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Realms of Twilight Campaign Setting (PFRPG)


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The True Sun was eclipsed centuries ago, leaving the world in darkness. Only the light of the three moons shines down on the surface of Relistan, illuminating the savagery and chaos of the wilds. In recent centuries civilization has once again found a foothold in some regions of the world. The Realms of Twilight campaign setting allows you to become an adventurer and travel through the moonlit lands. Will you journey in pursuit of all that is good and righteous, or will greed dominate your decisions and your adventures wherever they may take you?

Contains new deities, prestige classes, spells, monsters, feats and MORE! This campaign setting is compatible with the Pathfinder Roleplaying Game and can be purchased in print at

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A Dark Twist on Epic Fantasy

****( )

Realms of Twilight is a unique and complete setting for Pathfinder featuring a world lost in an everlasting twilight. This twilight is a result of two seemingly apocalyptic events that threw the entire world into a state of disarray. The aftermath of these events has created a world filled with darkness, dangerous areas of wilderness, a quickly changed landscape, and multitudes of societies whose people have never seen the sun (only the eldest remember it).

Silver Crescent Publishing has taken the concept of epic fantasy and spun it in a very new direction. While many epic fantasy settings are designed to prevent the worlds destruction, Realms of Twilight places players in the middle of a world where the destruction occurred hundreds of years before. Now the people are left with surviving and finding a way to bring the sunlight back to a seemingly dismal world. It is not only truly unique, but an excellent twist of the genre. One should keep in mind that while the world is lost in the never ending twilight, the setting is not dark fantasy. There are dark creatures and difficulties abroad, but horror is not a factor and the PCs should have no problem facing down those who lurk in the shadows.


I’m a big fan of unique settings, especially ones that take traditional ideas or genres and twists them about. The reverse ideals of Realms of Twilight make for a new and interesting way of approaching adventures and campaigns. The only thing left now is to see what direction Silver Crescent Publishing takes the setting and how they put it all together in published adventure modules. I recommend Realms of Twilight for those looking for a new epic fantasy experience.


Publication Quality: 6 out of 10
Indy publishers often surprise me with how well they pay attention to the quality of their publication. While I don’t find the presentation order of the book to be ideal, everything is grouped together to prevent having to spend a lot of time flipping through the book (character creation for example). The opening half of the book has a great layout filled with fantastic maps, easy to read content, and a minute detail like the page frames containing different pattern designs in each chapter. However, somewhere in the middle of the book this layout begins to change and pieces fall apart. The book changes from fully justified to right justified and back to fully justified. In addition, some of the character creation pages could use some layout tweaks here and there to make them more visually appealing and keep with that ease of reading. Upon reaching the bestiary, the layout quality improves and the stat blocks look great.

Mechanics: 9 out of 10
The setting itself is extremely well developed and filled with new mechanics. This not only covers the twilight cursed world but also a handful of prestige classes that correspond to the setting, a new Combat Alchemist class, a complete new set of deities, new equipment material, new magical weapons, and new races. There are other mechanics associated with these as well including spells and abilities. Not only is everything properly described and detailed, but they are very interesting and can make for great new PCs. My favorite of all these are the new prestige classes and races because they fit very well within the fluff and feel of the setting.

Desire to Play: 8 out of 10
One major factor driving a GMs desire to use Realms of Twilight or a player’s desire to immerse themselves in it, is its unique design. It primarily takes epic fantasy and turns it on its head placing the PCs in the midst of adventure after the world has fallen on perilous times. There are new races to choose from and new prestige classes as well. However, the one thing Realms of Twilight neglects is to address how other races and archetypes are directly involved in the setting or by providing even minute mechanics to make them distinct PCs. While this shouldn’t deter ones desire to play within Realms of Twilight, it may require the players to spend more time developing their character’s through standard game-play (which isn’t necessarily a bad thing).

Overall: 8 out of 10
Realms of Twilight is an excellent setting filled with a great amount of fluff and dimension and a completely different take on the epic fantasy genre. The direction the setting takes is unique and fresh and filled with loads of potential. While great adventures can easily be created, a grand campaign to restore the sun to the sky is not only epic in nature but filled with role-playing potential and devastating combat. An absolutely grandiose feat!

Realms of Twilight Campaign Setting

***( )( )

I actually own only the dead tree copy of this campaign setting, so I'll break my usual format for this review. The Realms of Twilight Campaign Setting comes as a massive 250+ pages hardcover book, including two pages of character sheets and 1 page map. After a page of editorial and a page ToC, we get 2 pages introduction and overview of the contents. After that, we get introduced into the world of Relistan.

