Here is the new campaign for Pathfinder created by Seeker G, The book of invasions! Inspired by Irish folklore, this mythical campaign with a high content of magic, intrigue and fighting is available on our Patreon.

With the opening of the our Patreon, we Seekers have decided to make them available to our supporters and supporters the countryside that over the years we have written and played.

In this way, we hope we can thank those who believe in us and to bring quality content to the Italian role-playing world.

In this article, Seeker G will present the campaign she wrote, explaining its characteristics and how it will come out. Enjoy the reading!

The book of invasions: what is it and what is it about?

As the title of the article also says, The book of invasions is a campaign designed for the game system of Pathfinder, although it is not set on Golarion, but in one setting built ad hoc and that has nothing to do with the classic Paizo one.

Let's see both the technical details of the campaign and the characteristics of the setting better by making one brief plot overview.

There will be no excessively heavy spoilers, but you will see broadly how events will unfold and what kind of adventures you will face. Hence, the article should be safe and informative for both masters and gamers.

Much of what you read here can also be found in the Presentation of the campaign, a 4 page PDF file that you can download for free from Thu.

The ingredients for a mythical Irish campaign: goblins, mythical degrees, lots of magic, little technology

The book of invasions is a mythical campaign with a high magic content, which follows the deeds of a group of adventurers forced to change the world, if they want to survive.

The characters will start from level 1 and will go up to level 12, following a progress system based not on experience points, but on milestones. In addition, the rules of Automatic advances di Pathfinder Unchained, so that the most important bonuses are attributed to you by default as you advance in level, while with your budget you can buy more particular Wonderful Items.

Starting from the fourth level, the characters will get 6 mythical degrees, which will allow them to face challenges that would otherwise be untenable. Each mythical degree will be obtained thanks to the discovery of the Anchors, artifacts of enormous power created by the Nine, the deities of the pantheon of Hibernia.

This campaign was designed for a non-evil party: it is precisely for this reason, in fact, that you will receive the mythical degrees from 6 of the 9 Anchors that you will have to recover. In fact, the three Anchors linked to the three evil deities (Morrigan, Badb and Nemain, who all together are called "the Morrigna") will not give you mythic degrees. However, keeping them out of the reach of your enemies will still be a good idea. If you absolutely want to play a party of villains, be prepared to have to heavily modify the campaign (and maybe write me, so I can give you a few more tips!).

The book of invasions will be divided into three macro-modules, each dedicated to the exploration of one of the three large islands of the Hibernia archipelago: Éire, Argyll and Prydain. As a whole, played once a week with sessions of around 3 hours, the campaign should last a maximum 18 months.

Numerous types of enemies will be faced during the campaign, as we have tried to give variety to the clashes, avoiding the single-issue modules in which, for example, only Goblins are faced. However, some kinds of enemies, such as i Sprites and hags, will be recurring and will occur several times throughout history, albeit with different challenge levels.

Restrictions and novelties of the setting

To make the game more consistent with the setting, inspired by XNUMXth century Ireland, it is highly recommended that players follow the breeds, classes, manuals and equipment limitations proposals in the Presentation of the campaign. I realize that not everyone will appreciate them, but I ask you to see them as an additional challenge: will you be able to create badass characters despite my wickedness? (You will have the mythical degrees, of course you will be badass)

Basically, it is recommended to limit the weaponry and technologies to those consistent with the historical era and the place of reference: Chinese daos, katanas, firearms and crossbows it would be better to leave them to other campaigns. In addition, players are asked to choose human characters, elves, half-elves, dwarves, halflings, gnomes, half-orcs or changelings, avoiding races such as Goblins, Ifrit, Felinids and Vishkania, which have little to do with the setting. Even the Available classes, while remaining numerous, they have some limitations due to the setting: we will not have Alchemists, Oracles, Monks, Samurai, Ninja, Pistoleri or Intrepids, nor will Archetypes based on firearms or on too distant cultures (e.g. Bardo Geisha) be allowed .

