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The Tears of Blood Campaign Setting
Tears of Blood Campaign - Home
Save your tears, my fetid friends, the dead have Wept enough!
A homebrew campaign setting based on material originally appearing in the Tears of Blood forums on the Giant in The Playground website between 2004 and 2009, as well as additional new material. Updated for use with the Pathfinder Roleplaying Game, but usable with any D20 rules with a little tweaking.
Tears of Blood is designed to be a high-fantasy, gritty, and dangerous place. It is a world in which magic is common but suspect, and not accepted by all, for both the Divine and the Arcane proved useless against a devastating and unnatural plague. Called The Weeping, it left damaged or shattered civilizations in its wake and twisted wrecks of some of its survivors.
There is a new religion of Five Gods, there are new races (and retooling of existing ones), and of course new enemies. The core races are here, but slightly altered. Humans have new cultures and religions, Dwarves are organized into mercenary Clans, and in place of Half-elves we have the Feldarin, once the Imperial Overlords of the continent, now reduced to a fraction of their former power.
Elves were spawned from the Feldarin by a bargain made with a malevolent being with devastating consequences. Halflings are the Lords of the Seas, mysterious Gnomes ride great mechanical vessels and populate the realms both far beneath and high above the surface, and "Orrks" are deeply religious jungle dwellers with a penchant for sacrificial offerings.
New in this setting are the reflective Giantkin, the twisted Plaguetouched and the unnatural Fleshwrought.
Check us out at Tears of Blood Campaign - Home
Feedback welcome!
Tears of Blood Campaign - Home
Save your tears, my fetid friends, the dead have Wept enough!
A homebrew campaign setting based on material originally appearing in the Tears of Blood forums on the Giant in The Playground website between 2004 and 2009, as well as additional new material. Updated for use with the Pathfinder Roleplaying Game, but usable with any D20 rules with a little tweaking.
Tears of Blood is designed to be a high-fantasy, gritty, and dangerous place. It is a world in which magic is common but suspect, and not accepted by all, for both the Divine and the Arcane proved useless against a devastating and unnatural plague. Called The Weeping, it left damaged or shattered civilizations in its wake and twisted wrecks of some of its survivors.
There is a new religion of Five Gods, there are new races (and retooling of existing ones), and of course new enemies. The core races are here, but slightly altered. Humans have new cultures and religions, Dwarves are organized into mercenary Clans, and in place of Half-elves we have the Feldarin, once the Imperial Overlords of the continent, now reduced to a fraction of their former power.
Elves were spawned from the Feldarin by a bargain made with a malevolent being with devastating consequences. Halflings are the Lords of the Seas, mysterious Gnomes ride great mechanical vessels and populate the realms both far beneath and high above the surface, and "Orrks" are deeply religious jungle dwellers with a penchant for sacrificial offerings.
New in this setting are the reflective Giantkin, the twisted Plaguetouched and the unnatural Fleshwrought.
Check us out at Tears of Blood Campaign - Home
Feedback welcome!
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