Myth-Weavers Help Sign in
Recruiting AD&D 2e Medieval Fantasy

Shadows and Light: The Penitent Order

GM Magog · 0/6 players · posts Every few days

“You are already dead. Condemned criminals spared the executioner's axe by Bishop Gareth—if you agree to serve. Bound by a sacred oath, you hunt cults, monsters and hidden evils in a grim low-magic AD&D 2e campaign where redemption must be earned... or die trying.”

An AD&D 2nd Edition Campaign set in the world of Eorth

You are already dead.

Not literally, but you are condemned to die. Murderers. Heretics. Smugglers. Rebels. Grave robbers. Failed knights. Perhaps even the innocent condemned by false witness and corrupt men.

It no longer matters.

You have stood before the court.

You have heard sentence passed.

You have walked to the execution block.

And there, at the edge of death, Bishop Gareth offers another path.

Serve.

In the north of Albion, within the great city of Effricham, Gareth — the ageing but formidable Bishop of the North — wages a secret war against cults, corruption, sorcery, monsters, and the hidden servants of the Dark One.

To fight that war, he has created something both feared and whispered of:

The Penitent Order.

A band of condemned souls granted a temporary reprieve in exchange for absolute service.

Bound by sacred oath and a Quest-like enchantment that punishes betrayal, disobedience, or flight with gradual spiritual and physical ruin, the Penitents are sent where others cannot go:

  • plague villages

  • haunted ruins

  • cult strongholds

  • wilderness frontiers

  • forgotten crypts

  • places where good men fear to tread

They are expendable.

Dispensable.

Deniable.

Unwanted and unloved.

But perhaps, through blood, suffering, and impossible choices, they may yet earn redemption.

Or die trying.

Note: The Penitent Order is not an adventuring company. It is Gareth's instrument for confronting threats too dangerous, too secret, or too politically sensitive for anyone else to face.


The Game

This campaign uses AD&D 2nd Edition as its mechanical foundation, but is set within the heavily developed homebrew world of Eorth (not to be confused with Greyhawk’s Oerth).

The game includes substantial setting-specific material, including:

  • custom races and cultures

  • detailed pantheons and religious structures

  • background and fault systems

  • revised character generation

  • equipment quality rules

  • low-magic assumptions

  • expanded social and cultural mechanics

The setting is grounded, medieval, and relatively serious in tone.

Magic exists, but is neither commonplace nor well understood.

Monsters are feared.

Religion matters.

Actions have consequences.


Tone and Themes

This is a game about:

  • flawed people

  • moral ambiguity

  • redemption through hardship

  • dangerous missions

  • survival in a harsh world

  • difficult choices

  • loyalty, fear, faith, and corruption

The PCs are not shining heroes — at least not initially.

Whether they ultimately become monsters, martyrs, or something better is up to them.


Character Expectations

Players should create characters capable of functioning within a group despite differing alignments or backgrounds.

Characters may be:

  • guilty

  • partly guilty

  • falsely condemned

But all are legally condemned and already sentenced to death when play begins.

The campaign assumes the PCs are bound into Gareth’s service under magical compulsion. Attempting to flee or betray the Order will bring about progressively severe physical and spiritual deterioration.


Mechanical Notes

  • Characters begin at 3rd level

  • Low-magic campaign

  • Magic items are rare

  • Human characters may not multiclass

  • No Lawful Good or Chaotic Evil PCs

  • No non-European-inspired cultures

  • AD&D 2e experience and progression rules broadly apply

Open Slots: 6 of 6
Applications Due: Aug 27, 2026
Decisions By: Sep 3, 2026

Want to see more? Sign up or log in to read the full game, post, and play — you'll land right back here.

Sign up Log in