Finally, ne The book of invasions they do not exist Piani other than that Material: and from the four Elemental planes (Air, Water, Fire and Earth), with the consequent limitations to the Stirpi of the Sorcerers: without Hell and Devils, there will not even be the Sorcerers of hell.

But restrictions are not all there is in this campaign: a bit to forgive me for the stakes placed, a bit to help you to tie your characters more to the setting, I have developed a series of Original background strokes. As also happens in the adventure path of the Paizo, these Traits will also give you small bonuses, while giving you some suggestions to develop your background and proposing a reason why you are, at the first session, in the gnomic village of Droichead Atha.

In addition, both in the markets you visit, and during specific quests, you will find a whole series of Wonderful objects specially created for the campaign and inspired by Irish folklore. Do the Digital Hump and the Gáe Bulg, or Spear of mortal pain, tell you anything?

Finally, for those who want, there will also be available Iconic characters designed for The book of invasions and inspired by the characters of the players who participated in the various playtests of the work.

What players is this campaign designed for?

Given the size and importance of the setting, The book of invasions it is necessarily recommended for those who appreciate the idea of ​​studying a new setting, then creating characters in line with it.

Given also the proposed restrictions, this campaign is recommended for players willing to follow these guidelines. Keep in mind that the restrictions imposed on you will also apply to all PNGs: if you cannot play an Inquisitor, it is because there will be no Inquisitors around Hibernia.

If these limitations are too heavy and it bothers you, eliminate them, but do it at your own risk: inserting a Flying Carpet in an Irish setting makes you lose the sense of playing this story a bit. So, weigh your choices a little, but in the end feel free to act as you see fit. If I weren't willing to see you change "my baby," I wouldn't have paid off The book of invasions available to all. 🙂

Keep in mind that, again to follow the same limitations, the changes to the Classes of were not applied in this campaign Pathfinder Unchained. So if you want to create a thief pg according to the rules of Pathfinder Unchained, your master would do better to modify all the thieves present in the game according to the same rules, so from keep balance.

The book of invasions, then, it was conceived as a campaign in which the party will have a big impact on the world: therefore, if you play it, don't be shy and don't be afraid to take the initiative and make decisions that will have big repercussions!

Finally, although this campaign starts at level 1, it still could not be very suitable for beginners Pathfinder or role-playing games in general. In fact, the presence of the mythical grades could make the game more complex than it seems. So, any newbies are preparing to study more than expected!

Éire, the green island of the Gnomes and departure of the story of The book of invasions.
Éire, the green island of the Gnomes and departure of the history of The book of invasioni.

The book of invasions: the plot and the setting In short

Let's talk very quickly of the plot and setting, taking into account that the story of Hibernia can be read, in its abridged version, always in the Presentation of the campaign.

A land of conquests: the past of Hibernia

Hibernia it is a legendary archipelago, which is spoken of in the stories of many peoples and which has attracted, for reasons not always too clear, at least five great migratory waves. Who the original inhabitants of the islands were, however, is information that has not reached the present day.

Le hags who initially roamed the islands hid when the gods arrived Fomorswarlords who fought in honor of their dark divinity. The giants then came from the north, i Fir Bolg, have managed to carve out their own kingdom with steel. None of them, however, managed to counter the Tuatha Dé, the horde of Goblins who then swarmed on Hibernia, led by the Nine, their kings and queens with enormous powers.

In the thousand years of Tuatha Dé rule, the Elves have thrived, but regardless of the future, being immortal and naturally led to anarchy. THE Ninehowever, they had other plans: during this millennium, they ascended to the rank of divinity and, knowing that they would be absent for a long time from the Material Plane, they created a permanent Half-plane for the Tuatha Dé, the World of Below. Here, only the goblins would have been able to live without danger, if old or new conquerors had threatened them.

