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Andoran, Spirit of Liberty Preview

Tuesday, December 22, 2009

Andoran, Spirit of Liberty is due to arrive in January, and as the rest of the team is burning the midnight oil to get the next Pathfinder out the door, Wes deputized me to do a blog. Time for some preview art!

The patron celestial of Andoran is an avoral named Talmandor, and as there aren't avoral stats in the Pathfinder RPG Bestiary, we put their stats in Andoran—sort of a sneak peek for Bestiary II next year. The next picture shows that halfling paladins are just as badass as human ones—in this case the hero is Jamus Hainard, born to a farming family and inspired by the Eagle Knights to become a champion of freedom. Finally, a piece showing an Andoren general and his troops trying to cross a river.

Illustrations by Florian Stitz
Illustration by Craig J. Spearing

Sean K Reynolds
Developer, Pathfinder Companion

Link. List this entry. Tags: Agathions, Andoran, Craig J. Spearing, Florian Stitz, Halflings, Kraken, Monsters, Paladins, Pathfinder Companion, Wallpapers
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How Do I Play a Barbarian in Service to Andoran?

Thursday, July 17, 2008

Continuing the idea of the July 10 blog post, we thought we'd give you another sneak peak at the Pathfinder Society Player's Guide and touch on some of the 3.5 OGL base classes that might not mesh well with the "Freedom over tyranny!" theme prevalent in both the nation of Andoran and the Andoren faction of the Pathfinder Society. We also threw in a few other base classes just to give you an idea of possible themes for your Andoran-based character.

Andoren Pathfinders

Andorens are particularly suited to the life of a pathfinder. Natural explorers with the bravery to face ominous frontiers of mystery and danger, these sons and daughters of freedom are perfect candidates for membership in the world's most elite adventuring society.

Barbarians: The freedom fighter tradition is a long and gloried one in Andoran. Past freedom fighters prowled hard stony hills and dense forests, striking out against Chelish oppressors in brutal, guerilla assaults. Freedom fighter tactics are a point of honor among the old revolutionary families, and training in these warrior traditions have passed from father to son over many generations. Also found among the Andoren ranks are former gladiatorial slaves, refugees from less enlightened regions of Golarion. These peerless warriors embrace the dogma of freedom and Common Rule and lend their ferocious fighting skills to the defense of their new home.

Fighters: Andoran's military traditions are myriad. Before their independence, Andorens often served as the vanguard in the armies of Cheliax and Old Taldor. The finest naval captains and dragoons of Old Taldor's armada were also largely Andoren, and the tradition of excellence in combat on land and sea persists now that the nation's independence is won. Brave, intelligent, and tactically-minded warriors serve in Andoran's modern military, and the best among them eventually earn the mantle of the Eagle Knights. The threats against Andoran's fledgling democracy are very real, and only the best, most highly-trained military men and women can keep the armies of darkness at Andoran's borders at bay.

Rogues: There is a saying among Andoran's thieves: "You can't eat freedom." While liberty is the right of every citizen, Andoran was forged by the mercantile class and is fueled by gold and silver. In the teeming cities of Augustana, Carpenden, and Oregent, the unwashed masses are slaves to poverty instead of a dictator's lash. The burning desire for freedom instilled in all Andorens often manifests as a complete disregard for law and order resulting in outbreaks of larcenous behavior. A great number of the privateers in service of His Excellency are little more than pirates granted letters of marque to prey on the nation's many enemies and the host of slaver ships sailing the Inner Sea. Merchant consortiums and patriotic nobles maintain circles of spies to pry into the affairs of the nation's enemies as well as rival groups inside Andoran's borders.

Wizards: The musty tomes and old ways of wizardry are unpopular in Andoran, as the fledgling democracy is more concerned with the bright prospects of the future than they are the clouded secrets of the past. Wizards in Andoran are confined mostly to large cities, though some remote training academies exist in the wild frontiers where research into fel magics can be conducted without interference. Many Andoren wizards focus their studies on breaking enchantments and liberating the minds and souls of those oppressed by evil magic. Necromancy and any magic that enslaves others are widely frowned upon, and the open practice of either can earn one a prison sentence. Beyond these taboos, magical research is fairly unrestricted. While it may be unpopular, the right of citizenship gives every wizard the freedom to delve into any studies they wish so long as they do not harm others.

Joshua J. Frost
Director of Marketing

Nicolas Logue
Organized Play Coordinator

Link. List this entry. Tags: Andoran, Barbarians, Fighters, Pathfinder Society, Rogues, Wizards
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One Faction to Rule Them All!

Tuesday, July 8, 2008

Rather than spend a lot of time in today's blog wowing you with words, I thought we'd skip right to the brand new icons designed for the Pathfinder Society Organized Play factions by Paizo's own Art Director, Sarah Robinson. You may not know her name, but you certainly know her work, as she is the mastermind designer behind the layout for the Pathfinder Adventure Path volumes landing in your mailbox monthly. Sarah has put together five fantastic representations of the factions based on their national flags (soon to be debuted in the Pathfinder Chronicles Campaign Setting hardcover.)

