A low fantasy campaign of grim deeds
Whereupon, our scoundrels are caught up in a secret war fought between shadowy masters. As secret agents of The Flock they'll gamble their lives against dark forces, both human and inhuman. For what? Perhaps to repay a debt. Maybe a chance at a better life. Or just to survive.
If you're brave (or foolish) enough, we're looking for 2 new players. Apply here:
A worlde bitter and cold
Life is hard for folk of the Land. Few are left untouched by the ravages of poverty, disease or war. And our characters are no exception. These are not heroes. These are not saints. They are imperfect, mortal, flawed and broken. They are grubby scoundrels, pariahs, venal sellswords and mere commoners. All caught up in events beyond their ken.
Our adventure takes place in foul Dismas
Ancient Dismas. The City that Eats Itself. A blistering canker on the arse of the Easterly Sea. A corrupt miser gnawing at its own bones. Its streets run black with filth. A wretched beggar on every corner.
Now riven by war. Two factions divide Dismas. The city north of the River Hy has been taken by the Commonwealth Army in a fiery siege. Only the south districts remain loyal to the Three Kings. An uneasy truce abides, about which spies, profiteers and mercenaries swarm like flies.
As if life in Dismas wasn't wretched enough, the recent dawning of the lambent Balestar over the city presaged a night of catastrophe. It lingers, and many consider it a sign of the immanent apocalypse.
Of knaves, lubberworts and goode folk
Our players are refugees from the criminal underworld of Kastenburg, creatures drawn from the destitution of that city. Mercenaries turned spies, they now consort with agents of The Flock.
The shadow-witch Lia is an ex-Kastenburg assassin. Short and slight, she dresses in layers of baggy clothing that hide her missing left hand, and a threadbare hood that hides her delicate and youthful face. Her eyes are dark and shadowed, and her nose is ever-so-slightly crooked.
An orphan from the slums of Kastenburg, this hulking ruffian has pale skin, shoulder-length dark-red hair, and the stocky frame of a farmhand. Dour, glum and not a little bit suspicious, Red makes a loyal friend once her trust can be earned.
The hidden forces at work herein
When conflict cannot rear its ugly head, it lurks in shadows. The truce between the Three Kings and New Commonwealth wavers, but is held in place by the various conspiracies working against each other. None has triumphed and peace abides, but for how long?
The Flock is a ring of Commonwealth spies operating out of South Dismas. Led by the mercurial figure known only as The Sparrow, they work to counter the machinations of the Privy Council.
The army of conscripts known as the Mandatory Forces (or "mandatories") draws soldiers from those lands still under the sway of the Three Kings. Many are, in fact, loyalist refugees from the Commoner Revolution. Morale is low for these grey-liveried grunts and one wonders how long they can hold together before they desert en masse.
The Privy Council is the power behind the Three Kings. Led by the notorious Lord Roche, this influential body consists of the minor nobles, generals and bureaucrats who struggle to keep the old monarchies running.
The Thieves' Council is a name you only hear in whispers, if at all. This secretive alliance presents a unified organisation for all thieves, blackguards, scoundrels and rogues in Dismas. Most believe it's just a legend, but the word on the street is that it is very much alive. If the Council were real, it would surely be a tenuous alliance at best, easily broken.
While the Witchfinders nominally punish heresy, under the Bishop's command they have broadened the definition of the blasphemous and become the de facto secret police of the Privy Council (while it's otherwise occupied). These sinister fanatics are recognisable by their wide brimmed hats and humourless demeanours. Contempt for the Witchfinders is the one thing that might unite all the other factions.
The gods are silent, but their flocks are anything but. The Land is dominated by the worship of the New Gods: The Mother and The Father, the ancestral parents of humanity. Shrines to The Mother dot the city, and the Holy Temple of the Father rules in all but name under the leadership of the Mad Bishop of Dismas.
Beyond Dismas The Old Ways still linger, despite the best efforts of the Witchfinders. Folk still curse the name of The Bastard, the illegitimate son of the Father. And if the gods are absent, what of Hell?
Few folk travel far, and little is known of the kingdoms and lands far from Dismas. Here are some notes about what might be found or what rumours our characters might hear:
Little is known of what has transpired north of Dismas since the Commoner Revolution unseated the nobles of Dorshire. The fledgling Commonwealth has erased ancient borders, and reconfigured (even built) entire towns and cities. So quickly, the region is nearly unrecognisable.
Far north lies a wild land filled with cold climes, and hard men and women. Here, warring clans constantly fight over the claim to be King O'The North and have little time to build towns or sow fields. When it isn't being razed, the town of Norton stands against the chaos as the singular bastion of order.
What lies beyond the vast woods of the Grey Woald? To some, it is a meaningless question.
The woods are so vast, it is easier to ask: What does not?
Everything. Nothing.
Sunnier climes lie south, but the city casts a long shadow. The kingdoms and towns here are effectively vassals to Dismas. Such places as Kastenburg, Faro or the Duchy of Castantis are held hostage to Dismas' insatiable hunger for food, workers and opium.
What lies beyond the cobalt waters of the Easterly Sea? Countless uncharted lands: the golden nation of Jinibia, the forlorn isles known only as The Catcalls and the icy wastes of the Shining Lands, are to name but a few.
All material from the official Forbidden Lands line is allowed, as well as Witchcraft, Powder and Grimstone and the house rules described here.
Gird Thyselves
We avoid all objectionable content from the Pathfinder Baseline by default, excluding the content warnings mentioned above (i.e. gore, etc.).
The X card can be used at any point if a player (GM or not) is uncomfortable with content currently happening IC. Play the card by typing an “X” in OOC and tag the GM, or privately message the DM directly, and the group can change, rewind or skip the content. And you don't have to explain or say anything about why you played the X card.
Lines and Veils are established boundaries for the story. Players can let me know their lines (hard boundaries which are excluded from the game) and veils (soft boundaries which are included, but not explicitly described) and we will do our best to respect them.
We operate an Open Door Policy, where players can leave the game at any time, and with no explanation needed. This could include taking a break from play, finishing the session early or leaving the game altogether. This is to ensure player's can take care of their own needs without feeling pressured to continue play.
Lesson's Learned
Life in Dismas is less about heroic deeds or discoveries, and more about mere survival or just keeping one's wits. For this reason, we use the following questions for determining XP instead of the ones from the Forbidden Lands Player's Guide:
Works occult underftoode
The rather unintuitive rules for magic in Forbidden Lands have been summarised here for clarity:
Spell casting can be modified in the following ways:
Casting a spell always requires at least 1 Willpower Point.