Teranern: Graveyard of Kingdoms
Nothing in this world is constant. Change guarantees life. The seasons end, moons rise, one life after another fades away, the earth erodes into its new forms.
Time continues in its graceful dance as the world carries on its glorious symphony.
Thus, when one age ends, another begins. So the balance of life continues to exist and thrive. If ever that balance is shifted, destiny and fate take over.
Such is the center of this ancient saga. It is a tale of power, ambition, death, rebirth and change.
This is the world of Teranern, the Graveyard of Kingdoms.
How old is Teranern? None can say. The ruins of Old Alcordia (what remains of them at least), are reckoned by scholars to be at least twelve thousand years old; The Leys of Kelvaar sing of empires older still. And as each civilization falls, another rises from its wreckage, some smaller, some far more majestic.
The world of Teranern is a vast and sprawling world, full of a wide variety of folk. From the wide expanse of The Seven Cities, to the peaks of Keldara, from the forests of Mynn to the wintery fjords of the Innanlands.
Teranern has been explored in the following books:
Curse: The City of One Thousand Martyrs
The Eldest call it Blachach, the Dwarves call it Blackhold, the Drengr call it Shakarn but the name is the same no matter what the language – Curse.
In all the realms, no place is as feared or hated as Curse. The victim of a horrible disaster in its distant past, its misfortune is now the fortune of all.
The city rests now in ruin. Mists which choke and strangle the streets hide many secrets both dark and dangerous.
Across the lands, many travel to Curse. Some for gold, some for treasure, some for redemption. Few will find it. Most will die trying.
Curse: The City of One Thousand Martyrs is a system-agnostic setting book detailing a wretched and ruined city at the edge of civilization. Designed to easily be used with most fantasy roleplaying games, the book details the city itself, the people and creatures that inhabit it, as well as the lands around the city, detailing greater Teranern. In addition the book features a two-page adventure venturing below the city itself.
The Survivors of Curse
The survivors of Curse are one of the most hardy people in all of Teranern. Those few who can survive the horrors of the city find themselves forged anew.
This supplement features a new subclass for each of the Core Rulebook classes, including:
Bard: College of Melancholy: Time spent in Curse can be a sobering thing. Over time, the light and joy in life is drawn out like venom from a wound. The storytellers and singers who come to Curse find themselves wasting away, no longer inspired by music and song. The bards of the College of Melancholy instead seek out more and more sorrowful tales to tell to all who will hear.
Druid: Circle of the Twisted Wood: The Twisted Wood disturbs the natural order of things, but those who have spent their time within the forest have found a balance to it, with its decaying branches and dying roots. The druids who have made this place their home speak of the unsettling beauty of the mangled plant-life, and some even say they hear the whispered voices of beings far more ancient than civilization itself.
Paladin: Oath of Ephaldin: The Ephaldian priesthood has taken a special interest in Curse. They have determined that this fallen city is a welcome refuge only to the heretics and betrayers of the true high god, Kyr’Elphaldin. Rejecting the worship of any other gods, they have determined to bring this city to heel in any way possible.
Sorcerer: Curseborn: Those born within the city or its outskirts are strange creatures permanently altered by this dark land. With strange, glowing eyes, they are imbued with ancient and terrible magics forgotten by the eons.
Warlock Patron: Tabal’Dur: The servants of Tabal’Dur, the Accursed One, have made a pact with the very embodiment of evil itself. Whether done out of desperation or the lust for power, their machinations reach out to every corner of Teranern.
The Taste of Fears
Three days, two sellswords, one terrible secret.
Gwynn and Kassen journey into the doom-wracked city of Curse in search of the Beast of the Winding Ways, but the terrors they face, human and otherwise, are more than they bargained for.
Their hunt leads them deep within the horrors of the city, to an encounter with someone from their past puts them face-to-face with one of the greatest horrors that Curse has to offer.
This novella, set in the city of Curse, explores the journey of two mercenaries hunting for a terrible creature in the city’s mists and shadows.
The Inn at the Crossways
Nestled along the intersection of two large highways is the Inn at the Crossways.
Bredren Stanway, having purchased the run-down waystation years ago, has turned the Inn at the Crossways into a hub of life on the edge of civilization. Famed for his fine ales excellent food, it is a welcoming place, even in dark times.
This book features a collection of tables and adventure seeds to spark your mind and inspire you to further adventure.
This systemless supplement features food, drink, NPCs, rumors, black market items, weapons, and songs for your adventures in Pathfinder, Knave, Zweihander, or any other fantasy RPG.
The Doom of Blackwinter
An adventure set along the edge of the Empire of the Seven Cities, the heroes must venture up into the frozen Pinnacle Peaks to find the source of a Drengr attack on the region, while a terrible snow storm arrives far to early in the season under mysterious circumstances. This adventure is designed for Zweihander, Old School Essentials, 5th Edition D&D, and Pathfinder 2nd Edition (coming soon), and broadens out the world of Teranern.
The villagers of Ethan’s Vale seek out a group of heroes to find the whereabouts of the strange Drengr raiders that have been causing harm to the area. As the heroes track the Drengr higher and higher into the mountains, they realize that the premature winter that has struck the land may be connected to the Drengrs’ actions. The heroes must stop the Blackwinter Court from awakening Winter’s Heart, an immense frost elemental, and prevent the ancient magics of a renegade unseelie fey from consuming the land. With bravery and cunning, the heroes must brave the icy dangers of the Fey lands and save the land from the doom of Blackwinter.
This adventure is designed for new heroes, exploring the world of Teranern and the realms beyond. It contains 21 encounters over 3 acts, and a 17 page gazeteer to the town of Ethan’s Vale. The download also contains separate files for all of the location maps in the adventure.