One of the things you immediately notice, is that the b/w-artwork is stunning and ranks among the best you can find in any 3pp-books.

Chapter 1 details the fundamentals of the world (8 pages): Relistan is a world ravaged by two grand cataclysms: The first, a rite by the shadow fey, has permanently blotted out the sun, casting the world in a permanent twilight. Relistan also once was a planar hub and there have been massive invasions of outsiders in the so-called gate-wars, further crushing civilizations. Due to the gods seeking to annihilate dragon-kind, the last survivor of the original Relistan-dragon-race (there seem to be more from other places), in rage and desperation, managed to use an artifact to become a deity and close the gates. Driven insane by the sudden ascension, his rage further ravaged the already beaten world. Sounds cataclysmic? Surprisingly, it isn't all that bad on the world. The 3 moons seem to provide enough light for economies to work and plants to grow (Hey, it's magic and the leaking planar gateways actually serves as an explanation that satisfies me!) and there are ample civilizations out there on the 5 continents of Relistan.

Chapter 2 details Kesuril, the civilized lands (33 pages) and kicks off, as every chapter, with an IC-legend on the history of the continent: This continent is the one most reminiscent of temperate climate standard fantasy realms, but each city/nation gets some serious twist: There for example is a rather druidic nation led by lycanthropes who learn to control their urges. We also get e.g. a city famous for its college, a lizardfolk kingdom and the biggest metropolis of the world that can be seen on the cover, secluded in a crystal pyramid complete with a drow emperor and a false sun inside. Each nation/town is presented with some paragraphs on one or 2 authority figures and while there is information on the classes of said characters, no stats or levels are provided. Each nation/city also comes with information on diplomatic relations with neighbors. These pieces of information are also given in the other chapters, so don't be alarmed by me not mentioning them again.

Chapter 3 (26 pages) introduces us to Slarinca, the second continent, has its nation of elves, a nation of gnomes known for their sorcerous aptitude as well as human kingdoms aligned with the traditional elements (and a utopia aligned with light). These kingdoms adhere to an eastern, Chinese-influenced Nomenclature and structure.

Chapter 4 (18 pages)details the desert continent Shirán that consists of the almost impregnable resting place of the slumbering dragon-turned-deity and nations that are led by members of a rather evil (or at least neutral) planar group of adventurers. The chapter also provides one page of rules-recap for heat-dangers.

Chapter 5 (13 pages) provides us with information on Ezalyth, the frozen continent of Relistan, complete with monasteries, a nation of snow elves, giants and a settlement on the verge of a glacier. There is also information on dangers of the cold and ice.

Chapter 6 offers information on Cylthia (18 pages), a continent of trackless jungles (Mostly consisting of "The trackless Jungle") and a savannah with warring nations as well as a dwarven nation.

Chapter 7 (8 pages) details the seas and oceans of Relistan, e.g. providing rules for the random bursts of fire that erupt from the aptly-named Shadefire-sea. This is something I would have loved to see more often - little bits of rules for these locations that serve to enhance their uniqueness not only in description, but also in rules-terms.

Chapter 8 is the beginning of the rules-section of the book and focuses on classes. (27 pages)

The chapter contains an alchemist base-class, the combat alchemist. It is here that I want to address something - this book was released prior to the APG and some of the rules and content will reflect that. The combat alchemist base-class gets d8 HP, 4+Int skills per level, a bad BAB-progression and good ref- and will-saves. The basic idea is somewhat similar to the model used for psionics: The combat alchemist gets a certain number of mixture points and can use them to create effects of the formulae he has already learned. All of these so-called mixtures can be individually enhanced by what is called "experimentation" and is essentially a way to boost the effects of the alchemical mixture in question. To ensure balanced play, the mixtures have been divided in the classical 9 levels, restricting access to the more powerful mixtures at lower levels. The class is expertly designed and crafted and I really do like it. Unfortunately, the alchemist-class by Paizo is one of my 2 favorites from the APG, so I personally settle for him. However, if you want to check out a cool alchemical base-class and want something different, this one might actually interest you.

Next up are the prestige Classes. Each comes with a sample NPC. However, not all adhere to PFRPG-design-standards, some of them having levels that have no spell progression, bonus feat or other gain apart from saves and bab-progression:

-Acolyte of Twilight (d8, 2+Int skills per level, medium BAB, good will save, 5 of 10 levels spell progression): This class is a divine caster that is similar to the dragon acolyte, but representing the duality of the twilight dragon deity. Didn't strike me as too exciting apart from the cool associated deity.

