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Delving in Darkness

A world submerged in the deepest Darkness. The fragile lives within threatened by extinction from the hunger of the beasts created out of this morass lacking any light of its own...


A Gossamer challenges a dungeon alone.
The dungeons are an unnatural addition to the world. Representatives of the ever encroaching darkness.

System

This version of Delving in Darkness is using Pathfinder 1st edition for its core rules. Any changes to the system will be noted here.

Traits

Traits to illustrate your character's background.

Feats

The thousands of feats of core pathfinder trimmed down somewhat, as well as rules for obtaining new feats without needing to spend your precious slots!

Gear and Equipment

Mundane tools, kits, weapons, and armor(?) that exist in the setting.

Magic Items

Some new and unique magical equipment!

Martial Techniques

A combat subsystem for martial characters. Your pact and subclass choices will determine which schools you have access to.

Arts

Akin to spellcasting, Delving in Darkness uses Arts, which increase in potency as you progress in the circles of each.

Food and Hunger

To help illustrate the more survival horror nature of the setting, there are more defined rules for starvation, but to compensate, a large variety of foods and bonuses for eating!


This section was copypasted directly from the clasew version. Some trimming will be required as well as moving things about.

The Sanctuary

The people of the Sanctuary were once entirely of the same species (now referred to as the precursors or "hornless"), but have changed in form thanks to pacts made with the powerful patrons that protect their world from falling completely. Known as the blood pact, the changes to their form provides them with abilities similar to that of their patron to protect them from the Dark's influence.

The horned folk are still of similar shape, with ungulate legs, pointed ears, a tail, and horns growing from around the crown of their skull (typically two, though the abyssals are an exception). They are omnivorous, with a trend more toward vegetable matter over animal matter in preference. They are cyclical hermaphrodites, identifying themselves by the general time of their egg-laying period as either "spring" or "autumn", though this distinction isn't often needed or used as they have no sexual dimorphism whatsoever.

Once six, these five factions are divided in philosophy and culture, but united against the all-consuming Dark.

An Abyssal

Abyss

Abyssiria is a primordial of the original world from which the Sanctuary was sundered. Powerful and feral, she is not unintelligent, though she is nonetheless difficult to deal with. The cold and violet abyssal moon commands the element of water and night. Those of her blood pact are known as Abyssals, though they are also sometimes called Vampires due to their strong bloodlust.

Abyssals – The traits they inherit from their primordial patron grants Abyssals the ability to survive in nearly any environment, though they greatly prefer the watery depths to dry land. Evolving greater defenses as they grow in strength, they are well-admired for their toughness and durability.

Soul Pacts: Abyssiria's soul pacts reflect her nature as one in total command of her body, as well as her raw physical prowess.

  • Carniphage
    Hit Die: d12, full BAB, uses prowess
    Defender (Duelist); MEAT! A berserker fueled by hunger, she increases in potential as she is fed.
  • Hemophage
    Hit Die: d8, medium BAB, learns biomancy, invocations, and necromancy
    Rearguard (Medic); Blood is life, and the manipulation of blood is her specialty.
  • Karmaphage
    Hit Die: d8, medium BAB, learns geomancy and invocations
    Vanguard (Supporter); These songstresses change the flow of battle through the abyss's hold on fate itself.

Alliance Bonus: The strange alchemy and knowledge of the Abyssals increases the quality of all goods produced, and their command of water increases their trade reach.

An Aachian

Bastion

The White Moon is the Bastion itself, an inevitable that still saw potential for these remnants; though it has no blood to give in pact, it has provided a way for the Aachians to accept a piece of it into their own bodies. The nature of the magic involved in the blood pact still altered their bodies, causing them to not have arms and legs of their own, and instead receiving ones from the Bastion upon reaching adulthood.

Aachians? – Their minds affected more by their patron than their bodies, beyond the strange material from which their limbs are made, their mental resilience is known to be just as incredible as their strange machinery.

Soul Pacts: The Bastion's soul pacts follow its nature as a machine with both a will and a conscience; protect those who need it, heal those you can, and weather any assault until you can strike back.

