How to use this campaign in Imarand: The Twin Worlds | World Anvil
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How to use this campaign

For the Game Master / Storyteller

This is a standalone campaign setting, built on the Pathfinder Roleplaying Game rules. In order to play, you will need the Bestiary and Core Rulebook. The Game Mastery Guide isn't necessary to run the campaign, but it's recommended to read the book at least once, as it has some very good tips and backgrounds useful to any Game Master.

Other supplements for the Pathfinder RPG should work fine within this campaign setting and any Game Master should decide for themselves whether to allow additional resources. As a gamemaster, this book will hopefully provide you with adventures, plots and hooks to create your own stories within the worlds of Imarand.

For the players

Imarand is a place where hopping from one world to the other is a common occurrence and beacons of civilization dot the lands in the form of mighty city states and scattered kingdoms. The age of Heroes calls for its champions! Whether you wish to play a wise wizard schooled in the grand city-state of Mag Mell, a cleric worshipping the element of water or even a savage goblin fighter out to prove that she is the mightiest of all: anything is possible.

This book will expand the options already given in the Pathfinder Core Rulebook and the Advanced Player's Guide and help you create Iannian and Terrian heroes with fitting backgrounds.

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Cover image: World Anvil Banner - Imarand: The Twin Worlds by Martijn Donker