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In this condemned human world, the city-state of Kingsmouth —the last great city— tries to survive in a place where horror and despair are indivisible parts of the fantasy landscape.
Get immersed in an intense and tempting atmosphere where players will embody vulnerable characters, protagonists of a scenario full of the most emblematic elements of horror. Live thrilling and shocking dark adventures; pay the price of using terrible powers touched by an ancient darkness; face horrifically lurid happenings; try to survive the goosebump-inducing supernatural events and the immeasurable, unknowable cosmic horrors lurking in the dark.
Kingsmouth is not just a Mythos-themed campaign setting mixture. It has been designed from a deep understanding of both dark fantasy environments and Lovecraft’s works to create a unique setting. A careful rule-integrating worldbuilding effort has achieved dangerous adventures, dark magic, new cultures, classes and religions, Cthulhu Mythos, even the sick Weave… everything is connected with evocative precision.
A 5e Dark Fantasy Setting in a world built with despair and cosmic horror
The World of Kingsmouth
«And then they descended from heaven with a colossal roar, sowing their corrupt seeds upon the earth. And all Providence was sick with no possibility of healing; for the Star Beings had come to punish us» —Necronomicon.
The Arrival
The Earth is no longer the same since the age of Calamity, when "the Arrival" occurred, more than 1600 years ago. Entities from beyond the universe fell from the sky., and the devastation was so intense and terrible that the mountains wept blood and the rivers sickened for ten years. The valleys croaked hollow laments and the basins breathed a pestilent and sickly air. The forests closed in on themselves, carrying darkness under their twisted branches. The good land, which once bore fruit for the people of the region, now spat out wild species never seen before by humankind and many plagues followed one after another, while pits and swamps haphazardly flooded roads and counties, to their utter doom.
Over the years, he vault of the sky lost its azure blue, turning into a faded and sad shade. Even the breeze seemed to stop; the world stopped spinning, and its song, the song of the goddess Eli, fell silent all at once.
Aimless humanity: The lost past
Now, the Providence region is a shriveled, mournful and sad place. Although it was always a land inhabited by humankind —and it is evident from the hundreds of sites dotted with ancient remains and ruined buildings of which nothing is known anymore—, there seems to be no reliable record of what happened before the disaster. The few surviving historical documents show that there were once several kingdoms, but absolutely nothing usable remains of them.
The land of Providence is mapped, but not explored. There are hundreds of dark corners and a multitude of places unknown today, in which few have dared to venture. In recent centuries it has become extremely difficult to consolidate knowledge due to the abrupt changes that an invasive and disruptive nature has produced in the environment.
Kingsmouth: The last hope
At the edge of the sea, cornered by all these threats of a degraded nature, stands Kingsmouth, the greatest city in Providence. It is home to the majority of the population.
Kingsmouth is also a melting pot of the surviving cultures. From the purest generations of Providence to the eastern People of Jade, the city is home to highlanders, inland plateau communities, some islanders and outsiders from nearby countries following the coastline by sea. But precisely where humanity makes the most noise, is where the agents of fear and supernatural darkness approach to corrupt the souls of the rulers and twist the will of the weakest.
Magic in Providence
New rules in a cruel world
Providence is ruled by fear, sadness and horror. Monsters domain the withered land, and most of the people who serve them do so out of spite or fear. Adventures are for those who, in desperation, are driven to them.
Kingsmouth has new mechanics that emphasize horror in a dark fantasy world. One of them are the rules of Anguish reflect the psychological fragility of the characters, making them vulnerable to madness and its consequences.
Rule modifications to damage, massive damage, traumatic shock, and differences in hit point recovery modulate the sense of danger and the transcendence of damage. Mechanics for the other threats to life, such as common and supernatural diseases that harm the land.
Natural and supernatural diseases, such as the plage, the Red Death and the Dagon's disease.
Adapted rules for weapons, firearms and explosions. 5 old firearms: pistol, dragon, arquebus, musket blunderbuss.
Magic in Providence
The Weave is sick. Dark entities from the Shadow Plane influence the Weave, making it difficult and dangerous to pull their strands. Darkness is always watching, and it's hungry.
Being able to do magic safely is difficult. There is a price to pay, sometimes too high. That is why institutions try to control the use of magic, and monitor practitioners who may become corrupted by the vile Holy Inquisition.
New and modified rules and spells for the obscure the use of magic with 2 Arcane agenda —Arcanist and Mythos. Magic is dangerous, but the Arcanists try to avoid the dark influence of nightmare entities on the Weave by using the more tenebrous materials —specific to each school of magic—. However, sometimes the conditions —or temptation— may push them to make the most terrible sacrifices, paying the price of a spell with blood or their own flesh to avoid a greater evil… or so they think.
Kingsmouth has new rules for rituals, dangerous or hard situations to make magic and the degradation of conjurers.
A new way of magic is included —The terrible spells of darkness that undermine against nature itself by appealing to the power of unnamable beings: The magic of the Mythos.
The Mythos arcane agenda is a dangerous dark magic, hidden from the eyes of the Inquisition, and that is why it is the most persecuted. Cruel, uncontrolled and powerful, these terrible spells feed from darkness that undermine against nature itself by appealing to the power of unnamable beings. But beware, it can consume you completely until it tears your soul out.
Knowledge paths
New erudition options and traits for Academic (Scholars) with 3 Masteries —Alchemy, Medicine, Occult—, and horizontal traits for academics with knowledge in different masteries.
Because knowledge can be a weapon if used properly, especially when you know how to create and manipulate solutions and substances, the weaknesses of the body and the behavior of the dark.
Religion and gods
Different cultures have different ways to understand the faith. However, the city-state of Kingsmouth has chosen one perception of the old gods and the way to understand this dangerous existence. Worship gods can be dangerous, especially those dark ones. The Inquisition watches over the safety of the use of magic and faith, sometimes with too much zeal.
This campaign setting includes a deep insight in the beliefs, faith and procedures —main religions, dark cults and heretics. Also offers two complete domain- and alignment-related pantheons of gods, including the 14 Old gods and 8 Chthonic gods and how they influence these lands.
The Religious order path benefits from 7 Divine domains (Epistemology, Rhetoric, Catharsis, Solar, Orbit, the way of the Sky and the way of Life). The gods grace their believers with traits and blessings as they struggle not to be engulfed by the appetite of the nightmares of darkness.
The Bestiary
Strange creatures
Strange creatures abound in Providence. Some have been sharing their existence with humanity for eons, sometimes hidden in the bowels of the earth or the depths of the sea. Others wandering in the shadows waiting for the opportune moment to attack. And others seeping into the dreams and minds of their victims to torment them.
The Kingsmouth campaign setting has a monster compendium that adapts 10 creatures from the Mythos (Shoggoth, scions of Shub-Niggurath, Cthulhu stellar seeds, Nyarlathotep seeds…), 7 Unknowable being (Red Death, Hoaxer, Raven…) and 9 Legendary monsters that threaten the sanity of the people of Providence every day (Cluege, Busgosu, Penanggalan, Guajona…).
And there are more creatures in the Providence Traveler's guide! You know. Exploring Providence can be dangerous.