-Disciple of Shadows (d8, medium BAB, almost good progression for fort- and will saves [+6 Fort and Will save at 10th level], 2+Int skills, 5 levels spell progression): Two-bladed sword wielding holy warrior of the church of Steelight Shadowborn. He becomes better at wielding his signature weapon and some shadow-blade abilities, transforming to native outsiders in the end. Okay class.

-Elemental Fist (d8, good BAB-progression, medium fort, ref and will-saves, 4+Int skills, continues improving monk abilities): Monk-like class that gains the abilities to use elemental shrouds that damage attackers. Nice class, but has 2 "dead" levels.

- Fire Dancer (d8, almost good BAB-progression (+9 at 10th level), medium ref save, 4+Int skills, 5 levels of spell progression): Bard-Prc that gets nice, albeit a bit weak abilities to use fire-like abilities with their dance.

-Hunter of the Wastes (d8, good BAB-progression, almost good progression for fort- and ref saves [+6 Fort and Will save at 10th level], 4+Int skills: Hunter of undead creatures from negative-energy-infused wasteland. Can detect undead and resist incorporeal undead and their attacks. Rather bland specialty hunter with 3 "dead" levels.

-Shadow Speaker (d8, +5 over 10 levels BAB-progression, almost good progression for ref- and will saves [+6 Fort and Will save at 10th level], 6+Int skills: Rogue-like class that improves sneak attack and abilities to communicate and summon shadows and see in the darkness as well as a greater shadow form. Ok supernatural rogue class.

To be concluded in the product discussion. (Post 93)

An interesting world


I had been following the Realms of Twilight campaign setting since I first heard about it from a fellow gamer. I was very excited when the sample came out. however I am writing this review for the book itself. I bought a hardcopy shortly after it was released.

I'll start with the overall feel of the book. The printing maintains a dark tone through out the book which tends to make some of the art work seem less impressive. I would have liked to see it in a color printing. I find the text to be just right and easily readable. However I have had a few instances where a bright glare gave me some trouble. I thought the page borders were a great touch and would also benefit greatly in a color printing.

The book starts off taking you through a brief history of the world and sets the mood for what is to come. The next bit of the book covers the continents, nations, and cities contained within Relistan. It also goes further to describe governments, politics, and important NPC's. The detail is just enough to give you the information you need without overloading you.

The book then moves on to character information. Now I'm kinda partial to this next part. The Combat Alchemist. My play group started a RoT campaign and one of our characters is a combat alchemist. He has saved us more than a few times. It's pretty interesting to get one of the potions he makes and discover the "joy" hidden inside. The prestige classes seem very interesting and I am hoping I get the chance to play one. The Elemental Fist for example if played by the right person, I think could cause a DM to get a headache. The new races are all very interesting and I enjoyed learning about them.
I still haven't read through all the religions and deities, but I have made my way through enough of them to realize a lot of thought was put into their creation.

The stories, histories, and legends contained within the book were well written and kept my attention. I was interested to keep reading on and I feel they gave me pertinent information. They helped to further immerse me in this world of Relistan.

I particularly like the character sheet at the back of the book, but it does seem a bit busy.

Overall, I think the book did it's job. It relayed the information I need to have an interest in playing the campaign. when that interest grew it gave me the information to dig deeper, make a character, and start playing. Are there some negatives, yes, but I do not believe they out weigh the positives. In the future I hope to see some supplementals and a color version of the original material. I'm always asked would you recommend this product to someone else. Yes I would, and have in fact done so several times already.

My Two Cents--Great Product!


I first heard of Realms of Twilight from a role-playing message board website both the author and I frequent. Almost as soon as the physical book became available I ordered it and have been quite pleased with Mr. Marshall’s work. So, in the interests of being more precise, I feel the need to point out my review is of the physical book rather than the PDF version. The game world, Relistan, exists in a perpetual dusk-like state of illumination. Ages ago an epic ritual blotted the True Sun from the sky and now the world is lit by reflected light from Relistan’s three moons. Over time both flora and fauna evolved to compensate for the darkness. In other message forums the author has given sound reasoning for his world’s idiosyncrasies and this makes Relistan seem much more unique than gimmicky. This is not, as some have suggested elsewhere, a Pathfinder/3.5 OGL rehash of Ravenloft. Realms of Twilight is as separate and self-contained as any campaign setting in print or otherwise.

