The Tears of Blood Campaign Setting - a different, dark, and dangerous homebrew

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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!
 
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The sheer massive extent of this is pretty awesome. Which small scale stuff (i.e. stuff that I can cram into single a six mile hex) do you think would work the best for me to steal and jam it into my own setting?
 

The sheer massive extent of this is pretty awesome. Which small scale stuff (i.e. stuff that I can cram into single a six mile hex) do you think would work the best for me to steal and jam it into my own setting?

Hmmmm.. It's painted in pretty broad strokes, and there are a lot of "big" campaign themes available. As far shoehorning something into a single hex, or small area, you could take a village or small town, perhaps on the edge of your map, where a "strange" illness has appeared. Or a port city where a boatload of Halflings has docked with a strange "cargo" (I suppose that in most settings a boatload of Halflings would be strange enough..). Or perhaps there is a legend about a portal to another plane that is "guarded" by a dragon and/or giants...

I suppose it depends on how far you want to take it. For exmaple, is it going to be a single adventure or will it become part of the campaign.

Glad you liked the material.
 

Hmmmm.. It's painted in pretty broad strokes, and there are a lot of "big" campaign themes available. As far shoehorning something into a single hex, or small area, you could take a village or small town, perhaps on the edge of your map, where a "strange" illness has appeared. Or a port city where a boatload of Halflings has docked with a strange "cargo" (I suppose that in most settings a boatload of Halflings would be strange enough..). Or perhaps there is a legend about a portal to another plane that is "guarded" by a dragon and/or giants...

I suppose it depends on how far you want to take it. For exmaple, is it going to be a single adventure or will it become part of the campaign.

Glad you liked the material.

Yeah I read a good swath of it on the GitP boards a few years back great stuff. My own setting building stuff bottom up (i.e. making little bits and pieces and then tying them together) while this is pretty much all top-down. Makes an interesting contrast.
 

Yeah I read a good swath of it on the GitP boards a few years back great stuff. My own setting building stuff bottom up (i.e. making little bits and pieces and then tying them together) while this is pretty much all top-down. Makes an interesting contrast.

You could include an encounter with one of the races in a small hex pretty easily. Imagine what an encounter with a Giantkin would be like. Or with a Nether or Aethergnome ship that wandered waaaay "off course" (or maybe through a portal or something). A Plaguetouched or a Fleshwrought might be seen as a "monster" elsewhere and almost be attacked on site.

Also the ToB original material only had 2 continents, so I suppose it is possible for there to be others on the planet. Although between the Halflings sailing all over and the Aethergnomes in the air, having a previously unknown continent might be a bit of a stretch. But this is fantasy, anyway. Anything is possible.

The campaign also leaves open ended the fate of the Feldarin "cursed isle." It disappeared from the known continent after the Feldarin evacuated, but... who knows.
 
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Minor Updates:

Both the Tears of Blood Campaign Setting and the Organizations in the World of Ursoule supplement have received minor edits.

The description of the Feldarin race at the bottom of page 12 of the Campaign Setting was altered slightly, and in the section on "The Modern Empire and the Feldarin Orthodox Church" beginning on page 193 now has the title listed for who would be in charge of each Feldarin zone. Sorry, titles only, no names.

The Organizations supplement had gotten out of sequence on its pages. The Table of Contents should now be correct.

Get the newst files always at the Tears of Blood Home Page

If you heven't downloaded a copy of the campaign material recently, give it a look! All feedback is appreciated.
 



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