Once the Pathfinder Society website is running at full functionality, your faction choice will be represented as one of the above icons resting comfortably next to your name on the paizo.com messageboards. You'll be able to show off your faction choice with even more pride once we launch our line of faction-specific T-shirts in the very near future. Rumors that you get a small benefit at the game table when you wear your faction shirt to an official Pathfinder Society Organized Play event should be started immediately.

Joshua J. Frost
Director of Marketing

Link. List this entry. Tags: Andoran, Cheliax, Factions, Osirion, Pathfinder Society, Qadira, Taldor
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Exploring Paizo's Pathfinder Society Organized Play, Part 1

Tuesday, June 3, 2008

Your life may very well be cut short, but your legend shall live forever. Strap on your blade, finish memorizing that spell and grab your pack. Your first journey awaits. The time to find your Path is at hand.
—Venture Captain Alissa Moldreserva

Pathfinder Society Organized Play centers on the sprawling city of Absalom, where five factions engage in a shadow war for control of the city's politics and economy. As you play, the outcome of your adventures, actions, and deeds affect events on a global scale, turning the tide of secret wars between some of Golarion's most powerful nations. The fate of the world is literally in your hands.

During the months of June, July, and August, Nicolas Logue and I will be writing a series of blog posts to peel back the curtain surrounding our plans for Pathfinder Society Organized Play. Premiering at Gen Con this August, Pathfinder Society is Paizo's first foray into the world of RPG organized play.

One piece unique to our RPG organized play system is factions. Every faction has its own unique history, culture, style and specialty. Each has its own modus operandi in the ongoing struggle for control of Absalom, and each offers the Pathfinders in their service different boons. Choosing your faction is as important as choosing your character class or race. It helps define your character in the campaign and ties your Pathfinder to one particular nation's destiny.

And now, a sneak peek at Andoran, birthplace of freedom, and the first unveiled faction for Pathfinder Society Organized Play.

ANDORAN
Birthplace of Freedom, Fledgling Democracy of the Inner Sea

The days of kings are long gone. We are the future of humanity, and of all peoples. Ruled by no crown or scepter, we instead rule ourselves.
—Captain Colson Mardris, Eagle Knight of Andoran

From humble beginnings as loggers and merchants, the Andorens proved themselves survivors on a hard frontier. Even before they won their independence they were an impressive people. Brave explorers and canny merchants, they were the first to sail the sea beyond the Arch of Aroden. They settled distant colonies, hewing a life from wild lands and an inhospitable coastline fraught with peril. The power of Old Taldor's navy rested on the shoulders of capable Andoren commanders whose skill at arms, fiery tenacity, and naval puissance was unrivaled in the empire's glory day.

Andoran shrugged off the auspices of Old Taldor when Qadira invaded the empire. Shortly thereafter they shattered Cheliax's diabolic chains. Now Andoran holds the reins of its own destiny in the strong hands of its people. They are the first government of the Inner Sea to entrust its power to its own citizens instead of dolloping it upon the crowned brow of a king. Their weapons are innovation, a stubborn dedication to idealism, and a firm belief in the potential of humanity. The Andorens are a hard people, dedicated to freedom for all, and unable to sit by and watch as the world around them submits to savagery and tyranny.

Goals: Common Rule for All

Andoran would see the tyrannic empires who once ruled them brought down. They would see slavery abolished and those who would buy and sell people punished in the extreme. They would bring the torch of freedom to the world's darkest places and banish mysticism, diabolism, and fear. Common Rule must be spread across each horizon.

Methodology: Light the Fires of Freedom

Our greatest weapon is the tyranny of our enemies.
—Captain Colson Maldris, Eagle Knight of Andoran

The Andoran faction attacks its enemies from within. They find dissidents, freedom fighters, and revolutionaries among the populations of their foes and offer them covert aid, equipment, intelligence and the funds they need to topple the tyrants. Missions assigned to Andoran faction members tend toward helping dissident groups within the other factions, though anything that shakes these tyrants' power is a worthy cause for an Andoren to lend himself to.

Joshua J. Frost
Director of Sales & Marketing

Nicolas Logue
Organized Play Coordinator

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Here Comes the Neighborhood

Wednesday, May 21, 2008

Darkmoon Vale is a dangerous place (indeed, it hosts the modules D0, D1, D1.5, E1, and LB1). Probably the most dangerous place in Andoran. But it does not exist in a vacuum. To give you a sense of place regarding the vale and what's around it, we present you with this sneak peek at the forthcoming Guide to Darkmoon Vale.

Neighbors

While civilization seems to actively avoid Darkmoon Vale, it has little problem developing in the areas surrounding the insular vale. The following descriptions offer a brief look at the largest or most influential civilized locations of interest near Darkmoon Vale. The interaction of these locations with Valers varies greatly.

