The Cult of Xipe

Game Master MageHunter

You all live in a primitive time; one before that of metal, agriculture, and organized cultures. The daily concern is merely survival. Whether it be escaping wild beasts, surviving harsh climates, or surviving each other. However there is one society that is not primitive; the dreaded Xulgaths. This is a time before they fell, and became known as Troglodytes. They are the rulers of this land with horrifying strength and technology. You and all of your families are like cattle to them; sacrificed for whatever dark and disturbing reasons…


Hello! Whether you are playing or just reading, I'm sure we'll have plenty of fun with this.

I'll just go over some of the game mechanics in play and lore. I'll go over posting etiquette in discussion. I do place a lot of restrictions and implement optional rules, but I feel they will best enhance the fun and story. This is a homebrew however, so there is plenty of wiggle room if there is anything you want to adjust or factor in.

At the time I prepared this I only have around two encounters somewhat fleshed out. While I do have a broad sketch of what the campaign looks like, the rest is completely driven by you, the choices you make, and any backstory you might feel like telling me. I envision this ending at 12th level, but that is very rough and could easily go sooner or later. If there is anything you want me to incorporate (like backstory) let me know!

Parameters:

All classes are legal for play except the Gunslinger and all 9th level casters. Bolt Ace Gunslingers can be homebrewed to use with the atlatl. (See below). Specific deities either don't exist, or are unknown, so any class that requires worship will just worship a concept.

All characters start at 5th level, have 20 point buy, and two traits. The stone age rules for gear are in place. There are no crossbows or swords, in their place are atlatls and terbutjes. Check with me on any equipment you use and we can adjust or reflavor it if necessary.

Every time you level up just use the average die roll for your HD rounded up to calculate HP. 1d6 is 4, 1d8 is 5, and so on.

Alternate Rules:

I use some alternate rules in this campaign.

Automatic Bonus Progression- There are no magic items, so count your level as two higher for the table listed.

Consolidated Skill Points- This actually ends up more beneficial in terms of skills which I find appropriate for the setting. Religion, Society, and Spellcraft are not skills you can take. Let me know about anything funny and we can fix it together.

Words of Power- Completely optional. If you feel it won't be too complicated and would enjoy it, then by all means go ahead. Otherwise you can just ignore it.

I may add more based on your feedback or choices. Let me know if there is anything you might eventually want, like duels or kingdom building.

The main enemies are the Xulgaths. The Xulgaths are Troglodytes, but more advanced as they have not fallen – yet. They are barbaric and constantly slaughter the other races and kidnap them for unknown purposes. They are strong however because of their advanced technology, and the ability to control plants for mass production.

The following are legal starting races for play. They are the same except as mentioned below. You can "unlock" races later as you learn more about them. I'll tell you when they are available. I want to preserve a bit of mystery which is why they aren't all available right off the bat.

Dwarves:
Dwarves live in independent mountain tribes. They are constantly attacked by neighboring Goblins and Orcs, and tend to be reserved and isolationist.

Gnomes:
Gnomes are small creatures that seem to have a strange relationship with Dwarves. They are allies, and their cultures are closely bonded. Their reason for being is unknown.

Orcs/Half-Orcs:
Orcs live in their own area surviving through a barbaric lifestyle. They constantly battle each other for entertainment. They also raid their neighbors when they can. Half-Orcs are the children of Orcs and Humans, and are subject to many prejudices. However in some instances their strength is accepted as a gift.

Halflings:
Halflings live in their own nomadic tribes and wander. They bear a striking similarity to humans. They are characteristically optimistic and hopeful.

Humans:
Humans are the majority of life. They live in small nomadic tribes and are preoccupied with survival. They are diverse, and skilled with their adaptability.