The book spends many chapters on the history of its people and continents. All the major fantasy races have a place in RoT, plus the indigenous races of Nightlings and Umbrals. Nightlings, a semi-barbaric people distantly related to Halflings, remind me of the Talenta Halflings in Eberron. The Umbral people’s history surprised me since their ancestors were Undead. With the shattering of a mystic gem within their god’s chest the Umbral rose from undeath to true life. As such, other races aren’t very trusting of them and the Umbral return that mistrust. Players who prefer playing outcast types like Tieflings should look into this race. I don’t recall a similar story anywhere. There are demi-human variant races available for those who don’t wish to play a “vanilla” race. The world of Relistan contains five major continents with a chapter devoted to outlining the legends, geography, politics and peoples of each. The chapters provide enough detail for both players and GM’s to feel comfortable gaming in this world without railroading them with too much detail. I look forward to the first supplement to the Campaign Setting, which I hope is devoted to Kesuril, the first continent mentioned in the book. I also think a Player’s Guide to Relistan would be useful while not critical to have.

Beginning with Chapter 8, the Campaign Setting provides rules for Prestige Classes. The Acolyte of Twilight provides both Pathfinder and 3.5 adherents a more accessible version of the Dragon Disciple found in 3.5’s DMG, balanced by the deity prerequisite. Disciples of the Shadow remind me in a limited way of the Grey Guard of Heironeous, a secretive band of warrior-clergy within the larger church. Elemental Fists are Monks who gain benefits from harnessing the power of the elements. It sure is a flashy and attractive class with the abilities and resistances gained at higher levels. In the hands of even a mediocre player, this prestige class can put the screws to Game Masters. Speaking as a GM, I don’t like it--at all. The Fire Dancer, a Bard-centric prestige class, is interesting to me in that her command of fire gets so powerful that the flames at a certain character level can become a medium-sized fire elemental under her control. If I had anything bad to say about the class, the combat bonus progression seems too good for a class not intended for a front-line melee combatant. Hunter of the Wastes brings a touch of the Clerical to what is at first blush a Ranger-specific prestige class. Given that in Relistan’s lack of direct sunlight Undead have less to fear, this class will see a lot of gameplay. Lastly, the Shadow Speaker class will appeal to the sneaky players in groups, so long as they play Umbral characters. The combat bonuses for this class are more in line with what I would have expected for the Fire Dancer, but they work for the Shadow Speaker too.

Further chapters provide new deities (complete with regional prevalence and interfaith relationships) spells, feats, equipment and monsters specifically tailored to the unique setting of Relistan. Also, a list of alchemical mixtures tiered and organized much like spells supports the new base class Combat Alchemist.

In the format of the book itself, Realms of Twilight Campaign Setting follows the standard put forth by similar works before it. Almost by instinct the reader can gauge where information he seeks is and open the book close to his mark if he is in a hurry. There are few surprises in this aspect and the presentation is clean and concise. The author uses a writing style even less complicated than what you are reading here in the bulk of the book, and an even more florid and descriptive one than here when providing the world’s backstory. As to the art and illustrations--about 90% of it is simply terrific. Striking and evocative images show many geographic features, battles of renown, and personages of repute. Of that, about a third seem a little TOO dark and could benefit from some lightening up in a second printing, which if all goes well should be in the works in the near future. For examples I submit pages 87, 91, and 118. The other 10% aren’t necessarily bad or of poor quality, but the style is a much more iconic and utilitarian one. Yes, these would be found in the chapter on core classes and prestige classes, most notably the Elemental Fist and the Sai-Heth in the monsters section for examples. Putting my best foot forward, I would say they remind me fondly of first edition D&D artwork. In the instances of cartography, one of my favorite things about any campaign setting, the general darkness of the illustrations seems to intensify in the maps, which may have been altered for the PDF version. The maps themselves are well done and not too detailed to allow breathing room for GM alteration in their game. As this book was printed independently, I don’t take off points for the use of greyscale to save printing costs, but I have to say the dimness of these images needs fixing, as I have been assured they will. The character sheet in the back was a great touch, although I do take issue with the font type in the stat/information block headings.

So in summation, is this worth your almost $20 and the space on your hard drive? It was worth more money to me, sight unseen, to get the hardback book. Daniel Marshall’s work does not disappoint in toto despite my few complaints. Realms of Twilight provides a rich game world for players and Game Masters equally and I eagerly anticipate further works based on the Campaign Setting. Gift Certificates
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