, and vast herds of bison. The western plains were once the nation of Latia, its renowned ship-building now benefiting Ragesia and its navy. The southern lands are craggy, with cold rocky deserts dominating what was once Chathus, a land of nomads and traders who nevertheless defended their lands with great vigor, using cavalry and mobility to wage a protracted war, allowing their home to be the last conquered by Ragesia. The central heartlands once belonged to the powerful fortified nation of Morrus, and numerous old castles, forts, and walls dot the landscape, defenses which were easily bypassed with Emperor Coaltongue’s Torch.
Ragos
LE Conventional Metropolis Government Totalitarian Demographics mixed (63% human, 15% orc, 10% half-orc, 3% goblin, 3% dwarf, 2% gnome, 2% ogre, 2% other)
Shahalesti On the far side of the mountains that mark Ragesia’s eastern border spreads the Shining Land of Shahalesti, ruled by Lord Shaaladel, a middle-aged elf who rose from being a military commander to the nation’s ruler during the ascension of the Ragesian Empire. Shahalesti was in danger of being conquered like Ragesia’s other neighbors, and Shaaladel’s aggressive displays of force — including the conquest and destruction of two nearby elvish lands that were hostile to him — are credited as major reasons why Ragesia has so far not looked east for conquest.
During Ragesia’s annexation of its neighbours, Lord Shaaladel lent military aid, and he and his trusted aides participated personally in several battles at Coaltongue’s side. A canny, wise, and charismatic commander, Shaaladel is respected even by the Ragesian army, and many expected him to succeed as Emperor after Coaltongue’s death. Rumors say that the elvish lord was quite displeased that the old half-orc was refusing to die of old age.
Shahalesti is not an entirely elvish nation. The majority of its human population is human live as commoners with little real power. The aristocracy is exclusively elvish, as well as the higher ranks among the military. Despite a grudging alliance with Ragesia, however, orcs and half-orcs are despised and persecuted, unable to hold any public positions, often horribly exploited as nearly slave labor. A few outposts of wealthy orcs with ties to Ragesia have tried to start their own communities; this is a steady source of strife
The capital of Shahalesti, Calanis, is built over a crescent rift carved by a waterfall. The city is forbidden to non-elves except by invitation from one of the royal family which, as of now, consists only of Shaaladel and his daughter Shalosha.
Calanis
Neutral Conventional Large City Government Aristocracy Demographics mixed (69% elf, 15% human, 10% half-elf, 5% halfling, 1% other)
Religion and Magic The region worship strong elemental entities, along with many servants of these entities that are themselves also elementals. Everyday religion is much more self-directed (i.e. thanking the earth for a good harvest), while organized religion is much more cult-like (i.e. if we don’t raze that village as sacrifice, we will die by fire before the next turn of the moon). That been said foreign religions from all over Golarion are present in all cities.
Magic is fairly common. Two cities the PCs spend time in early on have magical academies. A solid wizard type character will be a must to survive enemy spellcasters, but will be hunted down by inquisitors.
Key names and places Emperor Coaltongue: The Old Dragon, some called him, since he seemed immortal, and he only grew more cunning and powerful with age. Drakus Coaltongue has ruled Ragesia for decades, slowly expanding its borders through cunning and conquest. The half-orc was rumoured to be immortal, but now he is rumored to be dead, which has Ragesia up in arms.
Decades ago, a warlord arose among the tribes of what is now Ragesia. Drakus Coaltongue, half-orc son of a human noblewoman, brought a level of patience and political cunning rarely seen. He united many tribes, slew a gold dragon and took its child as a prize, and prepared his people for glory. Emperor Coaltongue’s success depended heavily on the Torch, an artifact he acquired years ago. All the common person knows is that when the Emperor lights the torch, he calls a pillar of fire down from the sky that carries him and his armies to wherever he desires.
The Torch of the Burning Sky: Emperor Coal tongue’s success depended heavily on the Torch, an artifact he acquired years ago. All the common person knows is that when the Emperor lights the torch, he calls a pillar of fire down from the sky that carries him and his armies to wherever he desires.