And in fact, with the disappearance of the Nine, not only did the Fomorians and the Maggers crawl out of their hiding places, but the Tuatha Dé themselves became atomized, every kind of Goblin who thought only of itself. Only the Gnomes, who in the meantime had become mortal, managed to reunite on a single island, Éire, forming five kingdoms and allying themselves with the Ulaid, the Fir Bolg who lived on the island.

A land of fragile balances on the verge of change: the present of Hibernia

Ninety years before the beginning of your story, the fifth and last invasion landed in Hibernia, that of the Exiles. A cauldron of peoples who fled from a slave empire ruled by arcane spellcasters, the Exiles were unable to form a united front after landing on Prydain Island.

Thus, over the following decades, many of them took their own way and formed new communities, each inspired by the souls who had given birth to their great journey.

On the island of Argyll, the Druids formed an alliance with the Pechts, the Fir Bolg who inhabited the northernmost area, called Albanach, and founded the Concordat of Argyll. The six great orders of Clerics and Paladins, strong in their magic and their discipline, took control of much of Prydain and established theExarchate of Bernicia. The leaders of the major clans of the Exiles, however, in an attempt to revive the ancient knightly tradition prior to the conquest of the Astra Empire and refusing any kind of magic, gathered around a charismatic leader, calling him King and retreating north of Prydain to found the Kingdom of Gwynedd.

Meanwhile, the divided Tuatha Dé didn't even attempt to organize a resistance against the Exiles and retreated to the Underworld. The Gnomes, for their part, mindful of what had happened to the Fomorians in the past, decided to make a common front and to reunite their five Kingdoms in one Kingdom of Éireunder the guidance of a Great King, Choncobar mac Nessa.

King Choncobar managed to prevent the Exiles from also landing in Éire, but agreed to give shelter to arcane spellcasters who had fled with the Exiles. These, in fact, after the abuses committed by the Wizards and Sorcerers of the Empire of Astra, found themselves being persecuted both in Bernicia and in Gwynedd. Choncobar, on the other hand, wasted no time replenishing its ranks with powerful spellcasters and, while arousing the discontent of many Gnomes, allowed them to live in the southernmost kingdom of Éire, the Meath.

Argyll, the wild forest island, inhabited by Druids, Fir Bolg and Vikvær
Argyll, the wild forest island, inhabited by Druids, Fir Bolg and Vikvær

A dangerous slope that will change everything: the plot of The book of invasions

Your adventure begins in Meath.

Arriving in Éire and in the small gnomic village of Droichead Atha for the most varied reasons, you adventurers have been set up. In fact, someone killed Ri Tuaithe's daughter, the King of the village (Gnomes have a Great King, Regional Kings and Local Kings, understand them, they make a bit of a mess on these things) is you are the first suspects. In fact, the only witness to the murder saw the assailant, who was a tall guy, and you are the only "tall" guy in the village.

Too bad you are innocent, the witness was drunk and in the pumpkin field near the Witch's Mound you turn bad stuff, especially on Samhain night. Who wanted to skin you and why? Who desecrated the grave of a sorceress, young daughter of the town Druid and of a strange woman who had been missing for many years?

Aided by the daughter of the Great King of Éire, Macha mac Choncobar, you will discover that someone has decided not to risk that the Exiles ever conquer the land of the Gnomes. A disturbing conspiracy wants to bring back the triad of the Morrigna, the three evil queens of the Nine, now revered as gods of war, so as to unleash their fury on the Exiles. For this, the conspirators are looking for the three Anchors of the three Goddesses, the artifacts that Morrigan, Badb and Nemain left in Hibernia to go back.

But the even more disturbing thing is that even the hags, the mysterious and cruel first inhabitants of Hibernia, returned to the scene after a millennium of silence. Now, in fact, the Hagers have discovered that they can finally reproduce with some of the Exiles, giving birth to daughters with unknown potential.

