(PR-MKY) Shadow Branch

Everyone knows that when all-powerful Kélai shaped our world from the fires and chaos of the Time Before, He threw down Wolahn and the great demon lords, grinding them into the dust.

Everyone knows that only a few of Wolahn’s demons and their monstrous and inhuman spawn survived the earliest ages of mankind.

And everyone knows that when Sir Gathlemence led the Third Crusade into the wild lands of the monstrous heathens, he destroyed what little witchcraft and what few demon-spawn remained, leaving our world free for mankind to expand and grow in safety.

Yeah, yeah, everyone knows. Only problem, of course, is that everyone's wrong.

The Crusaders did a fine job, I'll grant them that. They succeeded in wiping out a vast portion of Wolahn’s creatures: inhuman beasts, spell-hurling witches and warlocks, demons from beyond our world, even the risen dead. All cast down and destroyed.

Mostly.

It seems foolish to believe that an army, no matter how large or successful, could have destroyed every one of Wolahn’s servants, but the people believed it because they wanted to believe, and because the throne and the Church convinced them to believe. And over time, myth and wishful thinking became fact.

Thing is, some of these creatures aren’t happy staying in the wilderness where it’s safe. Some of them insist on coming into Sumalka and its neighboring territories, killing people, eating children, causing untold property damage, and just generally making a nuisance of themselves.

It gets worse. You know why gods need worshippers? They get their power from mortal belief, that’s why. As long as most of mankind believes that Wolahn’s creatures were all wiped out and that he was thrown down with them, that he no longer exists at all, he has very little power in this world. Let word leak out, though, let the citizens learn that these monsters are still out there, and people are going to start believing in Wolahn again. And that’s just not good for anyone.

So you poor saps who “volunteered” for this job get the best of both worlds. You get to deal with all the critters, the ghosties and ghoulies, the rogue spellcasters, and basically every damn thing that the normal city guards and the military aren’t equipped to handle. And you get to do it without letting the public know what the hell’s going on.

Welcome to Shadow Branch. Have fun out there, and don’t get eaten.

At least not in public.

Shadow Branch is a self-contained D20 fantasy campaign setting produced by MonkeyGod Enterprises, available mid-2003.
 
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Furn_Darkside said:
Salutations,

It sounds cool- will there be rules about belief affecting magic?

FD

Well, most of the PCs will be Shadow Branch operatives, and therefore will be among those few people who do believe in arcane magic and various monsters. But I am going to include a few such rules, for use with NPCs, beginning PCs, or campaigns that use the environment and setting without focusing as strongly on the organization. (While the book obviously focuses on Shadow Branch itself, we're including enough setting info that one could easily use it as the basis for a non-Shadow Branch-oriented campaign if one chose to do so.)
 

Hmm- what I had in mind was if a town is exposed to some monster-- would the monster grow more powerful? Or make a spell cast more powerful?

Or does it have to be on a global scale?

If it does change on a local scale, then it would be nice to have a set of tables or something on the level of belief in the surrounding area and how that affects spells/monsters.

For example: No belief would leave monsters as-is, but give a bonus to saves against spells/special abilities. But as belief in the local area grows- the monster gets bonuses.. as does the caster to their DC.

It would be cool, because it gives players a direct reason to fear the exposure of monsters and magic.

Or am I totally off-base on understanding what you are planning? haha.

FD
 

Ah, okay, I see what you're asking now.

I'll give the same answer I did before. We're not going to touch on it much. For the most part, the change in belief has to be very wide-spread, although I wouldn't say "global," to be felt. We'll touch a little bit on the possible impact if everyone in a given population is suddenly exposed to the supernatural, though.
 


Furn_Darkside said:
For example: No belief would leave monsters as-is, but give a bonus to saves against spells/special abilities. But as belief in the local area grows- the monster gets bonuses.. as does the caster to their DC.

It would be cool, because it gives players a direct reason to fear the exposure of monsters and magic.
[/B]
    Oh, I am so in agreement with you, FD. That is an awesome idea, and would make for a great mechanic... I think you should consider this expanding on this idea, mouseferatu...

    Jason
 

Lady Dragon said:
Is this the same world that the Monkeygod modules are based on?

Nope. This is a brand new setting. MonkeyGod will be publishing some Shadow Branch modules in the future, though, once the setting itself has been released.
 

jaults said:
    Oh, I am so in agreement with you, FD. That is an awesome idea, and would make for a great mechanic... I think you should consider this expanding on this idea, mouseferatu...

    Jason

Hmm... Okay, there certainly seems to be enough interest in this idea.

I'll definitely consider expanding on it. :)
 

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