d20 world Pathfinder 3.5 OGL Fantasy Campaign Setting d20 adventures dnd adventures
Welcome to the Torn World.
 

The World of Torn

Welcome explorer.

Ah, you have arrived! Welcome, and please come in; Do not let the clutter distract you but - please - do be careful; there are artifacts, trinkets, and mechanical ... things ... that even I do not fully understand.

And, regardless of where you are from, I am sure you are keen to avoid the annoyance of a Sisk War Golem. I know I am.

Ellymil Raulto - Tinkerer, Soothsayer, Mystic, Oddity.

Latest news from the 3.5 OGL Pathfinder World of Torn

Wondering where we have been? You should join us on Facebook where we post almost daily updates! (okay, a little backward, but until we get out content management system online, it's the best way to see the latest from the Torn World team! =D

Check out the latest maps we have posted for An Gearesdan; honestly, I think that they rank amongst our finest to date.

The Goblins Stir is reviewed on RPGNow ... 4/5 stars!

Featured reviewer: Peter Ingham

The Goblins Stir is the first adventure in the Shattered Blade saga set in the Torn World campaign setting. This is an introductory adventure for 1st level characters for the Pathfinder RPG, and takes place in the Shadow Vale region of the campaign setting. Here the PCs come together during uneasy peace talks between the various races of the Shadow Vale, and are thrust on a mission of vital importance as the goblins start making inroads into territory they have not been in for hundreds of years. This adventure can be played as part of the larger campaign setting or as a stand-alone adventure.

The adventure is a 56 page pdf product. Production quality is very high, in particular some of the stunning artwork and the various maps. The product does an excellent job of providing everything a DM needs for the adventure, including more maps and artwork representations than are strictly required. I was impressed by this kind of quality in the first product from a new publisher, and I'm excited to see what future products are going to be like. Writing and editing is good - the author also has additional comments strewn across the adventure which makes for interesting takes on the designer's mind. The chapter format and overall layout is excellent, with encounters neatly presented with clear and concise rules and instructions for running them smoothly. Professional presentation and high quality.

I enjoyed this adventure. It's logical and follows a well-defined path without being rail-roading. There's plenty of good combat to be had where tactics and thinking are required, as well as ample scope for fun roleplaying in a tense situation. Characters of all sorts will find this an enjoyable and challenging adventure. Here and there the adventure could've used a little more direction, particularly in the final parts where the adventure can be quite dangerous and it doesn't appear within the scope of the original adventure mission as given to the characters at the start. That said, it still makes for a fun part of the adventure, and will challenge the players and the DM to make a dynamic final part to the adventure. Wilderness travel and dungeon exploring can both be found - it fact, I'm willing to say that this adventure almost has a little bit of everything in it, and in that sense is very balanced.

Overall, I think this is a good and balanced adventure - well constructed, good attention to detail, and something for everyone. It's not the most amazing plot in the world, although it's perhaps a little early to tell, and I wish this adventure had alluded a bit more to things in the future, particularly on the history and background of the Shattered Blade. Barring a few minor niggles, a good, fun romp that most GMs can play easily. I'm looking forward to the sequels to this adventure and other stuff to come from Torn World. Good adventure.

The Cards of Norn: Fate Cards and Fortune Telling in your Roleplaying Universe

As dķsir, the Norns rule as both benevolent of antagonistic fate goddesses over the destinies of man and gods alike.

The most powerful of these are Uršr (Wyrd), Veršandi and Skuld; three maiden giantesses (Jotuns) whose arrival from Jötunheimr ended the golden age of the gods and ripped the world of Torn asunder. With the sands and waters from the Well of Fate, the three Wyrd sisters tend the rotting world tree Yggdrasil, and through their daily labors see and know all.

The Norn Cards is a collection of 40 "Fate Cards" for you to use as a soothsaying, foretelling, and divination prop during your tabletop roleplaying sessions. Based upon Norse mythology and the lore of the Torn World, these cards are more authentic than 'real-world' playing cards, and less 'venturesome' as a Tarot deck. Use the Cards of Norn to foretell player character futures, divine possible influences upon their adventuring careers, or simply as an immediate 'luck check'.

Do the Goddesses of Wyrd smile upon you?

In this book you will find:

  • An introduction to The Cards of Norn
  • How to interpret the cards and hold a reading
  • 40 card descriptions and meanings - check out the gallery for all 40 cards!
  • 41 card images (with card back) to print and make your own Norn Deck!
  • Sample readings for inspiration and guidance

A brief introduction to The World of Torn

There are other worlds out there, of course, some more populated, some older and more established, but Torn has something special to offer and if you have made it this far, then we hope you will explore a little further, immerse yourself in its lore, and perhaps stake your claim and make your mark.

What lies before you is a unique land: a post-cataclysmic world eking out recovery, prosperity and growth in a time when the true 'hay day' is now many Ages ago. But while man rebuilds and seeks to unearth the locked secrets and powers of a long-buried past, the world around is bleeding and dying.

Thousands of years ago another world collided with Torn across the Astral plane, spinning the planet about its axis and twisting the Northern hemisphere like peel on overripe fruit. This other world came to rest still 'touching' torn, and here a vast maelstrom of energies rips across the planes; grating, rubbing and grinding the Astral and Ethereal ... and physical worlds.

Torn is wounded.

Torn is bleeding.

Torn is dying.

And against this backdrop of growth against a tide of decay, the gods wage a war eternal amongst each other. When the power of the divine rests solely upon the number of worshippers, it is destiny perhaps that those same gods would seek to do away with the others, undermine their worshipping base, and absorb as many into their own brethren as they can. Religious war has forged this world, scoured landscapes, and continues to shapes nations. Gods grow stronger, weaker, are re-born from ashes ... and die.

What is The Torn World RPG Campaign Setting?

The World of Torn is a fantasy roleplaying campaign setting. Originally developed as an Advanced Dungeons & Dragons 2.0 world and campaign setting, it has grown through 3.0, 3.5 and eventually into Paizo's Pathfinder.

We present it now as a [semi-] systemless world. The rich setting, history, lore, and geography are given without a leaning for any fantasy roleplaying system, while stat-blocks are provided initially Pathfinder and 3.5, with plans to support Dungeons & Dragons 4.0, Earthdawn and GURPs (as demand from the World's pioneers demands!)

 
Torn World Pathfinder 3.5 OGL adventure and campaign setting.