  • Bishop
    Hit Die: d8, medium BAB, learns customizations, geomancy, and invocations
    Rearguard (Sniper); Drawing upon powerful magic to annihilate enemies, she requires her allies to protect her.
  • Knight
    Hit Die: d10, full BAB, learns customizations and uses prowess, and pawns
    Vanguard (Summoner); Using Pawns to fight and aid her allies, she is also no slouch by herself.
  • Princess
    Hit Die: d10, full BAB, learns customizations and invocations, and uses prowess
    Vanguard (Supporter); Her presence inspires her allies, and her touch can ease their wounds and burdens.
  • Rook
    Hit Die: d12, full BAB, learns customizations uses prowess
    Defender (Cleave); Though lacking in offensive power, she is an excellent guardian.

Alliance Bonus: Tools granted by the Bastion decreases the time required to produce building supplies, though the cost of tools increases slightly.

An Efwein

Flame

The Brass Star was in the sky before the Fall, and in it is bound a powerful Efreet. Saved from destruction by Lucuhael, she is repaying this debt by accepting the Blood Pact and protecting the sanctuary with her brilliant flame. Despite her nature as evil and greedy, she has come to care greatly for those with whom she has shared her blood.

Efwein? – The Blood Pact came with a hefty price for the Efwein, forcing them to accept some of the burden of a life debt. Still, their mastery of fire and access to unique magical abilities proves worth it... most of the time.

Soul Pacts: The Brass Star's soul pacts grant great powers, such as controlling flame and poison. However, they offer little in the manner of defense, perhaps revealing a weakness of the patron herself.

  • Firekeeper
    Hit Die: d8, medium BAB, learns necromancies, pyromancies and invocations
    Rearguard (Support); Souls and flames are quite similar; those specialized in stoking fires may also enhance their companions.
  • Occultist
    Hit Die: d6, half BAB, learns biomancies, geomancies, invocations, necromancies, and pyromancies
    Support (Medic); The principles of fire meet with those of poison; the balance of either lends her to enhance her allies or harass her foes.
  • Scourge
    Hit Die: d8, medium BAB, learns pyromancies and invocations.
    Vanguard (Striker); Fury enhances your pyromancy, and burning your health greatly improves your power.

Alliance Bonus: The Efreet's wealth attracts more wealth; raw metals and materials are obtained more easily.

A Shabbali

Greenmother

The Green Moon resembles an eye more than a mere star, as it is the Greenmother's physical presence. She watches from beyond the Dark, her reasons for accepting the Blood Pact inscrutable and known only to her.

Shabbali? – Perhaps the most changed physically by the blood pact, the Shabbali possess two tails and three eyes, as well as four breasts; each change said to be a totem of a different aspect of the Greenmother. The ability to look into the minds of others is a curious one, and the telepathy granted by such makes them particularly odd even with everything else about the Shabbali.

Soul Pacts: The Greenmother's soul pacts invoke her curious arts involving flesh and affinity for beasts of all kinds. Despite the variety in capabilities, they do lack in offensive power.

  • Biomancer
    Hit Die: d8, medium BAB, learns biomancies and invocations, and uses sneak attack and exploit weakness
    Vanguard (Supporter); A specialist in the art of biomancy, she unlocks the secrets of the flesh to heal and to harm.
  • Broodmother
    Hit Die: d12, half BAB, learns biomancies, invocations, and necromancies
    Rearguard (Summoner); Using her own body as an incubator, she produces living puppets for her various needs.
  • Changeling
    Hit Die: d10, full BAB, learns invocations and shapes
    Vanguard (Scout); Your body is all you need, and you can change it to suit your purposes.

Alliance Bonus: The Greenmother's blessing improves the yield of crops and livestock, increasing food availability.

A Gossamer

Light

The Lamp is the resting place of Lucuhael, a powerful solar, who burned much of her power to create the Sanctuary and tie together the fates of each patron to it. Her heart still beats, and each pulse brings a new dawn.

