
Welcome to a world of ancient mysteries, sunken ruins, and shadowy conspiracies, where the hunt for lost knowledge may unearth horrors best left forgotten. What begins as a thrilling expedition for treasure and truth will soon unravel into espionage, eldritch nightmares, and the ultimate question—should some secrets remain buried?
If you're reading this Player's Guide it means your GM has roped you into starting a new adventure. In this Pathfinder 2e campaign you will be starting at Level 1.
To the right, you will find an index to navigate this guide with ease. Make sure to read it in its entirety at least once, it's the least you can do.
Below you’ll find spoiler-free lore, campaign details, and specific suggestions to help you create a character tailored specifically for this campaign. This Player’s Guide is organized into the following sections:
Gazetteer
A brief overview of the area in which this adventure will take place.
Key Players
A look at the many key players that are active within the setting in general, each of which plays a role within the story.
Coming Together
The plot hook for the first session, and a reason for the party to stick together.
Character Suggestions
Additional guidance, practical advice, and specific tips for creating a character that fits seamlessly into this campaign.
Game Execution
An overview of everything relevant to the meta-level execution of the campaign.
A sprawling river delta metropolis, known for its stonework architecture, political corruption, and thriving trade industry. It serves as the primary hub for espionage, commerce, and intrigue, where multiple factions vie for power.
A dangerous, shallow sea outside Marazhan, where the water is rarely deeper than 10 feet. The constantly shifting sands make it perilous for large vessels, so only flat-bottomed boats navigate its treacherous waters. This area is vital for smugglers, hidden dangers, and secret travel routes.
A civilization of wyvern-people and some Strix, built atop towering rock pillars that rise from The Silvered Expanse. The landscape is inspired by Zhangjiajie National Forest Park, Huangshan, and Guilin, creating a network of vertical settlements, high-altitude bridges, and hidden paths. The Achuros are known for their mystical traditions, aerial mastery, and isolationist tendencies.
The sunken Vaquiri utopia, once a beacon of magical advancement and protection against eldritch horrors. Now lost beneath the waves, its crumbling ruins contain powerful artifacts, forgotten knowledge, and the terrifying risk of releasing what was once sealed away.
A thriving subaquatic civilization that plays a pivotal role in keeping Neritria’s location a secret. It is home to scholars, warriors, and mystics who either seek to protect the world from what lies within Neritria or manipulate events to serve their own ends.
The following factions are likely to play a role in the adventure:
The Ledger – A powerful merchant consortium controlling trade routes, banking, and artifact smuggling. Some say they secretly funded Dr. Nuso’s expedition and are now working to ensure his discoveries benefit their interests.
The Ghostwalkers – A covert intelligence network dealing in espionage, information brokering, and shadow operations. Whispers suggest they are aware of a power struggle over Nuso’s research and are positioning themselves to control the flow of information.
The Black Tide – A ruthless syndicate of smugglers, pirates, and criminals operating in Marazhan’s underworld. Many believe they were involved in the theft of Nuso’s notes and artifacts, and some even suspect they had a hand in his death.
The Azure Sentinels – A coastal militia and naval enforcers responsible for maintaining order in the bay. Though officially the city’s protectors, corruption runs deep, and rumors persist that some officers take bribes to turn the other cheek.
The Keepers of the Deep – A clandestine religious sect. Some say they act as guardians of forbidden knowledge, while others claim they will do anything to ensure no one disturbs what lies beneath the sea.
You each knew Dr. Koprulam Nuso in your own way. Some of you worked for him, aiding in his research or providing muscle for his expeditions. Others supplied resources, rare texts, or expertise in matters beyond his reach. A few of you may have simply owed him a favor, the kind that lingers in the back of your mind, waiting to be repaid. Whatever the reason, when word reached you that Nuso had died—suddenly, unexpectedly—it was impossible to ignore.
The summons arrived soon after, delivered by a nervous courier who didn’t wait for questions. A private reading of Nuso’s will, held in a quiet Marazhan estate away from prying eyes. An odd gathering, perhaps, but curiosity—or something deeper—drew you there.
When the will was read, it became clear that Nuso had suspected his own death. He had no illusions of passing peacefully in his sleep. He had discovered something, something worth killing for, and now that secret had been left to you. His life's work—the path to Neritria—was now in your hands, along with a dire warning: there are those who would do anything to keep the city hidden, and others who will stop at nothing to claim it for themselves.
The room was heavy with silence as you absorbed his words. Stolen research. Powerful enemies. The weight of a dead man’s final request pressing down on you. Outside, the streets of Marazhan bustled with life, oblivious to the tangled web you had just stepped into.
One question remains: do you walk away, or do you chase the truth, wherever it may lead?
Dr. Koprulam Nuso is dead, but his legacy is not yet buried. Each of you knew him in some way—an employer, a mentor, a client, or an old friend. His death was ruled natural, yet the circumstances feel anything but. When a summons arrives for a private reading of his will, curiosity and obligation draw you to a secluded estate in Marazhan, where an unsettling truth is revealed.
Nuso believed he was murdered. And in his final testament, he entrusts you with his greatest discovery—the location of Neritria, the fabled city lost beneath the sea. But with this knowledge comes danger. Spies watch from the shadows, whispers of stolen research and missing artifacts spread through the streets, and powerful forces move unseen, determined to keep the city’s secrets buried.
