Reviving Netherfall (Inactive)

Game Master Herkymr the Silly

Ashfall occurred 100 years ago when a volcano erupted from the middle of the . The resulting steam and ashfall caused the sun to be "washed out" for 75 years.


Netherfall details

Here are some more specifics to this world.

I will be writing in this world and so ask permission to base characters in my writing on your characters in the game.

Also if you want to name specific towns etc according to the areas you grew up, please let me know I should be able to accommodate.

A few details about the world of Netherfall.:

  • Societies tend towards Neutral alignments.
  • Races are not inherently evil. Meaning all people are a product of their society whether for the good or the bad.
  • Half breeds are common
  • Elves are extremely rare and few survived the Ashfell era.
  • Dwarves are uncommon and majority of them reside in the Mithril Mountains.
  • Mithril Mountains are the only place where Mithril is available thus all Mithril Items cost 3x listed prices.
  • Clerics represent causes not Gods. Example : Cleric of Chaos, Cleric of Fire, Cleric of Nature
  • No racial enmities ie: no elves hating orcs and vice versa. Racial hatred racial abilities can be replaced using a +1 to any 2 skills or a +2 on any one skill or the acquisition of an additional trait
  • Arcane Magic is still generally misunderstood and not trusted by the general populace.
  • Divine magic is better accepted though still treated cautiously.
  • Fire arms are common but not advanced in most cases.
  • No kingdoms have been formed although many city states are common much like ancient Greece.
  • If you chose to be from the Rune fated Forests or the spires, we will need to talk individually due to some special considerations in these regions.
  • All creatures learned to eat or be eaten during the Ashfall.
  • Photosynthetic plants began to emerge once again in the Year of Ashfall X. They have rapidly spread in the rich ash loam of the "new" world.
  • Black "dots" are major/main cities or towns in this world.


Character Creation::

Paizo pathfinder books are the only source material we will be using.
20 point buy
base races-featured races-and uncommon races from hero lab all approved no advanced races creations allowed yet
All dice will be done on on line. This includes Hit dice.
First dice is maxed for hp all others rolled. Dice are fickle so I will not be doing re-rolls or adjustments, what you roll is what you get.
Starting gold will be 1200. No poisons unless preapproved,no magic items other than potions. Potions cost 25 gp more per level than listed price (level 1 potion would be 75 gp, level 2 would be 325 etc.
NO evil alignments
  • Standard 2 traits
  • No two from the same category
  • regional are ok and so are campaign for any of the published Pathfinder stuff.you do not have to match the region or campaign due to this being homebrew...as long as it fits your background in flavor and "bonus"
  • Half-breeds can pick traits from any of their parental races without complication
  • If i have questions I will ask for more information as to how it ties in with background. We will come to an agreement or I will request a trait change.


Background history :

Ashfall occurred 100 years ago when a volcano erupted from the middle of the Mie'r . The resulting steam and ashfall caused the sun to be "washed out" for 75 years. Calendars are now dated according to this event...ie: Year of Ashfall 1 , Year of Ashfall II, etc.

Slowly the world returned to normal as the steam and ashes settled from the skies allowing the sun and stars to give light again.

During the years of the Ashfall, races formed alliances with other races in their immediate area in order to survive. These alliances did away with racial hatreds as each race fought for survival alongside their neighbors.

The first group to "emerge" from the Ashfall and begin to plant crops and attempt to reconnect with other groups was the group at Haddon's Reach. They escaped the Ashfall by connecting natural tunnels and caves in nearby; these became collectively known as Haddon's Well. Upon emerging, they used the rock that had been excavated in the creation of Haddon's Well to create a city. This city remains the largest and most civilized of the current world and was established in Year of Ashfall VII.

Sarenell was the second city to emerge into civilization. Races who sought to avoid the dangers of Ashfall by building Delve's, or cities in the rock and coral beneath the waves, returned to the surface and built Saranell as an outpost to the Landlings or those who remained above the water during the Ashfall. This city has continued to grow and flourish both above and beneath the Mie'r Sea.

No other cities have emerged to rival Haddon's reach or Saranell although there are rumors that the Dwarves constructed a citadel with in the Mithril mountains to survive the Ashfall. No one can or will substantiate this rumor due to the Dwarves secretive and almost hostile control of these mountains.

Non-dwarves are never admitted with in 100 miles of the Mithril Mountains. Dwarven patrols mounted on Rocs or on Grungers--large 4 legged carnivores resembling huge hounds covered in coarse stone like bristles--roam the lands around the mountains. They administer "justice" and enforcement of the "no outsiders allowed policy."

The Spires:

The area known as the Spires, is an enigma.Those that have ventured with in the foothills of it...have come back mad or not at all.
Rumors of common creatures, both magical and other,are rumored to roam the area surrounding this region. These creatures are not pure, they are mutated to something dangerous and deadlier than those that are "pure." These creatures have been called Spire-born/bred for it is unknown whether they are born mutated or whether something or some one with in the Spires is breeding them.
Many groups have sent exploratory groups who have attempted to scry, teleport, and fly over this inhospitable region. All attempts at information gathering so far have failed.

