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Pathfinder 1e

The Sunderland Chronicles

GM Erico · 4 players

The Old World had fallen. Doomed to destruction, the last remnants of Civilization pooled their resources, conjured a Gate to an entirely new world, and sent as many people through as they could in an exodus now referred to as The Crossing. Survivors of a sundered world, they found themselves in a wild land, overlooking high cliffs of a western sea and wilderness stretching out to the east. That first generation of survivors and settlers named their first settlement, Gate's End. And they declared their new civilization as SUNDERLAND. Now, nearly 40 years later, strange happenings and troubles threaten the peace that Sunderland has taken for granted. A new generation of restless souls have been offered a chance at exploration, at adventure, at mystery. And they may well find it, because there are stirrings of danger on the frontiers… And untold adventures for the strong of spirit.

For most of Sunderland's short history, things have been relatively peaceful since The Crossing. That's quickly changing. There are rumors of travelers going missing, mysterious deaths, eerie noises and sights beyond the reach of civilization...Troubles of a sort that are quickly beginning to pile up faster than the five factions (The Militia, the Association, the Church, the Legion and the Guild) can deal with on their own, given their other responsibilities.

That's where you all come in. Seeking to build some kind of a coordinated response (So that no one group can claim all the credit or take all the blame if things go wrong), the five factions of Sunderland have opted to create a new team of rapid responders and investigators to deal with these strange happenings. Perhaps you are the pride of your organizations, a rising up and comer. Or maybe you're a screwup that is being thrown at this problem. Whatever reason you have been assigned to this squadron, you will need to come together with your fellows regardless of your walks of life if you're going to survive.

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