ABOUT THE ADVENTURE & SETTING
"The Shadow of Set" is part of the Coils of Set campaign from Necromancer Games. This post will give the players information they may need to come up with a character concept and start playing.
NOTE: This game will take place in a neutral setting, despite any place name references in the text. Everything you need to know about the setting will be listed below.
THE CITY OF MAJOOR*
The game starts in the city of Majoor. This city, a fairly respectable trading hub, serves as a port to the Cerulean Sea to the south. Best characterized by its diversity, Majoor represents the culmination of hard work among different cultures and races. From its tent-filled bazaar to the exotic ziggurat Temple of the Eternal Sun to its splendid stone towers and spires, Majoor stands apart from most other towns. Founded by merchants and sailors, this town is a hodge-podge of different cultures and values. However, competition is valued more than anything else.
Most of the citizens of Majoor are descended from merchants and craftsmen, and the old blood still flows through the veins of many. Always looking to craft something better or buy something cheaper, Majoor is a brutal place for the meek.
The spirit of Majoor is no better represented by any of its citizenry than Ali Ashar, the Lord Mayor. He purchased the title from the previous Lord Mayor, who had ruled for generations. Though no word of discontent reaches his palatial estate, Ali Ahsar keeps a close watch on any potential usurpers, all in the interest of "protecting his investment".
Majoor (large town): Conventional Autocracy; AL N; 3,000 gp limit; Assets 675,000gp; Population 4,500 (mixed): Human 79%, Halfling 9%, Elf 5%, Dwarf 3%, Gnome 2%, Half-Elf 1%, Half-Orc 1%.
Districts: Average Residential, the Bazaar, the Caravaners' District, Civic, Fine Shops, Halfling Neighborhood, Inn/Tavern District, Lord's Estate, Temple District, and Warehouse District.
Authority Figure: Ali Ashar (Lord Mayor of Majoor).
Important NPCs: Lude (Captain of the Guard), Karranis (Priest of the Eternal Sun), Ka-Hatem (High Priest of the Eternal Sun).
Guilds: There is an adventurer's guild, a caravaner's guild, a merchant guild, and a sailor's guild. There are also rumors of a thieves' guild.
* Mostly taken from the Coils of Set campaign, from Necromancer Games.
THE WORLD
Majoor sits on the edge of the Cerulean Sea, a great blue-green body of water that serves as the southern border of the known world. Ships sailing to or from Majoor travel the Cerulean Sea, usually to another major port, such as Tamjit to the east or Alhandar to the west.
The Blasted Desert rises ominously above Majoor, blanketing the terrain for nearly 500 miles north and west of the trade port. Caravans to Majoor typically cross the desert from the tradepost city of Hale.
Because of Majoor's location, searing heat is the most common weather condition. Eleven months of the year, Majoor and the surrounding areas reach above 100 degrees fahrenheit, sometimes above 120 degrees during the summer. But Majoor, being adjacent to the sea, is a bit cooler than the Blasted Desert (typically between 110 and 130 degrees).
THE ROLE OF THE CHARACTERS
The PCs have been in Majoor for some time, and can either be natives or could have traveled to Majoor from elsewhere. Characters in Majoor could be merchants, craftsmen, guards, sell-swords, rogues of various stripes, sailors, or stranded travelers, and can be in Majoor for a number of plausible reasons.
NATIONAL DEITIES
You can find a list of the main deities
here, and also briefly below.
Thyr, God of Law and Justice
Alignment: Lawful Good
Domains: Law, Good, Healing, Knowledge, Protection
Typical Worshipers: Humans, Royalty
Favored Weapons: Light or Heavy Mace
Muir, Goddess of Virtue and Paladinhood
Alignment: Lawful Good
Domains: Law, Good, Protection, War
Typical Worshipers: Humans, Paladins
Favored Weapons: Longswords or Bastardswords
Freya, Goddess of Love and Fertility
Alignment: Neutral Good
Domains: Good, Healing, War, Animal
Typical Worshippers: Human females
Favored Weapons: Longsword, longbow
Arden, God of the Sun
Alignment: Neutral Good
Domains: Air, Good, Sun, War
Typical Worshipers: Of old he was worshiped by humans, though Arden is not currently worshiped on this plane.
Favored Weapons: Sun staff, short sword
Orcus, Demon-Lord of the Undead
Alignment: Chaotic Evil
Domains: Chaos, Evil, Death, Destruction
Typical Worshipers: Monsters, Undead and Evil Humanoids
Favored Weapons: Ornamental Heavy Mace (spiked or skull-tipped).
Tsathogga, Demon Frog God
Alignment: Chaotic Evil
Domains: Chaos, Evil, Water, Destruction
Typical Worshipers: Tsathar, Sentient Frogs, Evil Slaad, Evil Water Monsters
Favored Weapons: Any that slash, cut and are wickedly curved, as well as ropes or nets.
Hecate, Goddess of Evil Magic
Alignment: Lawful Evil
Domains: Law, Evil, Magic, Knowledge
Typical Worshipers: Wizards, Women
Favored Weapons: None.
Set, God of Evil and the Night
Alignment: Lawful Evil
Domains: Law, Evil, Knowledge, Death
Typical Worshipers: Evil power-seeking humanoids, evil monks, assassins
Favored Weapons: Cobra staff, Spear of Darkness, poisoned weapons
Hel, Goddess of Death, Lady of Pestilence
Alignment: Neutral Evil
Domains: Evil, Death, Plant, Animal
Typical Worshipers: Diseased and disease-causing creatures, evil humanoids, evil druids, women, bards.
Favored Weapons: Poisoned Dagger or Sword.
LOCAL DEITIES
In addition to the major national deities listed above, natives of the Blasted Desert (including the ancestors of the many of the nomads who helped build Majoor) worship another set of "local" deities, also known as the Khemitian Gods, found
here. These are also available as deities for characters native to Majoor or the Blasted Desert.
RACIAL DEITIES
For non-human characters, they may worship deities listed in the PHB for their race, or in Races of Destiny, Races of Stone, or Races of the Wild.