The Maze
Somewhere out there¸ in this universe or the next¸ is the Maze. Vast beyond imagining and as old as the idea of being lost ‐ vast and old enough that small countries and fiefdoms flourish in ignorance within. It isn't known what power created it¸ or why. Is it the prison of some terrible forgotten god? Or the vault for a wonder forged in the fires of creation? No one knows. Or at least¸ no one is telling. But there are secrets and treasures to be found inside. If nothing else¸ many have been carried in by would-be pillagers. Be wary of the Maze ‐ for it is far easier to enter than to leave. Its very nature is inimical to transport and communication magics. To enter is to forsake all outside aid¸ even from the gods. And if you want to leave¸ know this: No one who has entered has ever left again. The Maze is a setting inspired by stories about huge mazes and it has a few particular strong points that could make it right for your game: The gradual unfolding of a mystery. The Maze was crafted to make it possible for players to come in thinking they are in a typical fantasy setting and gradually uncover the truth over the course of your campaign. There are many opportunities to enjoy the one-two punch of confusion and gob-smacked realisation. Naturally episodic games. The Maze is broken up into isolated areas. Terrain¸ culture¸ politics¸ races and general vibe can be radically different between each location. GMs are free to create strange and weird mini-settings¸ use wildly different one-shot adventures¸ and really lean into each game standing on its own. Overarching events and arcs. Built into the setting are natural themes that can tie adventures together and entice players forward. Learning the deeper truths about the Maze¸ working with the Maze factions¸ and ultimately escaping - there is always something to work towards. Included in this supplement are: Basic setting information about the Maze: The restrictions that apply to everyone inside The powers that divine characters call on The powerful organisations that a player might encounter Background options: Backstory prompts to help tie any class into the setting 2 new Background Features that tie into the nature of the Maze 4 Subclasses: Cleric: Freedom Domain Ranger: Wayfarer Conclave Warlock: The Prisoner Patron Wizard: The Tattooist School New magic: 6 new spells related to the Maze 9 new magic items 4 new monsters Tools for creating locations and monsters Advice for adapting existing adventure to the Maze Notes about how to use the Maze as a campaign setting¸ as a longer arc for an existing game¸ or even a short quest Comprehensive information about the "factions" that have power in the Maze¸ and how to use them to generate quests¸ respond to PC actions¸ and serve a narrative purpose An example opening adventure that will take players to 2nd level and tempt them with a revelation or two A character options handout - discretely written in order to not give away any mysteries