Archive for the ‘Campaign Settings’ Category

Campaign Setting: Power of Youth

Here’s an outline of another campaign setting I’ve been working on. Feel free to use and alter it as you wish. If you do use it or have some ideas about it, I’d love to hear them.


It is said that the spark is in all of us, yet by the end of puberty it is gone. It is not known why, but children have a strong connection to the power of the spark. It flows in them in ways still not fully understood by adults.

Very young children use the spark sporadically, for play and their own simple purposes, without thought. As children grow older, they begin to understand their powers better, using them consciously and with more control. Around age 10 for girls and 12 for boys, Transition begins.

Children undergo many physical and psychological changes during this stage and it is when their spark is at is peak, very powerful and unpredictable.

Transition is a stressful and strange time for children and many lose control of their magic as the power flares and fluctuates, burning brightly before it is snuffed out entirely. Girls usually complete the Transition by ages 15-17, while boys usually complete it by ages 16-18. After this, the spark is dead forever.

Because adults are unable to harness magic, children are highly valued for their abilities. Many children do not utilise the spark effectively and are more dangerous to themselves than others, or are merely an annoyance. However, children of particular talent and power are recruited into harsh military programs to perfect their control over the spark and harden them into tools of war. Children are taught from a young age that fighting for their faction is the highest honour and the greatest deed that one could hope for. Propaganda floods the schools, homes and streets, and armies recruit children as young as 8 to train to fight their horrendous battles.

Campaign Setting: Hang Ups

Hang Ups is a random idea I had for a campaign setting. I haven’t played any or read much of InSpectres, but I have the feeling that Hang Ups could serve as an alternate setting for that system. Primetime Adventures, Spirit of the Century, Savage Worlds, or Otherkind Dice would work really well too. I’m looking forward to playing this one with my group this year for a few sessions.

Here’s the elevator pitch:

Emergency services are inundated with calls that they terminate because they appear to be pranks or non-emergencies. Stuff about aliens and werewolves. That kind of thing.

That’s where Hang Ups comes in.

They’re an independent (and not technically legal) group that intercepts these abandoned calls and sifts through them for seeds of truth. Armed with their knowledge of the paranormal, they respond to potentially legitimate calls to help those that the authorities ignore.

When I present this to my players, I’ll explain most of this as we go. But to get them excited for, it I made this one-page PDF flyer. Feel free to use it with your own group.

Victorianasaurus

I don’t know how it happened, but I got this idea for a campaign setting in my head recently that wouldn’t go away.  The basic premise was Pride and Prejudice meets Jurassic Park. I just had this image of a parasaurolophus pulling a slightly steampunk carriage through Victorian London. This is a London where regular animals have died out and genetically resurrected dinosaurs have taken their place, both as pets and in the wild.

Coinage of Crenmar

This post is part of the City of Steel campaign setting. Feel free to drop everything from Crenmar into your game verbatim, use bits and pieces or just use it for inspiration. Use it and make it your own.


Crenmar mints its own coins, which are used in the city, all over the Sequesterd Sea region, and beyond. Crenmar’s currencies are as follows:

Fonts are gold pieces, bearing on one side the face of Clint Fontaine in profile, the first person to discover resources in Crenmar. On the other side is a depiction of Fontaine Hill, the first mining camp in the city. Fonts are accepted in most middle- or upper-class places in Crenmar, but stars are often preferred. One font is worth ten stars or one hundred picks.

Stars are silver pieces, bearing a five-pointed star on one side, representing Crenmar’s founding members. It is joked that these are the only stars one is ever likely to see in Crenmar, due to the smog blacking out the sky. On the other side of the silver piece is a depiction of the Crenmarian Mint. Stars are the standard unit of trade in Crenmar, and are more widely accepted than fonts. One star is worth ten picks.

Picks are copper pieces, pressed with an anvil on one side and a crossed pickaxe and hammer on the other, the symbol of the city of Crenmar.

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‘City of Steel’ Campaign Setting

This post is part of the City of Steel campaign setting. Feel free to use Crenmar in your own games.


Crenmar is a city of danger, wonder, greed and industry. The city is the leader in Storvia’s iron and steel mining and manufacture industries, as well as being very progressive in the field of clockwork, possessing its own mint and being home to one of Gahn’s largest banks. But like any large settlement, Crenmar has its unsavoury and criminal elements…

Zodiac: Pandas vs. Tigers

Low on time to prep our group’s regular Pathfinder game this week I decided to run an intro game of Savage Worlds. I asked my wife “What should you guys fight tonight?”. She listed off several things that were inherently unfightable before finally jokingly suggesting “Pandas!”. I suddenly recalled seeing this image of an armoured red panda recently and my Zodiac campaign setting was born!

Little did I know that vengeful blade-fisted tigers, panda whirlwinds of death (not in the way you’d think, either) and spirititual resource wars were soon to rear their awesome heads!

Demonsea: Setting Sail

Fact one: demons are awesome. Fact two: everything is better with pirates.

Combining them is an obvious move, yet I can’t think of a campaign setting I’ve seen that was dedicated to this concept. Hence, my new campaign setting: Demonsea.

I’ll be using Pyres of Vam as a place to preview material from Demonsea, so that readers can follow the development of this brand new campaign setting. But for now, read on to get the first sneak peek at this swashbuckling, demon-slaying world of mayhem and adventure!

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WHAT YOU'VE GOTTEN YOURSELF INTO

Pyres of Vam is run by Mockingbard and his alter-ego(maniac) Vam. It focuses on tabletop roleplaying but you'll find other things here too.

Mockingbard loves roleplaying, worldbuilding and stories. He posts setting ideas, session recaps, gamemastery tips and the like for fun, for himself and to get his creativity on.

Vam posts from the villain's point of view: debunking monster myths, providing adventure ideas for villains, and helping fellow villains and dastardly GMs deck out their lairs and complicate the lives of filthy adventurers.

We write this stuff because we like it :) Hopefully you'll find something you like here too.