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Th i r d Da w n Ca m p a i g n Se tt i n g

Th i r d Da w n Ca m p a i g n Se tt i n g

Authors: Andreas Rönnqvist, Jeremy Smith, Editing: Andreas Rönnqvist, Jeremy Smith Interior Design / Layout: Jeremy Smith Interior Illustrations: Aaron Henson, Alex Leonard, Brandon Glore, Claudio Pozas, Rick Hershey, Shaman Stockart, V. Shane Cover Design / Layout: Erik Nowak Cover Illustration: Rick Hershey

Special Thanks: Anthony Miller and the playtesting team

True20 Adventure Roleplaying and its associated logo are Trademarks of Green Ronin Publishing and are used under the provisions of the True20 Adventure Roleplaying Trademark License (see www.true20.com for details)

This edition of Third Dawn Campaign is produced under version 1.0a and/or draft versions of the Open Game License, and the System Reference Document by permission of . Subsequent versions of this product will incorporate later versions of the license, guide, and document.

Designation of Product Identity: Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: Any and all Dreamscarred Press logos and identifying marks and trade dress, such as all Dreamscarred Press product and product line names including but not limited to Third Dawn Campaign Setting, Untapped Classes: Society Mind, Untapped Potential: New Horizons in Psionics; and all artwork, symbols, designs, depictions, illustrations, maps, and cartography, likenesses, poses,Sample logos, or graphic file designs, except such elements that already appear in final or draft versions of the Reference Document or as Open Game Content below and are already open by virtue of appearing there. The above Product Identity is not Open Game Content. Open Game Content: The entirety of this work with the exception of the above-mentioned Product Identity is designated as Open Game Content.

Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999, 2000, and 2001 Wizards of the Coast, Inc. The remainder of the Open Game Content portions of this book are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE “Third Dawn Campaign Setting” ©2010 Dreamscarred Press. This material is protected under the copyright laws of the United States of America. Any reproduction, re-transmission, or unauthorized use of the artwork or non-Open Game Content herein is prohibited without express written permission from this book’s authors, except for purposes of review or use of Open Game Content consistent with the Open Game License. The original purchaser may print or photocopy copies for his or her own personal use only.

This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.

Some images contained within are copyright LPJ Design, Inc or V. Shane and are used with permission. All rights reserved. Some images copyright 2006 by Reality Deviant Publications. Some artwork by Claudio Pozas, copyright Expeditious Retreat Press, used with permission. Hyperconscious: Explorations in Psionics copyright 2004 Bruce R. Cordell. Used with permission.

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Ta b l e o f Co n t e n ts

In t r o d u ct i o n 1El t h a 34 Th e Wo r l d o f Ks a r e n 1Fa e d r e t h 35 Th e Re s i d e n t s o f Ks a r e n 1Ho u r t h 35 A Wo r l d o f Ps i o n i c s 1Ja v a n 36 Th e Th i r d Da w n Ca m p a i g n 2Kr a e g a n 37 Wh a t Yo u Ne e d To Kn o w 3Ma q u o r a 37 Ne r e t h 38 Ch a r a ct e r Op t i o n s 4Ph a n o s 38 Ne w Sk i l l s 4Sa u r o k 39 Fe a t s 5Ve r a n 39 Cu l t u r a l Fe a t s 5Ze a n 40 Ge n e r a l Fe a t s 6Co n f l i c t i n g Go d m i n d s 40 Ad e pt Fe a t s 7 Ex p e r t Fe a t s 8Ge o g r a p h y 41 Wa r r i o r Fe a t s 8Co n t i n e n t o f Fe m o n 42 Po w e r s 9Al y r i a 42 Ne w Eq u i p m e n t 9Ba r o n y o f So l e i l 46 Ne w Di s e a s e 11 Fe r i a 50 Li b u r i a 52 Ra c e s 12 Lu m i e n 55 Ad o n a i 12 Lu x o r 58 Ch i m a i r a n 12 Or l a m 62 Dr o m i t e 12 Pl a i n s o f Ve n t r a d 66 Dw a r f 13 Sp e c i a l Lo c a t i o n s i n Fe m o n 69 Du e r g a r 13 Co n t i n e n t o f Ti o n 71 El a n 13 Dr o m a 71 Hu m a n 14 Ni m o t e i 75 Je tt u r Sample14 O pfileh i d Pr o t e c t o r a t e 79 Ma e n a d 15 So m m a r a n 82 Op h i d u a n 15 Vi n t a r e n 85 Or c a n 16 Sp e c i a l Lo c a t i o n s i n Ti o n 88 Xe p h 16 Ma q u o r a n Se a 89 Ma q u o r a n Fl e e t 89 Li f e i n Ks a r e n 17 Sp e c i a l Lo c a t i o n s i n t h e Ca l e n d a r 17 Ma q u o r a n Se a 92 Ec o n o m y 17 Ps i o n i c s i n So c i e ty 18 Or g a n i z a t i o n s 93 Hi s t o r y o f Ks a r e n 19 Al y r i a n Ma g i s t r a t e s 93 Th e An c i e n t Wo r l d 20 Bl o o d r i d e r s 94 Th e Im p a c t 20 Cr i m s o n Cl o a k s 95 Hi s t o r i c a l Ti m e l i n e 25 Cu l t o f t h e Br o k e n St a f f 96 Hi s t o r i c a l Fi g u r e s 28 El a n In f i l t r a t o r s 98 Tr a d i t i o n a l Mo n s t e r s 28 En l i g h t e n m e n t 09 Gu i l d s m e n Co u n c i l 100 Co s m o l o g y 30 Ha wk ’s Cl a w 101 Re l i g i o n a n d Th i r d Da w n 30 Ho u s e o f Ma n d r e t h 102 Go d m i n d s 31 Kr e h ’l e n ’s h i n 103 Pa n t h e o n o f Go d m i n d s 32 Mi n d w a t c h 105 Ae n i 33 Or d e r o f St i l l Wa t e r 105 Au r ’e s k i n 33 Cy n f i r e 34 Op e n Ga m e Li c e n s e 107