Rune fated forest:
In an attempt to save their beloved forests, druids and elves combined the magics of life and nature embedding the rune-fated forests with a living sentience. The forest canopy swelled and closed off access to the sky for those below and the outskirts of the forests grew more rampant and thick consolidating into a wall of foliage that stopped the taints of the Ashfall from gaining access to the interior of the forests.
During the years of Ash, the creatures in the forest were mutated by the magics to enable them to better survive.Those who were in the forests at the time of the "blessing" adapted slowly but those born within the "protection" of the forest were born with mutations. These mutations separated the "rune-fated" into 2 groups: shadow and glimmer. Each group developed separate ways to survive in the forest and achieved a certain genetic ability to manipulate light or darkness. As these mutations continued to strengthen, all creatures in the forest became more like plants: gaining some of their strengths and some of their weakness'.
The magic that formed the forest is still alive and active. Those who are born within its confines are considered "rune-born. or "rune-fated." Those willing to endure the tests of survival long enough, have the magic of the forest slowly seep into them until they become "rune-fated" as well.
As Unforeseen as the mutations were,a greater challenge also challenge also came with the enchantment. At sun down all creatures know to leave the ground for the safety of the trees or the security of a burrow. Mist's and swirling fog engulf the forest floor. Those who do not take precaution are left dried, dehydrated, and dead when the sun rises the following morning.

The magic that drives the forest, is channeled through a willingly bound druid. This druid is bound to within the grove where the original enchantment was worked. They do not eat, sleep,thirst, or physically age while fulfilling their task.They however also "feel" how the forest is doing by a mystical connection to each tree and plant. In order for the magic of life to continue its protection,the conduit through which the magic is bound to the forest must be willing and should another come willingly to replace the current Guardian, the guardian may choose to accept this replacement or not.
However to safe guard the Guardian of the Grove, an enchantment was also laid upon the grove. It moves within the forest's boundaries rarely staying in the same pace more than a day or two. Only willingness to replace the Guardian or strong need allow one to enter the grove if they can find it. The grove has also been blessed with the protection from all divination or magical attempts to locate it.
The forest's magic is so integrally linked to the conduit that it takes on some of the personality traits of the guardian as well. Thus when a creature of a more evil personality is guardian, the vegetation becomes thick with poisonous sap,brambles, and many carnivorous plants.
The creatures become more predatory and less friendly and many times they kill just because they can.
When a kind and good personality describes the Guardian, the forests are filled with more gentle and friendly creatures. Many plants have healing and consumption value and are beneficial to those around them.
Rumor, and no one can confirm otherwise, states that the current guardian is the 4th creature to hold that honor.The guardian of the grove is also the Arch druid for all druidic enclaves in the Forest.

The Interfell:
The most prominent thing about this jungle is it's feeling of pure evil. Rumor has it that a group trying to survive Ashfall attempted to bargain with the Demonic and Devilish forces of the lower worlds. Success or failure is unknown, however what is known is that once a forest the Interfell is now a place of dense jungles. Lesser demonic and devilish kin live here. These creatures are weak on their home planes and thus left them via the rift. They now dwell with in The Interfell.
These Evil creatures seek out and destroy anything with Fey blood. Ancient prophecy and the common rumor mill say that the rift can only be sealed by blending fey magic with an unknown or defined source of magic.

Tiarveil Stones:
Not yet posted of course.

Seer Glass Everglades:
Little is known about this area. The one thing that is consistent within all the rumors is that it is the home of several witches of great power. The area is consistently to hot or freezing cold due to their use of magic some claim.

Vale of Solstice:
The Vale or the Vale of Solstice as some refer to it is the only known residence of a great wyrm: Naktar' Mitne'orn Arux. (keeper of the silver lighted valley)
During the time before the Ashfall, Arux allowed a disparate band of mostly halflings and gnomes to live in and work the Vale adjacent to his Lair in the Winefell Mountains. This conglomerate of the smaller races sought protection from the Ashfall with in the stone causeways of Arux's home. Under the dragons explicit guidance, the group survived, mining the surrounding area and paying a free tithe to their protectorate.
His Lair with its natural protections when paired with his knowledge of the arcane provided the means to survive the Ashfall.Once surface survival was again viable, those who had learned to work with Arux decided to remain in the Vale and still pay a tribute or gratitude tithe to their Savior.
The Vale has never been raided yet several times marauders have been seen approaching the area. Shortly after they enter the pass into the Vale, the invaders have gone missing leaving all of their gear and supplies abandoned. No signs of struggle or foul play have ever been seen although rumors are rampant as to what happens to those leaving their goods. The mystery however does nothing to halt the redistribution and reclamation of the abandoned goods.
Of note with in the Vale is the Cistern of Unity. This cistern is a large cavern set in the caves just north of where the "settlers" entered the lair. During the Ashfall, Arux was know to have sat in council on disputes and all things pertaining to the running of the community he fostered. He has not been seen at the Cistern or in the communities below since Ashfall II. Disputes and council relating to the governing of the area,are always held in the Cistern.
From time to time, draconic writing appears on the ceiling or walls of the cistern. Each time it has been seen and ignored, only twice on record, the settlement has fallen upon dire straits.
The Author of these writings has never been revealed nor seen yet common lore says that it is Arux still guiding his people.