With nowhere to turn but each other, you are now tangled in a mystery that stretches far beyond one man’s death. The hunt for Neritria has begun, and whether you seek justice, knowledge, or fortune, one thing is certain: the path ahead will not be walked alone.
You are free to shape your character in whatever way you would like, taking into consideration the matters described above and below. Taking the following matters into consideration will help you get the most out of this campaign.
While you are free to shape your character however you like, the following archetypes will help you get the most out of the adventure, fitting well with the campaign's themes of exploration, espionage, mystery, and ancient horrors.
The Seasoned Explorer – A hardened adventurer who has spent years delving into lost ruins, mapping forgotten places, and surviving against the odds. Whether driven by curiosity, fame, or a love of discovery, they see the hunt for Neritria as the ultimate challenge.
The Scholar of the Unknown – A historian, archaeologist, or arcane researcher obsessed with ancient civilizations. They may have studied under Dr. Nuso, worked alongside him, or pursued his research independently. The knowledge hidden within Neritria is their true prize.
The Treasure Hunter – A rogue, mercenary, or relic-hunting entrepreneur who thrives on selling rare artifacts to the highest bidder. The promise of Neritria’s legendary wealth is enough to risk everything, though they may find themselves questioning whether some treasures are best left untouched.
The Haunted Veteran – A former soldier, mercenary, or monster hunter who has seen things they can never forget. Maybe they’ve encountered eldritch horrors before, or perhaps they lost comrades to forces they still don’t understand. The search for Neritria stirs old wounds and unanswered questions.
The Streetwise Fixer – A local of Marazhan with deep ties to its underworld and political intrigue. Whether they deal in secrets, smuggling, or protection, they know how to navigate the dangers of the city, and their connections could prove invaluable—or get them killed.
The Reluctant Chosen – Someone with a cryptic tie to Neritria—through a prophecy, visions, or a bloodline secret even they don’t fully understand. They may not know why, but something is pulling them toward the lost city, and fate won’t let them walk away.
The Driven Investigator – A detective, inquisitor, or truth-seeker determined to uncover who killed Dr. Nuso and why. Whether out of loyalty, duty, or sheer stubbornness, they won’t rest until the pieces fit together—no matter where the truth leads.
The Disgraced Noble – A fallen aristocrat, an exile, or the last heir of a forgotten house who sees Neritria as a chance to reclaim lost prestige or uncover hidden family secrets. They may have resources and influence, but old enemies and debts still haunt them.
The Devout Seeker – A cleric, oracle, or devotee of a god tied to knowledge, secrets, or the ocean. They believe Neritria holds divine significance, though whether they seek to protect its sacred legacy or erase its heresies is up to them.
The Pragmatic Survivor – A no-nonsense mercenary, sailor, or outlaw who has little interest in history or magic but knows a high-paying job when they see one. Whether hired for protection, transport, or muscle, they don’t care what’s in Neritria—only that they get paid for the trouble.
While skills and lores that complement your character concept are the best ones to take, some may see more use than others. It is good to keep the below information in mind when choosing.
Lores: Archaeology, Underworld, Sailing or Oceanography, Ancient Warfare, Esoteric or Forbidden Knowledge, Polities, Mercantile
Languages: Vaquiri, Elven, Aklo, Azlanti, Osiriani, Aquan, Undercommon, and Necril
Lores: Farming or Husbandry, Engineering or Siege Warfare (except ship engineering), Legal or Bureaucracy, Planar or Celestial, Forestry or Herbalism
Languages: Dwarven, Gnoll, Halfling, Tengu, Draconic, Infernal, and Abyssal
As Taeavor's pantheon continues to grow, players are welcome to provide guidelines to the DM to custom build a deity to fit their needs. If you do not find a deity that fits your needs on this website, please browse the official Pathfinder 2e deities or provide a list of reference gods to the DM to create one for you.
Knowledge and Secrets, Mysteries, Forbidden Secrets, Fate and Prophecy, Sea and Storms, Tides and Changes, Abyss and The Unknown Deeps, Protection and Sacred Duty, Corruption and Decay, Light vs Shadow, Fortune and Prosperity, Trickery and Smuggling, Power and Dominion, Madness and Forbidden Whispers, Nightmares and The Beyond, Cosmic Balance and Entropy
Complete your Fantasy Safety Questionnaire
Provide Ben with a link to your character on Pathbuilder
Provide a backstory
Bullet points or a whole story is just fine
Have something to physically represent your character on a battlemap.
Heroforge is a great place to make custom miniatures of your character
We will be using the 2024 Remastered rules for Pathfinder 2e.
Legacy content is allowed as shown in the LegendKeeper. Legacy items are also allowed.
Please message me before using any other legacy content.
Players are free to select any options that are common (no trait tag), or tagged with an Uncommon trait. If you wish to use a Rare trait selection, please discuss it with the DM.
We will be using the Free Archetype optional rule.
We will likely be using the Mythic optional rules.
Lines and veils are used to set boundaries on content in a game. Lines are hard limits on content, things that the game master or the players don’t want to engage in. Setting up a line means that content won’t show up in the game at all. Veils are soft limits, things that are ok “behind a curtain” or when they “cut-to-black.” Setting up a veil means that the content might be in the game but not spotlighted or described in great detail.
This will be updated once everyone has completed their Fantasy Safety Questionnaire.
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