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It is Dark Age for the land of Baal Hamazi.

The old empire has have contacts and friends in town who you’ve worked with through your
fallen apart, and now isolated city-states struggle to preserve a small guild or other organization that you had to join in order to operate here.
fraction of the Empire’s fallen glory, while holding at bay savages—many Refugee: Your family is originally from Timischburg, but you
of them descended from former slaves of the Empire who have no love for have lived here for many years. You’re not sure why your family left
the Hamazin—who infest most of the wastelands that separate the city- everything behind that it had in the south, but your parents seem to have a
states from each other. Meanwhile, the native kemlings who made up the bitter and yet fearful attitude about it, and they are prone to bouts of
upper castes of the old Hamazin society have abandoned their homeland in paranoia, and looking suspiciously over their shoulders at everyone that
these trying times in record numbers, further weaking and diluting the they don’t already know. You have never been able to convince them to tell
remnants of the Hamazin. Most city-states have had to make compromises you more about it, but a bit of that suspicious attitude may have rubbed off
with the cultural principles of the past, including accomodations with the on you as well, and you have imagined any number of dark threats in the
descendants of the former lower castes, or allowing large numbers of alien south searching for you and your family. Timischer and Tarushan humans
immigrants to settle among them. are the obvious choices here, but woses, cursed, and more can all come
All of this you know, as you have been working for at least from this area as well. Nephilim live like this no matter where they are
some months in the area. What you don’t know is… Where are you? What most of the time. If you are an even more exotic or unusual race, this may
are you doing out here in the wild, surrounded by the remains of a well fit your backstory too.
destroyed caravan? What’s the deal with the phases of the moon? It Seeker: Elemer Korosi. That’s the Tarushan man you have been
shouldn’t be full unless… you’ve somehow lost two weeks! The last thing looking for. Your patron has hired you to find him, and you’ve tracked him
you can remember it was the 40 th day of Autumn and you were in to Simashki. You aren’t supposed to contact him, you don’t know what
Glittering Simashki about to embark on a long trading tour east to your patron wants him for, he just wants him located and his whereabouts
Bucknerfeld. Now, according to the moon, it’s the 55 th day of Autumn and reported back. In a stroke of luck, you found where he was just days before
you are somehow in the Gorgelands of Baal Hamazi, many miles to the he was to embark on a journey by caravan to the East. Intending to join the
west of Simashki. What happened? caravan and keep track of him, you woke up without a clue as to what
happened. He is not among the people with you or the dead bodies in the
wreckage of the caravan. Any race or background could be one of these.
In Hiding: You fled to Simashki in disguise because you had a
The game will be played using the Dark Fantasy X rules. price on your head due to a misunderstanding with a crime boss in Isin.
Hardcore Mode optional rules and customized races will not be used for Afraid that you’d been made, even here, you decided to stay on the move
this campaign. There are no other houserules in effect. Characters may and go even further east, away from the agents of your nemesis.
pick any race or class from the book, and we will create level 1 characters Unfortuately, somehow you’ve ended up back west again...
at the first session together and then jump right in! If you don’t know the
rules, they’re not that hard and I can walk you through it as we play.
It is expected that the first leg of the game will take place in
Baal Hamazi and maybe some of the nearby areas in the desert. Both The themes of this campaign will include horror, mystery,
wilderness survival and travel as well as urban intrigue and chicanery will investigation, swashbuckling adventure, and dark fantasy. Imagine a
feature heavily. Before play, you should pick or invent a background combination of supernatural horror and fantasy, with no doubt a fair bit of
for your character that gives him a connection to the general area. Here are dry gallows humor. If The Three Musketeers were combined with The
a few samples that you can choose from, or consult with me and invent Godfather, the Old West, Dracula, and the horrors of the Chaos powers of
your own! the Warhammer World, you’ll have a pretty good idea of the tone and
Local: You were born and raised in the area, either in the urban theme of this campaign.
center of Simashki, or in the rural lands nearby. If this is your background,
you are most likely 1) a kemling; a member of the race who once proudly
ruled this land, but who now see their old Imperial dreams turned to dust
and ash before their eyes. Many of your people have fled for greener
pastures, but your family may well have decided to hold their ground.
Either that, or you may be one of the many kemlings who are somewhat
embarrassed by the obvious trafficking with daemons which was the
infamous hallmark of that society. 2) Alternatively, you might be a
drylander human; an ethnicity with bronzed skin, brown hair, and striking
silver-chrome eyes. Many of them were former Some live in tribes in the
wastelands, much as they did when they rebelled against the kemlings and
refused to submit to their overlordship, but many also live in the cities, and
following the collapse of Baal Hamazi society, they have made a new place
for themselves. 3) The skraelings who live here never submitted to the
kemlings either, but kept a lower profile. In recent years, they have come to
more prominence, although exactly what their secretive shamans and witch
doctors want is unclear to most, even their own people. Some of them have
left their tribes, seeing opportunity in the new landscape of the area.
Trader: A number of peoples trade with some of the city-states,
particularly “Glittering” Simashki at the foot of the gigantic Rudmont
Escarpment, which is where you were. Few independents are allowed in by
the local government, so most are associated with Guilds or Syndicates
operating out of Volek Szemennok in the north, Bucknerfeld in the east or
Lomar even further east. If you are a human of a more normal ethnicity,
like the Hill Country folk, or a jann, or a cursed, or even maybe some wose
or orc muscle, this is most likely why you are in the area. You probably

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