Sanguine Imperium[]
Summary:
Player Info
Characters must be aware of the surroundings, because their is a chance their may be more danger. Every character gets a +1 bonus to all Knowledge (History) checks, as citizens of the Sanguine Imperium are required by law to be well versed in the empires history, but not too well. |
World Reference
A history of the Sanguine Imperium: 0 CE:The Old lands erupt in war, with various factions and guilds competing in a Great War. 5 CE: Humanity estranges their Allies in the east, causing trade routes with the mystical land of Khaitai to be shattered. 25 CE: The Elves start a conflict with their recently discovered western "Drow" brethren, Causing an eternal war that will never end. 45 CE: The Humans of the north suffer from a disease that causes them to become Undead. 55 CE: The Dwarves of the northeast begin a war with their brethren, the Orcs. 87 CE: The Society of Gnomes and Halflings suffer from a great schism. 98 CE: A Dragon lays siege to the Central humans capital city. 120 CE: A group of knights emerge from the south, clad in adamantine plate, carving a circle through the world. 175 CE: The knights finish conquering the land. 176 CE: The knights put their banner on every race's capital city. 176 CE: The knights declare that the known, reachable world shall be put under one banner, as an empire called Bloodied Empire. 177-305 CE: History is erased. 310 CE: Millions of orcs are discovered under the Dwarven empire. The Dwarves start a war, but are nearly annihilated. The rest of the world slowly falls. 315 CE: A group of warriors are formed to destroy the orc menace, named the "Black Templars." 317 CE: The Black Templars are betrayed during a great battle with the orc menace. 320 CE: The last known survivors of the Black Templars, a group of three, Begin gathering an army. 325 CE: In a final battle of the Great Orc War, The Orc army is decimated. 326 CE: Lacking the resources to finish the genocide of orc kind, the remaining orcs are released into the human population after being forced to be taught the concept of peace. 330 CE: The first half-orc is born. 331-451 CE: Relative Peace. 455 CE: The emperor renames the empire "Sanguine Imperium". Minor rioting occurs. 460 CE: Present. |
Running the Setting
For GM's: The Sanguine Imperium is a dark, violent place. |
Magic is standard to the rulebook, but psionics are not allowed.
Their are no deities, so clerics select a domain appropriate to their cult. Citizens of the Imperium are taught to obey that which they can see and hear.
Every city is home to a number of guilds, including the Warriors Guild, Thieves Guild, Assassins Guild, Merchants Guild, Mages Guild, Philosophical Guilds, and the various cults.
Any bestiary is allowed.
The campaign should be very dark indeed, with the only good things set in motion by the players, but good deeds should be much harder to accomplish then evil deeds. Back to Main Page → 3.5e Homebrew → Campaign Settings |
---|