ii Th i r d Da w n Ca m p a i g n Se tt i n g

In t r o d u ct i o n

Welcome to the Third Dawn Campaign Setting, a world In the continent of Tion, technological advancement has of psionic power, swashbuckling action, and political been primarily limited to agriculture, with very little in the intrigue. Unlike more standard settings, the Third way of warfare or industry. Better, more efficient ways to Dawn Campaign Settings has no gods or godesses, no grow crops, bring them to market, and to travel. wizards or . All things in Third Dawn stem from the In stark contrast, on the continent of Femon, where fertile apocalyptic destruction of the world, the ensuing death of valleys have given rise to an overabundance of food, most the gods and disintegration of all forms of magic - all things technological advancements have been in the development mystical in the Third Dawn Campaign Setting arises from of industry and warfare: fortified buildings, siege weapons, within, from the Flow of one’s mind and from one’s ability more efficient armors, large-scale shipment and transport, to master that psionic talent. Here there are no clerical and the like. With a ready food supply, the civilized areas orders, divine warriors, archmages or wizards towers. of Femon have become large metropolises, centers of Why would we do this? Why change some of the most government, learning, and trade, with the smaller towns iconic aspects of a fantasty setting? Well, that traditional and villages using the larger cities as trade hubs. campaign world has already been done, and done a lot, and Meanwhile, the islands of the Impact Sea have been in some instances, done exceptionally well. We wanted inhabited for a significantly shorter period of time, since to differentiate the ThirdDawn Campaign Setting from all the creation of the maenad race some four hundred years of the other options out there, and as the definitive source prior. Geographically disconnected from all other races, for psionic content, who better to make an all psionic the maenads have had only themselves to rely upon, campaign setting than Dreamscarred Press? And so, the creating a society that views anyone not of the Maquoran world of Ksaren was born, a world without magic, but Fleet, the name of their society, with distrust. Technology heavy with psionic power. has centered around the ocean: better, more efficient ships, In Ksaren, you will still find all the major elements of new ways to harvest from the ocean, and navigational an immersive campaign: battles for survival, political implements such as the sextant. intrigue, nefarious organizations, cruel tyrants, bastions of hope, and dangerous monsters. But, unlike traditional worlds, you will not find deities involving themselves in Th e Re s i d e n ts o f Ks a r e n the daily lives of the residents, priests invoking the power Ksaren is called home by a multitude of creatures, from of their gods, mages casting arcane spells or divineSample warriors thefile intelligent to the simple, who seek but to survive the channeling self-righteous fury to slay the heathens. Here, shattered world left by the Sorcerer-Kings of the ancient ascended minds, called godminds, are the closest thing world. Due to the unique nature of Ksaren, the races of one can come to divinity, entities who do not meddle in Ksaren have altered to fit the world around them. Some the affairs of mortals, but operate on a more subtle level, races have been adjusted and altered to suit the campaign acting as gateways through which their adherents can tap setting, while others no longer exist in any form. As a into a greater consciousness and unlock their own abilities. result, new races, or new spins on old races, exist within In the world of Ksaren, you will find heroes, not unlike the Third DawnCampaign Setting, representing the those of other fantasy settings, but here they all wield the adjustments that have been necessary to survive in a world intense power of the mind in their own unique ways. with only psionics and no magic.