Gossamer? – The blood pact blessed the Gossamer with an inner light that shines through their bodies and burns away at the Dark. The crystalline horns upon their heads are quite similar to the crystals that grow upon the soil touched by Lucuhael's tears.

Soul Pacts: Lucuhael's soul pacts bestow the power of holy light, and purifying power to restore wounds and fatigue alike.

  • Lantern
    Hit Die: d8, medium BAB, learns pyromancies and invocations.
    Scout (Supporter, Medic); A guide through the Dark, she is well equipped to keep her companions alive more readily than herself.
  • Monk
    Hit Die: d12, full BAB, uses prowess.
    Vanguard (Striker); Pursuing self perfection, these warriors master their inner life force over magical power.
  • Gravetender
    Hit Die: d8, medium BAB, learns invocations, necromancies, and spirits
    Defender (Summoner); Invoking spirits, she can support her allies or usurp the actions of her foes.

Alliance Bonus: The Light eases the mind of civilian and delver alike; the safety bonus of settlements increases, and recovery of sanity and morale improve.

Outcasts

Various beings are outcast from their society for their dalliances with the Dark. Whether they succumb or not is yet to be said...
Doll? – A fallen adventurer, who's soul has been preserved in an artificial body. Uses the memories of armaments and magic in brief flashes of insight. Replaces blood pact.

  • Avenger
    Hit Die: d12, full BAB, uses prowess, learns dark lore.
    Defender (Striker); Skirting the edge of temptation, this broken soul's fate lies in a precarious state.
  • Fallen
    Hit Die: d6, half BAB, learns any arts and dark lore.
    Rearguard (Versatile); A mind opened to the dark, she uses power without care of its source.
  • Seeker
    Hit Die: d8, medium BAB, uses exploit weakness, learns dark lore.
    Scout (Supporter); Tempted by knowledge, she seeks to tame the dark for other purposes, pray she not risk her soul.

Alliance Bonus: The details of dungeons are much easier to discern, however, the bonuses provided by other factions decreases.

The Lost Moon

Broken and lightless due to war and the beasts of the Dark growing strong on the bloodshed, this remnant of the Sixth is a grim reminder to not raise arms against fellow mortals. Perhaps if the Dark is pushed out of the former lands of the Sixth, its glow might return... At least there is much treasure and power to be found within the dungeons of this once shining land, but at considerable risk.

Tetlians? Twinned souls sharing a single vessel, they mirror their patrons.
Once a mighty dragon bearing two heads, one black the other iron, representing balance, Tetlimaliscial and Tetlimericseal blessed those of their blood pact with a dual nature. They could switch between two separate forms, sometimes with their personality as well so that each was two separate individuals with a bound fate. Alas, this proved to be a weakness in their souls, and the surging of the Dark during the Only War seemed to wash them all away. The world works in mysterious ways, however; even if one soul fell, the other remained and was protected. They may perhaps be revived, then, should their land be cleansed and the powerful souls of the Twins be rescued from deep within the Dark.

  • Doppelsoldner
    Hit Die: d10, full BAB, learns necromancy, spirit tricks.
    Defender (Striker); Commanding the strength of two, these warriors focus highly on commanding the battlefield via direct presence.
  • Jester
    Hit Die: d8, medium BAB, uses exploit weakness, learns spirit tricks.
    Scout (Summon); Utilizing their ability to be in more places than one, they play tricks and set up the downfall of their foes while cheering their allies.
  • Reaper
    Hit Die: d12, full BAB, uses prowess, learns spirit tricks.
    Vanguard (Duelist); Holding power over spiritual forces, these warriors use their echo to strike their enemies minds and souls.

Alliance Bonus: The production of iron is possible, and you may trade for this sacred metal more easily.


Downtime Rules

Downtime is an important aspect of Delving in Darkness. Characters do need a place to return to to recover from injuries and stress, sell their loot, purchase more supplies, and various other things.

Village Building?

The base of operations from which all expeditions into the dungeons occur. As such, building a village is important, and many funds will be poured into it more than a character's own coffers.

Bestiary?

The various sorts of critters unique to the dungeons.

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Page last modified on September 15, 2024, at 11:37 PM