SotDL - Beyond the World's Edge (oef) (campaign).pdf

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Beyond the
World’s Edge
Robert J. Schwalb
A Shadow of the Demon Lord Supplement
Beyond the
world’s edge
Writing
and
Design:
Robert J. Schwalb
Editing:
Kim Mohan
Art Direction:
Kara Hamilton and Robert J. Schwalb
Proofreading:
Jay Spight
L
ayout and Graphic Design:
Kara Hamilton
Cover:
Mirco Paganessi
Interior Illustrations:
Jack Kaiser, Mirco Paganessi,
Julio Cesar Oliveira Rocha, and Kim Van Deun
Cartography:
Cecil Howe
Beyond the World’s Edge
is © 2017 Schwalb Entertainment, LLC. All rights reserved.
Shadow of the Demon Lord, Beyond the World’s Edge,
Schwalb Entertainment, and their
associated logos are trademarks of Schwalb Entertainment, LLC.
S
chwalb
E
ntErtainmEnt
, llc
PO Box #12548
Murfreesboro, TN 37129
info@schwalbentertainment.com
www.schwalbentertainment.com
Table of Contents
Introduction .......... 3
3
Chapter III:
Using this Book ...............................................
Beyond the
What You Need ............................................... 3
Auroral Ocean ...17
Ocean’s Deep...................................................17
Chapter I:
Iron Isles.......................................................... 18
Paradise, New Hope ..................................... 19
Beyond the
The Unclean .................................................. 19
Cove
19
Nyxian Ocean .........5
5 Freebooter’s Storm.........................................20
The Forever
......................................
Isle of Skulls .....................................................
Rakeshames ..................................................... 5
Seething Islands.............................................. 7
Things from the Depths ............................... 7
The Incisor of Encephaladus ......................8
Gabalans ...........................................................8
The Vault of the Mad God............................9
Nephilim ...........................................................9
The Isle of Song ........................................... 20
Siren ................................................................. 21
Sea Giants ....................................................... 21
The Ark at World’s End ..............................22
Chapter II: Beyond
the
..........................................................11
Desolation .....11
Drowned
Devourer ..........................................................11
Shattered Lands ............................................ 12
North Watch....................................................13
Isle of the Apes ...............................................13
Shadow Mount .............................................. 14
Ys ........................................................................15
Ysien Horror ................................................... 16
Chapter IV:
Eremea: The
Lost
.................................................... 23
L ............. 23
and
Rediscovery
Basic Features ................................................ 23
Ruined Nations.............................................. 23
A Savage Land ............................................... 25
Bizarre Inhabitants ...................................... 25
No Faeries ....................................................... 25
The Lost Lands .............................................. 25
Swelterwood .................................................. 25
Village of Bones ............................................26
Mountains of Fear and Flame ...................26
Mountain of the Necromancer ................. 27
Seawatch ......................................................... 27
Forest of Screams..........................................28
Harrowtop ......................................................29
Saltblight.........................................................30
Xiid, the Sinking City ..................................30
Ashen Wastes..................................................31
2
Introduction
One of the things I never wanted to do in
Shadow of
the Demon Lord
was to use thousands and thousands
of words constructing a world. That statement might
seem strange, since it’s in the introduction of what
is, to some degree, a setting book. But here’s the
thing: I don’t like having to read a couple of hundred
pages to understand a setting before I can run a
game there. I want just enough information to get
me started, to agitate my brain cells enough so that
I can spin out a story at the table to entertain and
challenge my players.
I believe a setting should inspire and not dictate.
Setting material might surprise you, make you laugh
or recoil in disgust, fill you with wonder or dread,
but above all, it should give you what you need to
make the world your own to explore. You don’t need a
massive tome explaining where they make the bricks
in that building over there or how much barley some
wretched little town produces. Why?
Shadow of the
Demon Lord
exists to help you tell apocalyptic stories
set in a fantasy world. The details might be interesting
to some people, but they also get in the way. They’re
like little bullies, pushing you around and filling your
head with trivia that has nothing to do with using
horrifying monsters and perilous situations to make
your players sweat.
I can see you leaning back, arms crossed, fixing
this page with a suspicious look. Yes, this is a setting
book for
Shadow,
and it grabs the edges of the map
and drags them back to reveal what sort of weirdness
lurks beyond Rûl. On the following page, you’ll find
a great map by my friend Cecil Howe that shows you
where the locations described in this book
could
be,
relative to Rûl, in the waters and lands north, east,
and west of that beleaguered continent. We depict
the locations not to lock them in place in some sort of
canonical way, but to give you a starting point. You can
move the lands around, replace them, or remove them
altogether. Hell, you can even grab the locations and
sprinkle them into another world, either one of your
creation or someone else’s labor of love.
The point is that I don’t really care how you use this
book. I’m filling it with what I hope will be interesting,
disturbing, inspiring, and revolting places for you
and your friends to use and explore. So, relax, brace
yourself, and have fun!
Using this Book
Beyond the World’s Edge
reveals a bit more about the
world of Urth, showing off new islands, new lands,
and other places that can be havens for exploring
groups or destinations for characters in search
of adventure. Also, this book is loaded with new
creatures, denizens of the places described. The
book has four parts, each focused on a different part
of the world.
Chapter I looks west, into and beyond the waters
of the Nyxian Ocean. In this chapter, you’ll find
information on the horrifying Vault of the Mad God,
the Seething Islands, the Incisor of Encephaladus ,
and plenty of other weird sites.
Chapter II takes you north, beyond the Desolation,
to a place no one has dared to explore since the Men
of Gog withdrew into the wastes after rejecting the
dominion of the faerie folk. The Shattered Islands
stretch away from the punishing wastelands, each isle
infested with terrifying monsters, shuffling undead,
and the ruins of ancient civilizations.
Chapter III looks east to reveal what lies beyond the
Pirate Isles—from Freebooter’s Cove to the island of
New Hope, the Forever Storm, and the weird Ark at
the World’s End, a structure that fell from the heavens
in a ball of fire.
Chapter IV unveils a new continent far to the east,
called Eremeä. This place is the ancient homeland of
the Edene people, and the horrors that drove them
remain untamed. Explore at your own risk!
What You Need
This book was made possible only by the generous
support of those people who backed the
Shadow
of the Demon Lord Freeport Companion.
While not
expressly needed to use this book, the
Companion
contains all the rules you need for running voyages
and conducting battles between ships, both of which
could be invaluable for exploring the lands revealed
in this book.
Some of the game elements used in this book are
taken from products other than
Shadow of the Demon
Lord.
Spells from the Telepathy tradition are described
in the
Demon Lord’s Companion.
More information
about gnomes can be found in
Children of the Restless
Earth.
The text also mentions works that have more
information on certain topics.
3
4
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