Secrets of Kreshire

Game Master Aeosianna

The world of Kreshire was once ruled by tyrannical monstrous old gods thousands of years ago. When they left, new, more benevolent gods took their place. Now there has been a rash of cataclysmic signs that the old gods are returning. The situation is not as straightforward as it seems, however; and the truth behind these events may be vastly different than what most people in Kreshire believe.


Thousands of years ago, the horrible monstrous old gods ruled Kreshire(Kresh-ear-eh). People of all kinds from men and elves to the people of the deep and the sky cowered from their names alone. People sacrificed others and grew mad in reaction to these deities. The old gods commanded fear and reveled in chaos as they took over he world for who knows how long.

But one day, it all ceased. The gods no longer tormented the people, they were replaced by benevolent protectors of Kreshire who had lived in the dark shadow of the monstrous old gods. The reign of terror of the old gods ceased. The new gods had defeated the monstrous tyrants finally and forced them into slumber. A new age has emerged, a new age that may be cut short.

About five thousand years after the end of the reign of the old gods(which is the present), signs of impending doom have began to appear. They started slowly; blighted crops here and there; then towns appeared to be cursed; then the moons turned blood red, heat waves and cold spells became more intense. Dogs cursed the moon, fish shunned the surface, and graves would spontaneously summon the souls of the deceased back into their dead bodies to emerge from the soil. Some cities and towns have been afflicted more than others, some places have yet to be afflicted but the creeping doom may come knocking to their door.

Many say the old gods are returning. However a certain mad prophet seems to suggest that while this may be true, it is only a tiny fraction of the real story of Kreshire and the old gods. Kreshire holds many secrets, in ruins on the bottom of the sea, in the basements of estates of nobles, behind unsuspecting trees in the woods. What terrible truths lie in wait? Will they be the key to saving Kreshire?

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Setting: Kreshire is similar to most fantasy worlds, with pseudo-medieval/renaissance characteristics, however this varies with region. Some regions have a more Victorian feel to them, or maybe an Ancient Greek feel. Technology level is similar to Eberron with airships and trains run by magitech in the most metropolitan places.

Kreshire also has aquatic races that have vast cities underwater and airborne races that live in secluded mountain tops or floating islands.

Unlike most settings, dwarves are relatively rare, elves do dwell in cities, gnomes and dragonborn are more common in some regions, and humans aren't always the most common race.

All races welcome, Kreshire as a setting is still a huge work in progress and I hope to flesh it out better. We can discuss race origins that can accommodate your character if you'd like. There will be other unique races as NPCs, but none have been playtested yet, and one of them is just a re-fluffed drow.

Pantheon of the new gods:

Boreas the cold wind (Tempest)
G'drasill the treant king(Nature)
Hagrok-Ryonis the progenitor of dragons (Life, Knowledge, Tempest)
Hypnos the dreamer (Knowledge, Trickery)
Karakal the benevolent lord of the fey, arts, beauty (Nature, Light, Trickery)
Kib the benefactor of beasts (Nature, Trickery)
Khathid the storm lord (Nature, Tempest)
Lobona the great mother (Life, Nature)
Nodens the hunter of the sea (Tempest, War)
N'tse-Kaambl the strategist (Knowledge, War)
Orryx the high beam from heaven (Light, Tempest)
Ourakranos the nourisher (Life, Nature)
Shavalyoth the silent stalker (Trickery)
Tamash the crafter of the forge (Knowledge)
Thaddag the font of magic (Knowledge, Trickery)
Ulthar the guardian of the hearth (Life, War)
Vorvadross the fiery avatar of justice (Light, Tempest, War)
Zehirete the pure and holy (Light, Life)
Zo-Kalar the shepherd of the dead (Death)

The gods above range from good to neutral, however alignment will take a bit of a backseat here. Any spells or items that count alignment will be based on your character's or character's deity's standards, and furthermore they will only detect alignment at the moment of casting based on a creature's current thoughts and actions. Most people still believe that alignment detection is accurate and objective, however. Yet there are many villainous people who sincerely believe they are good, and can "prove" it with magic.

You may notice a few familiar names in that list (they are the "good" gods from the Derelith part of the mythos)This campaign is going to heavily draw from the Cthulhu mythos. No it will not be exactly like Call of Cthulhu, it will involve investigations, unfathomable monstrosities, and horrid truths, it will also apply the mythos in more unexpected ways! It will also have plenty of dragons, a huge plot, sandbox moments, and whatever you can make of it.

Players I am seeking: People who care about plot and characterization. People who don't mind a few plot twists and would like to be engaged in the storyline.

Starting level: 8

House rules:

The alignment rules I mentioned above
Creature below half HP get bloodied status.
If you are using anything homebrew please let me review it first.