• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. Berserk: After the Eclipse
  2. Lore

02_Core_Campaign_Premise

The campaign begins in the broken silence after a supernatural disaster almost nobody understands. The Hundred-Year War has ended, but peace has not arrived. Midland is exhausted, Tudor is wounded but not erased, smaller territories are anxious, the Holy See is watchful, and refugees move through roads that feel less safe every night.

The main premise: the player characters live in a world where the surface explanation is political collapse, but the true explanation is astral corruption and causality. A mercenary company disappears. A lake turns red. Villages report lights in the sky, missing livestock, dead travelers, and strange dreams. Priests blame heresy. Nobles blame spies. Soldiers blame deserters. Peasants blame curses. All of them are partly wrong and partly right.

The player characters should start below the level of the manga's main heroes. They are not chosen to defeat the God Hand. Their purpose is to survive, investigate, protect people, uncover local truths, and decide what kind of humans they remain as the world becomes less human. Small victories matter: escorting a refugee train, exposing an apostle's cult, saving a witness, stealing a beherit before it reaches a doomed owner, or preventing a village from becoming a sacrifice site.

Do not make the campaign a constant sequence of massive boss battles. Berserk horror is strongest when the unknown is stronger than the party. Apostles should be rare and terrifying. Spirits and lesser horrors can appear more often, especially at night or near branded people. Human cruelty, fear, and political cowardice should often create the conditions that monsters exploit.

The campaign should feel like medieval dark fantasy turning into cosmic horror. War remains real. Hunger remains real. Politics remains real. The supernatural does not replace those things; it feeds on them.