Under Feet of Clay
A Tale in the Age of Heroes
“Under Feet of Clay” is a campaign written for the Pathfinder RPG system. For mechanical details of building your character, please refer to the Character Creation page.
In this realm, everyone from nobles to peasants may have a connection through blood to gods and heroes of old. Known or unknown, the blood of heroes arises in the face of great turmoil and inspires those so gifted with the ability to perform mighty deeds. Heroes will come from a variety of races, though the most common denizens of Calopius are Humans, Dwarves, Elves, Halflings, and Gnomes. Other Races are available for play. Heroes in this setting will draw on all manner of powers, be they martial, arcane, or divine. Notably, this campaign has accommodation for the Occult classes as well, and characters are free to explore the dark magics of the mind and the dead through these career paths.
If you want to play a character with known or unknown heritage in the legends and heroes of old, you will be playing as a Hero, with the mechanical details noted in the Character Creation page. However, for your first generation character, you may desire to have no such legendary connections. If your character has absolutely no blood connection to the heroes of archaic times, you will be playing as an Antihero. Please note, if you choose to play a Hero and do not specify your heroic lineage, your GM will assume you are merely unaware of your heritage and decide a hero from which you are descended.
Please note: If you want to play a character with noble ties or aristocratic background, it is difficult not to be of Heroic blood. Such characters are possible, but you will need to work closely with the GM to explain this anomaly. The GM retains rights to decide certain scenarios are simply impossible with the setting, but does want to allow you as much creative freedom as possible.
This campaign will take place across generations. What this will mean is that after a collection of quests, the current group of heroes will retire, die, or otherwise cease to adventure. Decades will pass, the world will change and grow, and a new generation will rise. Your later heroes will not, strictly speaking, need to be your blood relatives, but they should have some connection to the previous party. In some instances, previous heroes may still be alive and merely advanced in age, or able to be communed with as spirits. In such instances, your GM may ask you to step back into the shoes of an old character to role play their responses. Along with this, your characters may in the course of the campaign become influential in or rulers of a city, castle, fortress, or other political holding. Should this arise, we will borrow Kingdom Management Rules fro the Ultimate Campaign supplement as needed.
The year begins on the longest day of the year, making New Year the summer solstice. The months are as follows (with their Earth equivalents in parenthesis. Months have the same number of days as their Earth equivalent). The date at the start of the first generation of the campaign was be Pallastide 1, 1128. For more information, please refer to the Festivals page. Generation Two’s story will begin on the feast of Momento Mori (31 Purposphor), 1156.
Pallastide (July – Summer)
Xiphion (August – Summer)
Themsas (September – Autumn)
Purosphor (October – Autumn)
Parthae (November – Autumn)
Thalattine (December – Winter)
Thantos (January – Winter)
Cythene (February – Winter)
Eleusia (March – Spring)
Sylvae (April – Spring)
Zagrioda (May – Spring)
Aedaeon (June – Summer)
A Brief Timeline
Year 0: Cosmomachy, awakening of the mortal soul, Gaia is bound, Xiphios takes the throne of Heaven.
Year 260: The Seven Sages discover the Tablets of the Fire Thief, awakening mortals to self-rule.
Years 260-350: Establishment of the Seven Cities and departure of the Sophotheon.
Year 377: Fall of Thebes
Year 380: Pius seeks to build a city in Barbarian Lands
Year 410: Taitalan is brought to the city of Erebus to build the Labyrinth
Year 414: Taitalan flees the Labyrinth, the Rule of Erebus begins
Year 428: Barbarians overwhelm Basilus‘s city, the colony is abandoned
Year 446: Aedikles begins his labors
Year 449: Thenius sails for Erebus
Year 450: Erebus destroyed, Thenius’s ship sinks and he swims back to Periandropolis
Year 467: Aedikles reaches the Urpan Mountains, completing his labors
Year 501: Calydonia slays the boar
Year 504: Barbarian invasion begins at Biasophoros, last stand of Spartarchos and the Tousand
Year 506: Barbarian Invasion repelled
Years 506-1102: The Peace of Triumph
Year 1102: Beginning of Barbarian hostility in the Straights of Nestor
Year 1107: Pittacae and Periandropolis engage in minor battles over trade policy.
Year 1109: The Accord of Cleobonomos assures peace between Periandropolis and Pittacae.
Year 1113: Periandropolis equips and sends a trireme to establish a colony in Barbarian Lands, ship lost at sea.
Year 1116: Barbarian ships seen from Solonos, repelled by joint Solonite/Biasophoran/Periandropolene Navy
Year 1125: Completion of the Skyway of Cleobonomos
Year 1128: The Heroes of Timaedius liberate the island village and slay the cyclops Galateush.
Year 1133: King Meneandros IV of Pittacae murdered, beginning of the Pittacan Civil War. Haemon disappears in the north, joining the Anthrotheon.
Year 1156: Generation 2 Beginning (28 years after the events of Generation 1)
Start of Campaign
At the beginning of the campaign, it is not absolutely necessary that the party be gathered together, but I HIGHLY ENCOURAGE players to discuss their characters and find reasons to already know one another. On Pallastide 1 of the year 1128, all characters from the first generation of our heroes and antiheroes should find themselves on the landmass east of Cleobonomos, in the hinterlands north of Periandropolis. You may be leaving or returning to the metropolis, on your way west from Solonos, or even just adventuring and hunting in the patchwork of farms and swatches of forest. Again, you should discuss with your party the details to know how your character enters the picture.
A Note on Party Cohesion
At the end of the day, the GM will do what he can to accommodate diversity within the party, different goals, and different levels of relationship within the party. He will attempt to provide questlines and narratives that allow characters to learn about one another, foster friendly rivalries or close friendships, and ultimately build a measure of trust and respect. However, it is not the GM’s job to fit characters who may well be enemies coming to blows into a party. Inter-party conflict is alright, but please consider with the rest of the group whether such activities add to the fun or detract from it for them. At the end of the day, we are here to have fun, so make sure all choices help bring us toward that goal, for you and the party as a whole.