The Aftermath

A homebrew campaign

This adventure takes place in the world of Vileaury. Somewhere between Medieval and Renaissance in atmosphere, Vileaury is early in its technological development. Or at least it seems that way at first glance.

Magic is abundant in the world. Magical beasts roam the forests, the deserts, the tundras. Devils and demons must be fought off. Supernatural phenomena occur at the corners of your eyes or in the shadows of night.

But Magic is a dangerous thing. The people of Vileaury fear it. Who can be trusted with its power? Who should be allowed to bend reality to their whims?

The God of Vileary, the Blood Green Death, was slain two hundred years ago. A few lifetimes for humans and orcs, but not even a single life for dwarves and elves. With his death came new types of magic: arcane and divine. But few have dared to wield it. After all, it was the dead God's own Magic that killed him, why should these be any different?

The Blood Green Death's Magic was brutal and ruthless. For one to cast a Spell, it required life. It required one to harvest the soul and body of a living creature to warp reality. And the subject did not always have the mercy of death. In the end, it was this Magic that was used against the Blood Green Death that cleaved his Magic into two and infused it into the world.

Those who had previously practiced and amassed his Magic suddenly found themselves with arcane and divine magic aplenty. With no one to challenge them, some named themselves gods and sought out followers. Others named themselves masters and sought out disciples. Most, however, chose to continue in their esoteric ways, hidden amongst the many, with agendas unknown.

The elves and the dwarves, who still remembered the days of the dead God, warned: magic can only lead to ruin, mortals were not meant to wield such forces. And people listened. For the orcs and humans were not so far removed from the bloodshed and misery of those days of sacrifice that they thought themselves better.

But fear cannot stop the most curious of people. Those innovators, those pioneers, could not resist the allure of new magics, especially not ones so abundant. Being so infused into the world, the arcane and divine magics have so far proven themselves to be safer than the dead God's Magic.

Time may prove these new magicians to be critical to the safety of all. For without Vileaury's God, other planes may have set their sights on its resources, and sinister forces long locked away may have found themselves with a keeper no more.

The hook

The quest

Find and seal the Nightmare of Wisps.

About the setting

Folklore tells of a creature made of smoke who comes at night to feed on dreams.

The Nightmare of Wisps was sealed away by a hero who happened by but information about the hero or his adventure has been lost.

Monsters have been spotted nearer to what once were safe settlements and roads.

A recent strong earthquake upset the local fauna and took down some buildings that people are still recovering from.

The Cult of Eternity believes that once the Nightmare of Wisps is strong enough, they can follow it into the astral plane.

Seasoned hunters have gone missing on routine hunting trips.

The players

What kind of magicians or adventurers will step up to protect their homes from those who seek to destroy it?

In this world, anyone with spell-like abilities, supernatural abilities, or who can cast spells are known as magicians. This, of course, includes wizards, bards, and druids, but also monks and archetypes of some classes otherwise not traditionally considered "magical." Magic is very useful, but can present itself with its own problems if you do not hide your magic. People will likely ostracize you and may attempt to oust you through words or force if they recognize your magic. Due to the setting, magicians can take the feat Conceal Spell without needing the Decietful prerequisite.

On the other hand, it is much simpler for a martial character to go through the world. You have nothing to hide, but you may be lacking the utility and protection that magic can provide.