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game_systems:pathfinder:aeons

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Strange Aeons

You wake with the terrible certainty that something has been taken from you. Cut out. Locked away. Buried behind a door inside your own mind.

You know how to breathe. You know how to stand. Your hands remember what they have been trained to do. Your instincts remain sharp. Your talents are still yours, even if you cannot remember the road that earned them. A blade still fits your grip. A spell still forms on your tongue. A prayer still finds its shape. Facts…rise when you need them, strange and effortless: names of cities, old customs, bits of history, the weight of coin, the dangers of the road.

But of yourself? Nothing

There are fragments. Childhood impressions. A face half-remembered. A room filled with morning light. The smell of dust, rain, old wood, sea air, candle smoke… maybe. Pieces without certainty. Memories from long ago remain like faded paintings viewed through dirty glass.

The recent years are …gone. There should be a life there. Choices. Companions. Enemies. Loves. Mistakes. Promises. Blood. Laughter. Shame. Triumph. All the things that make a person into themselves. Instead, there is only an empty space where your life should be.

And beneath that emptiness is a colder thought: this did not simply happen. Something caused it. Someone, perhaps. Some force with the power to reach into your mind and seal away the truth of who you are. Whatever was done to you was done with purpose, and it will not yield to ordinary remedies. The answers lie somewhere ahead: in bloodstained clues, familiar strangers, half-remembered places.

And the revelations that may hurt more than your ignorance.

For now, you know only this: You are alive. You are capable. You are incomplete. Somewhere in the dark behind your own eyes, the truth is waiting.

Campaign Resources

Rule Variants

People

Places

Events

Things

The Relics of Taldor

Magic Items

Lore

Characters

Characters at Opening

Wherever your character hails from, two things bind you to your fellow adventurers:the aforementioned desire to save Taldor from itself, and a woman named Lady Martella Lotheed. Whatever brought you into the public eye—your own political ambitions, a sports victory, a protest—also earned you the attention of this young schemer looking for fresh talent for her own growing web of intrigue. In exchange for your service, she offers coin, new clothes,and invitations to one of the most prestigious social events of the year: the Exaltation Gala, held in the senate building. Anyone in Taldor needing a favor, an ear to bend, or a patron can find one during this annual event,as senators and nobles alike gather for hours of food,wine, and music, as well as for official senate business to be conducted before the Grand Prince arrives to formally exalt a citizen. No matter your feelings on the busywork the Lady Lotheed has in mind, these invitations represent rare access to high society and networking opportunities that can change the courses of lives.

Campaign Guides for Players

Optional Feats to Belong to Great Houses

The eight players are divided into two teams at the outset. These are separate teams working for Lady Lotheed, who were recruited into those groups and sent on missions before the main adventure path starts:

Team 1
Character NamePlayerClassAlter Ego
Elsa VikeTracyOracleEsme
Mikhael Constantinus MattSummonerNone
Kavian Pollinus (Silanus) CurtBrawlerBenedictus
Cassia Karthis LindaBard DetectiveBlack Pearl
Team 2
Character NamePlayerClassAlter Ego
Iona des VauxMatthewClericLady Grey
Detash RoodDougNecromancerLuso Pearer
Tremerus MancinusAndyHunterTalon
Corwyn NethairEricRogueLars

Persona and Influence Tracking 04-07-2022

Agents of Change-Personal Advancement and Missions - House Rules

Characters at the end of the Campaign

Adventure Journal

game_systems/pathfinder/aeons.1779303019.txt.gz · Last modified: by Bryan Stephens