Th e Wo r l d o f Ks a r e n A Wo r l d o f Ps i o n i cs In a nutshell, the world of Ksaren is divided into three Unique in nature, the world of Ksaren is a world of main regions: the northern continent of Tion, the central psionics. After the Impact millennia ago, both gods and region of the Impact Sea, primarily the island chain within magic was wiped from the surface of the world, in time the Impact Sea, and the southern continent of Femon. replaced by a new source of power. Over the centuries, Each region is geographically distant from the other, as techniques were discovered to utilize psionic power, with the continents of Tion and Femon are not connected, and those learning fastest often gaining power over others, hundreds of miles of water separate the island chains of the using it for good or for ill. With these new balances Impact Sea from either continent. As a result, the cultures forming, nations rose and fell, even empires came to of Tion and Femon have evolved independently, with vast dominate continents, only to later crumble, and psionics differences in both technology and society as a result. has often been seen as the deciding factor for the victor or

1 Dr e a m sc a r r e d Pr e ss the defeated. These citizens speak of the return of Alyrian rule almost Even for more mundane uses, psionics has filled virtually wistfully, despite the heavy propaganda by their rulers of every niche of life in Ksaren, as the populace harbors the problems of such subjugation. mistrust for the technology said to have been a part of the Among the northern nations and states of Femon, Impact. constant tension exists as the Barony of Soleil has its eye ever turned westward at the city-state of Luxor, whom Th e Th i r d Da w n Ca m p a i g n Soleil views as a rebellious vassal who must be forcibly As the campaign of Third Dawn opens, the world has en- returned to the control of the Baron, while the tribes of the joyed relative peace for the past few decades. Technologi- Plains of Ventrad are constantly harried by the Barony’s cal, sociological, and economical advances across nearly insatiable appetite for land and the proclaimed Solar all countries have been made to bring the world closer to a Destiny to expand the Barony’s control across all of Femon. stable state than since the rule of the Alyrian Empire over The guild leaders of a century ago. The power of psionics has allowed even Luxor have managed the common citizen to make mundane tasks trivial, to grasp a measure of be it through the use of minor telekinesis for sowing control over the trade and reaping crops, to the use of telepathy and long- between Luxor, Soleil, distance communication to stay abreast of current and Ventrad tribes, using news, to the use of psychic powers to heal their their economical influence own ailments when others might die. Not ev- to hold off the Barony for as long ery resident within the Third Dawn Campaign as possible, while also keeping a Setting has psionic power, however, but the virtual stranglehold on all trade proliferation of the talent has spread to ad- within the northern regions of vances in medicine and devices that mimic Femon. The Barony, frustrated by technological advances. And while these the Luxans’ trade superiority, has advances may not be everyday common- sought to stymie this by attempting place, they have helped to supplant simi- to establish a trade relationship with lar devices known to have existed in the Maquoran Fleet, the failures of the ancient world of Ksaren, when which have only further perturbed the magic still existed, such as hel- Barony. mets that allow telepathic Hidden among the nations of Ksaren, communication, items there is also a race of beings made purely to make an individual Sample file of psionic energy, elans, who are putting stronger, or portals to in motion plans that have taken years to transport people or ob- develop, which will take decades more jects hundreds of miles instantaneously. to come to fruition, for the goal of ruling However, beneath the seemingly peaceful what they perceive to be lesser races. surface of Ksaren lies a complex mixture of Recently, a more aggressive leader has come to the fore of the elan political infighting, subterfuge, military build- In Ksaren, one must harness leadership, and with it, assassinations up, and newly-forged alliances ready to throw psionic power as well as weapons the entire world of Ksaren on its head. Despite of key individuals in other nations the century of freedom from Alyrian rule, many nations have become more common. Perhaps the smallest and states of the continent of Femon are still partially population, this race of beings has aspirations to rule the controlled by Alyria, particularly by the established trade other races, using their natural psionic abilities to supplant routes which are controlled by Alyria. Others have gained or remove any opposition along the way. a measure of respect and even idolization of the leaders And far to the north, on the continent of Tion, the of the nation due to the learning institutions of Alyria, psionocracy of the Ophid Protectorate ever seeks to expand recognized as the best in the world, where no small amount its rule over larger swaths of the continent, seeking to of subtle propaganda is distributed. Through these means, bring their advanced forms of schooling, agriculture, and the once-great nation of Alyria seeks to regain its dominant sociology to the wilder regions of the land. The ophiduans position, ruling all other nations, cities, and states of the at the core of the Ophid Protectorate view the psionic continent of Femon. Even more, there are many citizens power of an individual as the only true gauge of a person’s within Ksaren who hear the stories from their elders of the worthiness and have managed to win over control of entire grand times of the Alyrian Empire, when food was more cities by allowing the rule to remain with the established plentiful, the roads between towns safer, and life easier. leaders, should they have the psionic ability to deserve

