An introduction to the game world of the Relicborne Saga, and some resources to assist play!

  • This brief overview is the fastest way to get acquainted with the Relicborne Saga, including some resources for making basic 1st level characters (along with the Pathfinder 2nd Edition Core Rulebook).

  • This guide is for players to get to know the Relicborne Saga setting, and for more in-depth character building. It shows how RBS makes use of the Pathfinder 2 core rule set, and the details of our campaign-specific game additions, like additional ancestries, backgrounds, feats, skill and spell uses, treasure, etc.

  • For your convenience we have provided:
    Character Sheet, which is a .pdf where you can type the values into the boxes, and it will do the front-page math for you, then save it for later use.

    Starting Equipment, every 1st level RBS character gets to choose 1 beginner’s magic item.

    Adventure Log, for expanding the record of your character’s adventures, XP, and treasure.

    Reputation Tracker, so that you can keep track of your character’s influence with the various factions and organizations in Teppesia.

  • The Relicborne Saga is set on the world of Aimsir, an Earth-like planet teeming with life and brimming with magic. No-one is sure why, but Aimsir is a crossroads of planar energies, enabling incredible feats of both magic and faith.

    The gods have a regular hand in the fate of Aimsir and its people, so nearly everyone honors at least one deity. Many kingdoms have risen and fallen throughout history, but the greatest of these was the ancient empire of Duraiya.

    The Duraiyans practiced magics both incredible and terrible, fashioning artifacts of incredible power, and building cities and engineering wonders of world-altering importance. The greatest Duraiyan arch-liches went so far as to challenge the gods themselves, seeking to shape flesh and bend living beings to their will.

    They succeeded, for a time, spreading their empire across the world, forming mighty cities such as Teppesia, and linking them with a vast network of colossal teleportation gates. For millennia they ruled, until their hubris led to infighting, rebellion, and the collapse of their delicate magics.

    Centuries after the Duraiyan empire’s collapse, some of their ancient ruins are reclaimed by explorers and adventurers. Cities such as Teppesia rise from the ashes and are reclaimed from nature (well, mostly).

    But the settlers’ future was uncertain. Several decades after its re-founding, Teppesia was hit by a calamity both magical and natural, known only as Gatefall.
    A titanic storm, far larger than any naturally seen before, descended on the continent of Enora, where Teppesia rests on an artificially-built cove. As your ancestors watched in horror, the teleportation gate pulsed with energy, then fell silent, and an immense bubble of magical energy encircled most of the continent.

    By the time our story begins, this impenetrable barrier, dubbed The Wall, has left Enora completely isolated from the rest of Aimsir for the better part of a century. Teppesia has endured, though, held up by its peoples’ indomitable will and a collective effort to defy fate and survive.

    Now, exploration, industry, and academic investigation have regained their momentum, and the city-state’s overseeing Council has its sights set on expansion and growth again.
    Teppesia has need of adventurers of all stripes to tackle her problems head-on, to reclaim a continent laid waste by magical catastrophe, and maybe, just maybe, lead the way back to our own world.

  • This story covers a more detailed description of the world of Aimsir, which is the setting for the Relicborne Saga overall, as well as various places and people of interest in the game world. It includes the history of both the game world and the playable setting to date, and will be expanded as the story continues.

  • Coming soon!

  • No problem at all! We have pre-generated characters of every class and ancestry, so you don’t need to have played before to start playing with us.
    Our games are designed with accessibility in mind, and whoever runs the table knows the game well enough to teach the mechanics you need.

  • We’re happy to provide some quick-reference cards for the most commonly used Pathfinder 2nd Edition game mechanics.

    This one gives you the quick-and-easy on basic game mechanics like rolling skill ch covers oecks and saves, and taking actions in combat.

    This one covers out-of-combat activities like Exploration, and downtime actions that your character can take when the situation allows.

  • Not a lot, actually.
    We don’t allow Evil or Chaotic Neutral characters without prior approval, because they tend to be disruptive and our games are cooperative.
    A tiny handful of heritages and backgrounds don’t exist in our game world.
    We have some unique skill feats, and we have a ton of completely unique magic items and quest rewards.
    The full details are in the Quick Start Sheet and the Campaign Player’s Guide.

  • Our adventure modules (mods) are written to fit into a standard 4-hour convention time slot. Some mods are part of a series, and some are stand-alone, but they’re all part of the same continuing story, so your character persists through every RBS game you play.
    We make an extra effort to ensure that each adventure is designed in such a way that any combination of characters can be reasonably expected to succeed.
    So you can play whatever character you want, with whomever you want to play with, at any table (as long as you’re near enough to the same level)!
    At the end of the adventure you and your GM fill out the log sheet and the reputation tracker, so that your adventures can continue!

  • Why yes, we do! In fact, we have 1 of every class available in RBS, so that nobody has to feel left out.
    We have:

    Feel free to use these as inspiration for your own character builds, with our handy blank .pdf character sheet!