Step 1 Starting Locus Options

Where are adventurers forged?

  Choose your starting point, from the locus options below. In recent history, all of these shards have been linked by a connection, a great astral road forming a stellar neighborhood called The Grey Path  . None of these options will determine who can and cannot adventure together, as much as who you chose share a history and culture together with.

The following articles provide the context for each of the world you can choose to originate from and provide a perspective for your adventurer's reason for why they are exploring the Nebula. Each shard is representative of different popular tropes in tabletop rpg history and you may find yourself excited to see the familiar in them. As a player be mindful that no shard (or locale or segment of our own human history) is a monolith and that where one lives doesn't necessarily dictate how they will live it. Even within a shard multitudes of cultures, ethnicities, religions and species can coexist and the write ups simply supply a summary context to the matter in which they live their lives. Use it for inspiration for your backstory, and never forget to have fun with the tools you have been provided.


The Fold

A large wartorn world that has traditional medival feudal societies peppered across the temperate climate. It is home to dozens of structured Orders, Societies, Guilds and Mercenary Bands. As such it is the ideal home for Knights, Mercenaries, Court Mages, and Merchants.

City of Masques

A small shard where civilization has eclipsed wilderness. Surrounded by poisonous ocean made of limewater, it is home to it's mysterous and elusive founders The Formless. The people who live there exist in miserable squalor and make a living looting the remains of a lost empire. It is the ideal home for Refugees, Fugitive Researchers, Vandals, Thieves and Rogue Mages.

Arboryn

This realm was crafted by a druidic circle in times as a bunker for endangered species, but some time ago it was seeded with colonists. The people born in this realm are all orphans without blood family to speak of, and are bound by their found ties together. Naive to the ways of war and many of life's cruelties, some seek to protect their kin and others leave to seek adventure. It is an ideal home for Druids, Occultists, Peasants and Nurturers.

Semhinter

A large hinterland realm borne of ice, fire, stone and sand. It is a nexus of many different geological phenomenon creating harsh environments for the nomads that travel through there or call it home. Nevertheless they do not walk alone. Small gods have made this place their permanent residence and they choose to live, succeed, mourn and die with their mortal kin in this realm in order to guide them with a steady, measured hand. It is an ideal home for Naturalists, Cloistered Clergy, Gifted Magicians, and Stalwart Monastics.

The Grey Sea

An endless, winding coastal road that reaches around a massive dead sea. A lifeless coast devoid of all but the bleached sand, sparse dune grass, packed earthen road and tepid grey sea. It is a connection created long ago, by the Formless or their founders to connect worlds together- and domesticate them. Despite the disparaging amount of distance, the route is always safe and the journey always seems just long enough. It seems that even the mortally wounded find a way back home, half buried in the dunes of this place.

Once you have decided the locus where your adventure originated, you can go on to the next step using Pathfinder 2e to create a new character with the link below.  

Characters in the World

  If you have a particular character concept in mind, feel free to flip back and forth between the various steps to fine tune what best suits the image of the character in your head. Each realm and shard is flexible within the mood and genre it encapsulates allowing for some character based world building to help with your character's origination.

If you want your character to come from a feudal country with a particular feel, it could be easily incorporated into The Fold. A nomadic tribe can easily be incorporated into the regions in and around Semhinter. Likewise The City of Masques and Arboryn are realms with negative and positive tones respectively and allow plenty of motivating factors and resources that allow a character to be self taught and resilient.

Selecting Class First

If you would prefer to select your class first for a particular roleplaying experience, then the locus will certainly affect your character's training. If there isn't a precendence for a particular discipline or tradition taking place in a realm then one can always be self taught or be brought under extraordinary circumstances. Consult Classes in the Nebula for additional information on your favorite class and the intersections it has with loci and other game mechanics.  

Realm Statistics

Inside each loci article there is a content panel on the right hand side. There are some affirmative statements about what kind of person might develop in that particular world. The availability of natural resources available to the people of each realm is noted in a numerical abstraction in the side panel of the article- alongside some qualititative, top-down trop characteristics of the world inside the shard. The current capacity is represented ability score style along side the realm's prospective maximal capacity for a resource's exploitation represented with a "3/4" for example. These numbers are provided for Game Masters or players interested in the generalities of the socioeconomics of these realms.

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