2 Th i r d Da w n Ca m p a i g n Se tt i n g such control. Plans of the Ophid Protectorate to expand the populace having at least a meager amount of inherent into the oceans and beyond the shores of the continent of psionic ability. Tion have earned the ire of the Maquoran Fleet, dominated A world of adventure. Make no mistake, around every by the maenad race, who views conquerors and subjugators corner of Ksaren, there is the possibility for adventure, as evil and to be destroyed. excitement, and surprise. Mere miles away from the Among the political leaders of Ksaren, peaceful protective walls of the cities, monsters with psionic power negotiations are proclaimed publicly, while intrigue and prey upon those who cannot protect themselves, while subterfuge used behind the scenes, seeking to gain political, hidden ruins from the Lost Nations of Femon lie hidden economical, or even military supremacy. beneath the rubble, waiting for adventurers to explore their depths. Beneath the waves of the Impact Sea, ruins Wh a t Yo u Ne e d To Kn o w from the ancient world are said to remain intact, while Every game master and player should be aware of a few among the Ophid Protectorate, simply climbing in rank is facts about Ksaren before exploring the world. a dangerous exercise. The Impact. Perhaps the single most influential Nations at peace - for now. The past few decades have moment in Ksaren’s history, the Impact shattered the face been relatively quiet between the nations of Ksaren. While of the world and magic ceased to exist. Untold numbers border skirmishes and occasional hot-headed raids occur, died in the apocalyptic fallout over the Impact and gave the nations of Ksaren mostly seek peace or to rebuild - much of the world a hatred or distrust of all things magical be it to build up an army for conquest or simply for the and technological - after all, it was the technologists and betterment of the populace. But the peace is tenuous at sorcerers of the ancient world that caused the Impact. best, as the Barony of Soleil looks ever outward for new Even the name of the event is used among the cultures of land, the Ophid Protectorate continues to press its need to Ksaren as an expletive, with “By the Impact” perhaps the unite all of Tion under its control, and the elans of Lumien most common. Even parents among the societies warn work to achieve their goal of dominance. Tensions between their children that if they do not behave, the Impact will Feria and Alyria, who have never been on friendly terms, return. Among the peoples of Ksaren, the Impact is the have seemed to die down within the recent years, which single defining moment in the history of the world, and, as has only served to spur rumors of a more subtle takeover a result, it is virtually omnipresent within the cultures. by the once-great empire of Alyria. Around all of Ksaren, Tone. The campaign takes traditional medieval the fear or anticipation of war tempers any hope for a fantasy, replaces magical elements with psionic, stirs lasting peace. in swashbuckling action, dark adventure, and political A world of intrigue. Although the nations of Ksaren intrigue, and mixes it all together. Alignments in Ksaren are at peace, this is not to say that there are not designs are not black and white delimiters, and the expectationsSample forfile conquest, expansion, revenge, or deceit. Among the of them should be let go. A self-serving society might be shadows, plots are set in motion to eliminate rivals, new governed by an evil leader, while a sinister organization alliances are formed, and sabotage and espionage are taking part in illicit actions may be led by a good man. commonplace. The criminal lords, psionic spies, secret Alignments are relative to an individual’s viewpoint and societies, sinister politicians, a plethora of organizations, should not be taken as absolutes. Indeed, in a world where and even good-natured factions jockey to protect their psionics is the only supernatural source of energy and mind interests in the fractured world of the Third Dawn control is viewed as a quick path to power, the actions of Campaign Setting. Within Ksaren, an intelligent agent can someone seemingly evil may not be what they appear. make their fortune and name aiding one faction or another, A world of psionics. In the aftermath of the Impact, one perhaps helping the Alyrian rulers subvert officials in saving grace appeared to fill the void of technology and other nations, or perhaps by assisting in the acquisition of magic: psionics. The world discovered a new source of a document to give political leverage to one of the guild power to help them rebuild their shattered lives, a source leaders of the city of Luxor. There are infinite possibilities of power to protect themselves from the sinister creatures for intrigue within the Third Dawn Campaign Setting. awoken from the dark corners of the world, a source of New races. The changes wrought millennia ago by the power to not only survive, but flourish in a new world. Impact introduced entire new races to the world of Ksaren. The prejudice of the populace of Ksaren against magic and The jetturs, dromites, xephs, and maenads, among others, technology, combined with the timing of the appearance of did not appear to exist before the Impact, but now are large psionics has made it almost universally accepted among segments of the population among the different societies. the societies of the Third Dawn Campaign Setting. Indeed, Within the Third DawnCampaign Setting, you will find some entire cultures base their hierarchy upon who stands brand new races, such as the ophiduan, or races that are strongest in the Invisible Art. The world of Ksaren has not as you would expect, such as the adonai, who resemble been reborn with psionics at its core, with a large portion of the of traditional fantasy.