Highhelm: An ancient and expansive dwarven Sky Citadel within and beneath lofty Emperor's Peak, Highhelm remains the center of dwarven culture on Avistan, as it has for millennia. Northeast of Highhelm, dwarves control the Five Kings Mountains with unquestioned authority, and passage among the many high peaks remains relatively safe from living dangers. Dwarven caravans from Highhelm seldom come to Darkmoon Vale, as most of them head west into Isger or Molthune. Roughly two or three times a decade, though, a group of Highhelm merchants gathers together and sends a caravan along the treacherous scree-covered trails that wind perilously through the mountains. The dwarves prefer to hire dozens of mercenaries to augment their tough dwarven guards and to act as arrow-fodder and spear-catchers during the inevitable attacks on these wealthy caravans.

Oregent: This large city several miles south of Darkmoon Vale houses the main office of the Lumber Consortium as well as its massive factory-like forges and sawmills. The government and people of Oregent consider themselves friends and allies of Darkmoon Vale, and particularly of Falcon's Hollow. Most newcomers to the vale originate in Oregent, either as citizens of that city or as travelers passing through from points south and east. In addition to company policies and replacement lumberjacks, Oregent also provides Darkmoon Vale with its main connection to the greater world beyond. Information flows into Olfden and Falcon's Hollow through Oregent, and many Valers suspect the news provided to them also flows through a Lumber Consortium filter, painting the company in the best possible light.

Inn of the Wood: Situated a short day's walk south of Olfden, Inn of the Wood is a popular place to relax for those traveling to or from Darkmoon Vale. The inn is the easiest place to find the sheriff of the Shire of Elberwick, Cage Blunnde. It is also the only safe place to spend a night between Olfden and Oregent, so it is frequently crowded. (For more information on the inn, see TC1: Into the Haunted Forest.)

Mike McArtor
Editor

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Guide to Darkmoon Vale Preview

Wednesday, May 7, 2008

We're getting ready to send Guide to Darkmoon Vale off to the printer. Here's a brief excerpt about the hated Lumber Consortium to whet your appetites until the book hits the shelves.

Lumber Consortium

A holdover from the days when Andoran existed as a province of Cheliax, the Lumber Consortium has watched its fortunes and influence wane with the rise of democracy. Although a mere shadow of what it was at its height, the Lumber Consortium nonetheless continues to exert incredible influence over certain regions and communities, particularly in the wild corners of Andoran. Nowhere is this continued power more obvious than in Darkmoon Vale, where the consortium's major tree-felling operation occurs.

Management: No one man controls the consortium. A board of directors, all of whom share a controlling interest in the endeavor, oversees the operations of the collective, forming long-term and large-scale strategies and leaving the day-to-day operations to on-site foremen (known as gavels). The powerful and unscrupulous men who sit on the board of directors include lumber barons and timber magnates, all of whom made their fortunes on the backs of lumberjacks and at the expense of the forests. Never a group possessing high moral standards, members of the board have become increasingly sadistic and cruel as their power has eroded. Whispers tie a few of the directors to the mysteriously sinister Aspis Consortium.

Two gavels—down from the heyday of the consortium's power, when more than a dozen of such men existed—maintain absolute control over the last of the consortium's holdings. In Darkmoon Vale, the gavel is Thaldrin Kreed, a hateful and hate-filled man whose sadistic and cruel ways keep the town pinned under his callused thumb. As a gavel, Thaldrin Kreed has absolute control over the consortium's presence in Darkmoon Vale, including its employees and hard assets. As long as he squeezes out a larger profit each year, Thaldrin Kreed can do no wrong in the eyes of the consortium (whose barristers have saved the gavel from the gallows on at least four occasions). With the passage of each year, though, it becomes ever more difficult for Kreed to increase his profits, resulting in ever-more horrific displays of exploitation and greed.

Mike McArtor
Editor

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Andoran

Thursday, April 10, 2008

Andoran, the home of Darkmoon Vale and, by extension, Falcon's Hollow, was once a holding of Imperial Cheliax. With the death of Aroden and rise of Infernal Cheliax, Andoran broke away and became its own nation—one based on the rule of the people. The following information, pulled from the Pathfinder Chronicles Gazetteer, gives just a little look into Avistan's most powerful republic.

Today, Andoran owes its power to a consortium of political radicals, wealthy merchant lords, and sympathetic aristocrats who seek to spread the political philosophy of Common Rule and open new markets throughout the world. Much of the nation's impressive wealth comes from precious antiquities raided from distant, unmapped lands such as Arcadia and the Mwangi Expanse. Competition for these resources grows fiercer by the year, and exotic locales like the ruin-laden deserts of interior Osirion or slivers of ancient Azlant have hosted proxy wars between agents of Andoran and enemy powers like Cheliax and Taldor.

Andorens seek not just to transform their homeland, but to export their cultural, philosophical, and mercantile beliefs to the world. Years ago, the heroes of Andoran emptied the nation's prisons and freed all its slaves in an attempt to bolster the strength of the Revolt, and its people have henceforth subscribed to a militant abolitionism. Agents provocateurs dispatched from the capital city of Almas actively seek to undermine the Inner Sea slave trade and those nations that support it, which is nearly all of them. The world thus views Andorens as troublemakers and unwanted ideological imperialists.
Pathfinder Chronicles Gazetteer

Mike McArtor
Editor

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