The only way to counter this plot is not only to find the three Anchors of the Morrigna before the conspirators, but also recover the Anchors of the other six members of the Nine. In fact, only in this way can you acquire the powers to face your enemies: something is boiling in Hibernia, and the three islands are about to become a powder keg ready to explode.

However, there are still many unanswered questions: why do the Crones want to bring back three queens of the Tuatha Dé, their historical enemies? Why did the Nine leave the Material Plane? What happened to the Fomoris? What role do the Changelings play in the return of the Crones? What is that cold wind blowing from the north? And above all, what does Macha mac Choncobar have to do with it?

The challenges you will have to face, broadly speaking

In all this, you will have to take charge of the fate of your world, partly because no one seems to believe the things you have discovered, and partly because your enemies almost got you killed, so they might have to pay dearly for it.

You will have to get in trip to the three islands and not only face supernatural threats to recover the Anchors, but you will also have to face a world that is changing and that is full of tensions. Which side will you tip the scales on? When you have the power to really change things, how will you use it? Who will you try to wipe out of the maps?

First module: Eire

With these questions, first you will have to face the difficult coexistence in Éire between Exiles and Gnomes, juggling the rivalries of the Ri Ruirechs, the Kings of the original five realms, the decisions of King Choncobar and the impulsiveness of his champion, Cú Chulainn. Who will you support in the race for power? And how you will react when you discover some hags infiltrate among the Exiles and who are collecting the skulls of their own daughters?

Furthermore, you will always have to deal with Éire Danu, a capricious Fairy Lady, who may decide to help you as well as kill you. Or to do both. You will need her as much as she has one of the three Anchors of Éire, theHarp of Aengus.

And you will also have to work hard to recover the Nemain necklace from the mound of Brú na Bóinne, and the Cloak of Manann from Tír fo Thuinn.

Second module: Argyll

Only at this point, you will be able to cross the Giant's Causeway to go to Argyll, where you will discover that the king of Vikvær, the marauders who arrived from the North Seas a generation ago, died and who now guides them Beira, the Lady of Winter. You will need to gather all the Druids of the Argyll Concordat, all the Pechts of Albanach and all the rebel Vikvær to counter it.

In the meantime, you must discover the origin of Beira's power, quell the rivalries between the Pecht clans, help Exiles and Goblins trapped in a perennial winter and Aine, the Lady of the Fairies of the island, to face a rebellious Elf who allies with Beira.

And, always in the meantime (who spoke of days off ???), you will obviously have to recover the three anchors of Argyll: the Stick of the Dagda, Badb mask and Brigid's cauldron.

Third module: Prydain

If you can survive the final battle, you can head to Prydain Island, in the middle of the tensions between the Exarchate of Bernicia and the Kingdom of Gwynedd, which seem exacerbated by massacres carried out by one and the other faction, without, however, there are ever witnesses to tell what happened.

You will have to confront both the complex dynamics of the Knights of Gwynedd and the policy of the six orders of Clerics and Paladins of Bernicia. How are you going to deal with the renegade Knights? How will you face the three secret religious orders devoted to Morrigna? What role will the rebellious anarchists of Sherwood Forest play? And how much all this will piss off Delbaeth, the Lord of the Fairies of the island?

And in the meantime, you will also have to investigate Changeling sorcerer persecuted in Prydain, because they are hearing the call of their mysterious Patron ever stronger. And you will also face i Fomors, which apparently are emerging from their hiding places and preparing for a great invasion, strong in the war between Bernicia and Gwynedd.

But you must not forget to recover the last three Anchors: the Sword of Nuada, which seems to be preserved by Delbáeth on the island of Avalon, la Lugh's Spear and the lost Morrigan crown.