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Ch a r a ct e r Op t i o n s

For those living within the world of Ksaren, there exist focus to another, psionic, character within 45 feet. If the a myriad of possibilities. For those playing in the Third target character isn’t psionic, the DC increases by +10, but Dawn Campaign Setting, a host of new options are if the thoughtsinger succeeds, the target character counts presented below to let the character truly become a part as psionic until they expend their newly gained psionic of the world. Presented below are a variety of new feats, focus. This is called the Song of the Third Eye by some skills, items, and even a new disease. thoughtsingers. CONCENTRATION Ne w Sk i lls The concentration skill adds the following abilities to its uses, since almost all humanoids in Third Dawn are psionically active. PERFORM (THOUGHTSONG) Gain Psionic Focus (DC 20): As a full-round action, you This skill, only available to a psionic individual, allows can meditate to become psionically focused. When you the performer to use subtelepathic vocals to perform. are psionically focused, you can expend your focus on any This subtelepathic strata is most often accessed by Adepts single Concentration check you make thereafter. When you although anyone can learn to use this skill as long as expend your focus in this manner, your Concentration check they are psionic (for example by having the Wild Talent is treated as if you rolled a 15. It’s like taking 10, except feat). However, those without Adept training do so with that the number you add to your Concentration modifier is a +5 penalty to their DC. Thoughtsinging is performed 15. Expending and holding psionic focus is also an integral by creating a symphony of emotions and empathic mechanic to many feats. Once you are psionically focused, waves, woven together to create an undeniably beautiful you remain focused until you expend your focus or become performance. For those unaccustomed to thoughtsinging, unconscious (such as when sleeping). the entire experience can be fearsome, or divine. In Memorize (DC 20): You can attempt to memorize a long addition to the normal uses for the Perform skill, those string of numbers, a long passage of verse, or some other with Perform (Thoughtsong) can also use the following, particularly difficult piece of information. Each successful specialized, uses: check allows you to memorize a single page of text (up Chorus (DC varies): An advanced form of attunement, the to 800 words), numbers, diagrams, or sigils (even if you Chorus allows a thoughsinging character to tie his mind to don’t recognize their meaning). If a document is longer that of other living creatures. First each such individual than one page, you can make additional checks for each must be attuned, which is a Perform (Thoughtsong)Sample check, additional file page. To recall this information you must make DC10 + character level, which takes a full minute. Once another Concentration check. an individual is attuned, the thoughtsinger can perform Willpower (DC 20): If disabled, you can make a a Chorus. When manifesting a supernatural power, the Concentration check. If successful, you can take a move thoughtsinger can extend the manifestation time to a full- action. You can attempt to take a standard action in addition round action and make a Perform (Thoughtsong) check, to your move action, with an additional Concentration DC 10+power ranks, if the check is successful, he gains a check (DC30). You must make a check for each strenuous +1 bonus to his power check for every attuned individual action you want to take. within 45 feet. Emotional Connection (DC 15): A character with Speak Language Perform (Thoughtsong) can use his ability to “sing of the Common languages in Ksaren and their alphabets are mind” by creating a song filled with specific emotions summarized on the following table. and sing towards a specific individual. This allows the thoughtsinging character to convey a certain emotion Language Typical Speakers Alphabet (fear) and a target for this emotion (fear the guard or like Residents of Southern Femon, the merchant, for example). Alyric including Alyria, Feria, Liburia, Alyric Focal Point (DC varies): A thoughtsinging character has as well as Maquorans learned how to use his own focused mind to help another Areden Solars, Luxans Aredic creature attain psionic focus. Some extremely skilled thoughtsingers are said to be capable of giving a mindblind Common All cultures Gotic Rune individual a psionic focus, making them psionic for a short Dromite Dromans Alyric time. By making a Perform (Thoughtsong) check at DC25 as a full-round action, the thoughtsinger can give psionic Gahlen Nimotei Gahlen

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