Esoteric Campaign

Rather than the mischief of rascals and thieves, an esoteric campaign will take on quite a different tone. The focus here will be on the belief systems of the populace, and the mysteries of the universe. Which seems fascinating but a lot of those mysteries really, really should stay hidden for a reason.

These ancient tombs, puzzling artefacts, weird events, and insanity-inspiring monstrosities all fall within the purview of esoterics, both the skill and the general concept. Such gloomy visions can offer amazing insight, great power, and also terrifying consequences. It is also the purview of the mighty sorcerer-lords, many of whom are unlikely to appreciate novices snooping into their grand schemes.

Players will likely confront all manner of strange and bizarre stuff, probably in crumbling ruins, or in far-flung and desolate locations, hidden things, lost things, and colossal things best left undisturbed. But… that’s the crux, isn’t it? How to know what rewards great power, and what might simply unleash a ravenous tide of unrelenting destruction. The answer is: you can’t know until you get there.

One aspect of this type of campaign may also be leading smaller groups of cultists or acolytes, in a vaguely similar fashion to that of a military campaign, only on a much, much smaller scale. Such units may be used to enforce the will of a preacher, in the vein of a commander, or be sent to gather intel like that of an intelligence officer.

More information on the military campaign is available here.

Abilities tied to the vast dark

Players will likely take on roles such as preachers, ascetics, missionaries, or prophets, spreading the word of their chosen cult in order to draw more support (and favour) for the largely unknown, and unknowable, power who drives their devotion.

Others might be assassins and spies, working to manipulate factions from within, or by forces. Still others may roam as mystics with strange powers or alluring words, or act as revolutionaries whose ideology and speech makes them iconic firebrands for the downtrodden. Still others may be musicians or poets, crafting art inspired by their faith, in the hope of gaining favour and winning hearts in the same manner.

The Sorcerer-Lords

The sorcerer-lord Anekh-tor executes the leader of the resistance on Nemesh IV, as their apprentice looks on.

Perhaps it goes without saying, but the mightiest purveyors of such dark and mysterious power are the dreaded sorcerer-lords of legend. These are true masters of the depths of the void, for better or worse. Many are wise and sagacious, yet just as many are also bent, broken, or have fallen into madness, insanity, and megalomania.

Such beings naturally make for terrifying enemies, as most of them are. However, such is the nature of the unknowable “wisdom” of the void. Nothing exemplifies this dichotomy more than those who have searched its greatest depths.

A different focus

This style of campaign would not be focused on the acquisition of money or power (at least not for its own sake), nor would it descend into endless violence (unless absolutely necessary). Instead, it would be address notions of belief, unearthing mysteries, taking incredible risks to get to a certain kind of truth.

As an example, consider an alternate downtime activity:

Touch The Divine. You can spend one downtime action to attune to your devotion, through meditation or service. Recover 2 devotion, +1 for each of the following (only once):

  • converted a citizen to your cult since your last downtime

  • enacted one of the core values of your devotion

  • donated 1 coin to your cult

  • compelled the faith of an acolyte

If you acted against the core values of your devotion, recover 1 less devotion.