Prydain, the island that in the North has only dark moors and where in the South civilization is gradually devouring the woods
Prydain, the island that has only dark moors to the north and where civilization is gradually devouring the woods to the south

Method of exit and distribution of The book of invasions

As you have seen, The book of invasions it is an average long campaign (obviously we are not at the levels of the APs ranging from level 1 to level 20, but a few months should take you up!), with a fairly detailed setting, some limitations and additions to the creation of the characters and a number of mysteries that players will have to unravel, but which the master will have to know from the very beginning.

To get a general idea of ​​the campaign, as I said, you can download the Presentation of the countrysidefrom our Patreon, a this link.

For this reason, it was decided to structure the campaign in Guides and Adventure Modules.

Guides to get started The book of invasions

The Guides are three files that will be made available from the start that should help masters and players get started on the campaign.

First, there is the Setup Guide. It is a 15-page file explaining the history of Hibernia, its physical geography and the various political kingdoms into which it is now divided. Additionally, there are insights into the nature of the Underworld and the three Fairy Lords, followed by further insights into the Nine, who were not only the nine Kings and Queens of the Tuatha Dé, but today are also the nine deities that the Exiles worship. . Then, the personality of each of them and the characteristics of the nine religious orders devoted to them will be briefly explained, followed by a table with their favorite weapons and their Dominions. Finally, there will be a small paragraph devoted to the languages ​​of Hibernia and the pronunciation of Irish names.

The Setting Guide does not necessarily have to be read in its entirety, but it can be consulted in bite-sized pieces by players to get some more information about their realms of origin, the deities they are devoted to and their background in general. The master would do better, little by little, to read the whole document, so as to be able to move better in the setting and to guide his own party.

Instead, players will find it necessary to read the Player's Guide. This is a shorter file which lists the manuals granted, the playable Races, the permitted Classes, the Domains / Bloodlines / Oaths of the setting. All information about the limitations mentioned above is contained in this file and should be considered when creating the characters. In the document there are also some tips on Archetypes, Talents and Skills useful for the adventure, as well as the new Background Traits, the additional starting equipment and the iconic characters are listed.

The master, on the other hand, will necessarily have to read the Master's Guide, a file similar to the Guide to the Setting in which all the background of the story, the secret motivations of the NPCs and the campaign are explained. In addition, some advice for managing the adventure will be given.

Along with these guides, there are also the Maps of Hibernia: one is dedicated to Éire and the mysterious island of Mannin, one is on Argyll and the third concerns Prydain. All maps were made thanks to the software inkarnate, of which we spoke in this article. Subsequently, more detailed maps of the individual regions will also be made available.

The de modules The book of invasions

For questions of timing and personal commitments, The book of invasions it will not be loaded on our Patreon as a single mega-adventure, but in micro-modules.

Each micro-module will consist, broadly speaking, of the events that will take place in one or two game sessions, then an adventure or a dungeon. These micro-modules will be released bi-weekly and will then be collected in the three large modules of the campaign, that is Eire, Argyll e Prydain.

The micro-modules will also include dungeon maps, png cards or monsters cards invented or modified specifically for this campaign. The monsters present in the Bestiaries Pathfinder officials, on the other hand, will have a reference to the Italian volume and page (or in English, if present in the Bestiary 5). In addition, the micro-modules will also contain small insights on the setting of the adventure and the cards of the cities or villages visited, with the related magical items that can be purchased there.

Furthermore, as soon as possible, I hope to be able to integrate the modules and guides with specially commissioned images.


The invasion book is content that we Atlantis Seekers will make available on the our Patreon, as a tribute to those who want to support us.

Since it is a campaign that was written for pleasure and not for profit, it was decided to make it accessible to those who will offer a monthly pledge of $ 3 (= € 2,65). Bear in mind that, with The book of invasions, it is not our intention to earn money for ourselves, but only to re-enter production costs.

Furthermore, with this pledge, you will get access to a special Telegram group, where you can share your gaming experience a The book of invasions. Also, since I will be present too, the Seeker G, or the creator of the campaign, you can ask me for advice and explanations when you wanteven in the middle of your session. I will try to answer you as soon as possible!