Saving Sujeira's Soul
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It is the year of our Lord 1452; the world is changing. But here in Village Sujeira¸ time seems to have stopped. From misty sunrise to dusty sunset¸ the ebb and flow of life remains the same. Although the animated gossiping of the women seems a little tense today. And are there perhaps a few more dirty travelers upon their burros than normal? And here is Father Olavo...does the prelate look a bit shifty?
In this adventure players are set first on a simple task¸ to solve the disappearance of the local witch before outside forces take an interest. But as the players get deeper¸ they will rapidly kind themselves on a quest for far more¸ as they range from an alchemist's lair on a crumbling tower down to a dark swamp full of mystery and danger¸ seeking a holy relic that might lead them to the outskirts of Hell itself. All in service of the sleepy Village Sujeira and the dusty souls within.
1452: Saving Sujeira's Soul is an adventure set in northern Portugal on an alternate history Earth during the year 1452¸ in a world where history is much the same¸ but for the fact that the Rus are all hirsute dwarves¸ the hordes that poured out of central Asia were orcish (and half-orcs are mostly janissaries split among the Ottoman Empire's demesnes)¸ and elves are creatures of rumors and myth. Halflings live among the English and Portuguese in villages and farms¸ while goblins are pests best left for dead in the wilds between civilized countries. The Church arms its inquisitors with holy blessings¸ for witches are not mere milk-souring old women but vile devil-pacted souls¸ and wizards and sorcerers seek human and kine for sacrifices to fuel their darkling magics. There be dragons on the edges of the world¸ and ogres and sea serpents and giants¸ but the alchemists of this world know things beyond mortal ken and fight these horrors with science and canny concoctions.
