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Berserk[edit]
In this world, is the destiny of mankind controlled by some transcendental entity or law? Is it like the hand of God hovering above? At least it is true that man has no control, even over his own will.
The world of Berserk is akin to most other dark fantasy worlds, the people of a medieval kingdom just burgeoning on the invention of Renaissance-era technology live either in abject poverty, toiling in the fields or shops as serfs, or in absolute decadence in royalty, all of whom live in willful, false ignorance of the war, disease, and corruption swarming around them. Man knows not of the supernatural, fearing only their religious constructs they cling to for safety. However, beyond all of this; the filth of humanity, lies a deeper, far more sinister force, Causality. All things are bound to a predetermined path. While most are unaware of this concept, those that are either benefit greatly from it, or fight those who do.
Campaign Setting Information[edit]
Players Guide
- Classes
- The world of Berserk operates very similarly to most other 5e campaigns, though with some non-insignificant exceptions.
- Races
- Humans, humans, and more humans line the streets of Midland and Tudor. Beyond these most mundane settings lie all sorts of intelligent beings.
- Equipment
- Weapons and Armor
- Other Equipment
- Spells
- Feats
- Background & Languages
- The people of the world follow a variety of creeds and origins, almost all of which are unique from their specific race.
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World of Berserk
- Cosmology
- The world of Berserk holds many planes, almost none of them safe.
- The World & Locales
- The world, regions, and nations of the campaign setting.
- Time & History
- While sufficiently sparse, the history of Berserk massively impacts the world itself.
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Dungeon Master's Guide
- Bestiary
- The men and monsters a group is bound to face.
- Treasure
- This world is not without its boons, as worrying as they may be.
- Variant Rules
- Adventures
- Perhaps "burdens" would be a better descriptor.
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