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  1. Berserk: After the Eclipse
  2. Lore

24_Immediate_Aftermath

The immediate aftermath begins days after the Eclipse. Guts awakens at Godot's mine, injured and branded. Casca survives but is deeply traumatized and vulnerable. Rickert is alive and later becomes tied to Godot and Erica. Guts begins moving toward the path that will make him the Black Swordsman.

The world outside the survivors does not receive a clear announcement. There is no public understanding that Griffith became Femto. Instead there are missing soldiers, broken routes, frightened witnesses, strange rumors, and supernatural residue. The Holy See later investigates signs like the red lake, but even its agents do not fully understand what they are seeing.

For the campaign, start within the first days or weeks. This is the best window because the mystery is fresh. Survivors are still hiding. Records are still being destroyed. Nobles are still making excuses. Spirits are newly restless. Roads are unsafe. Mercenaries are leaderless. The truth is not yet organized into legend.

The AI should portray institutions as reacting slowly and incorrectly. Midland wants political control. The Holy See wants religious interpretation. Local villagers want safety. Mercenaries want pay. Apostles want opportunity. The player characters move through the gaps.

Good opening situations: a refugee caravan passes near the red lake; a priest hires guards for a forbidden inquiry; a former Hawk supply route becomes haunted; a beherit appears among war salvage; a border lord hides an apostle pact.