Gate Pass: The Free Citystate of Gate Pass lies in the Otdar Mountains, which is the eastern border of Ragesia. The pass is a major conduit between Ragesia and their elvish allies to the east, the Shahalesti. Control of it is vital.
The Shining Land of Shahalesti: The elves of Shahalesti cast their lot in with the Ragesians years ago, which allowed the rather insular nation to rise to power, but now their alliance is strained. Everyone knows that the elvish ruler, Lord Shaaladel, has his sights set on inheriting the empire after Coaltongue’s death. Shaaladel’s daughter Shalosha is not power-hungry like her father, and she provides an avenue for alliances.
Supreme Inquisitor Leska: Once one of Coaltongue’s closest advisors, the oriental witch named Leska has trained a mighty force of clerics specialized in countermagic. Concealed by masks, these “inquisitors,” as they are known, do Leska’s every bidding.
Dassen, Sindaire, Ostalin: Three nations on the borders of Ragesia and Shahalesti, who might be allies or enemies.
Pilus, Master of the East Wind: The monk-sorcerer Pilus, a master of air magic and the creature-sculpting art of biomancy.
The Essentials Welcome to War of the Burning Sky , published by EN Publishing. Since it's not well known, here's a few hints of what your heroes will have the opportunity to do the following.
Escape a besieged city
Traverse an eternally burning forest
Save the Resistance headquarters from destruction
Ally nations
Penetrate the castle where Coaltongue died
Pursue the assassins who slew him
Recover the Torch of the Burning Sky
Rescue hundreds of imprisoned mages from an icy fortress
Defend your home town from the invader
Save a dragon from her dreamworld prison
Defeat a mile-long living airship
Lead their armies on a final assault against the might of the Ragesian Empire
The type of adventures the PCs will be going on will generally be military operations, including: Spying, scouting, and infiltration
Finding valuable information and getting it to the right people
Tactical strike missions
Street-to-street fighting through occupied cities
Creating alliances, or negotiating treaties
Finding artefacts that can turn the tide of the war
Participate in large-scale battles
Here are a few other pointers.
I think the ideal party will have two warriors, an arcane (e.g. Wizard), a divine (e.g. Cleric) and a rogue type character. Social skills will be important. I suggest you avoid druid like character that won’t fit well in cities.
I'm not going to use the War of the Burning Sky Player's Guide.
The game take place in Golarion, on an isolated continent.
I will probably accept no more than six characters.
The game will begin in Gate Pass.
If I don't have enough quality apps, I might not launch the game at my discretion.
My main criteria for recruitment is commitment and capacity to play a multi-year long campaign in PBP.
Your hero Name: Your character's name.
Age: Look at your race age range
Physical Description: This is a physical description of your character.
Personality: This is a physical description of your character.
Living in Gate Pass (Present): What's your character day to day is like? How they occupy themselves, what they do for a living? Who are their friends and rivals (if any)? What's their family life like? Don't hesitate to create NPCs as needed.
Background (Past): Your character is born in Gate Pass! What's your character's backstory? Their childhood, adolescence? Did he travel? What led them to be what they are today?
Image: Please provide an image of your character.
Here are the character creation rules.
Game System: Pathfinder PFSRD PAIZO ONLY! No third party sources or custom stuff will be allowed.
Posting Frequency: 1/week minimum
Level: 1
Wealth: Max for your class
XP: Normal
Class: Core, Base, Hybrid and Unchained .
Archetype: One per class maximum
Races: RP 13 maximum. Please keep in mind your character needs to function in a human heavy civilization.
Alignment: No evil.
Point Buy: 25 points.
HP: Full at level 1. Each hit die thereafter gives average roll. (e.g. d4 hit die gives 2 HP, d6 gives 3, d8 gives 4, d10 gives 5, and d12 gives 6.)
Traits: You may select maximum two. No flaws.
Alternate Racial Traits: None allowed
Firearms: Emerging (Advanced firearms doesn't exist). Firearms can only fire three-time maximum per round because of technical limitation.
House rules: We are going to use the background skills .
Last edited by MoonZar; Nov 18th, 2020 at 10:12 PM .