Over the last few years, we've made a habit of writing up introductions to our iconic characters, offering insight into who they are, where they come from, and their motives for adventuring. Just last week we presented our oracle, Alahazra, as the first of the new iconics from the base classes in the Pathfinder RPG Advanced Player's Guide. Yet as we did so, we realized that we'd forgotten someone very important: our iconic fighter, Valeros! Whereas the other characters all got elaborate write-ups, poor Valeros was first into the fray (as always) and got barely a paragraph before we went on to ramble about the new RPG. And if there's anything Valeros hates, it's being ignored. So now, at long last, Pathfinder's first fighting man gets his due.
Valeros was born on a quiet farm in Andoran, where he grew up listening to the tales of traveling merchants soldiers and dreaming of adventure and exploration. Though this longing only increased as he grew older, so too did the demands of helping his aging parents run the farm, and slowly but surely the mounting responsibilities of agricultural life quashed any possibility of travel or seeing the world. Finally, just a month before a marriage of convenience to a local farmer's daughter could lock him into place (but not before he'd sampled a few of the joys of married life), Valeros came to the realization that the door to a storybook life of adventure was at last closing for good. Seized by a sudden, desperate need for a larger life than cattle and corn, Valeros packed quietly and left in the middle of the night with no more than a change of clothes, some pilfered food, and an old axe handle to discourage any ruffians who might seek to divest him of either. It was to become a theme that would follow him for the rest of his life.
In the years since, Valeros has come a long way from the wide-eyed young man who sought only the joy of exploration (and maybe a pretty, worldly girl or three to regale with his stories). Life on the road, it seems, is much harder than the bards' tales, and adult Valeros has the scars to prove it. Discovering himself to be a deft hand with a sword, Valeros quickly fell in with the rough-and-tumble mercenary crowd, there learning the dirtier, grittier facts of warfare. Though none could deny his prowess with a blade (or better yet, two), Valeros's association with various mercenary groups never seemed to last for long. There was his time as a guard for the Aspis Consortium, which ended when certain shipments kept coming in light under Valeros's watch (never mind that the exploited locals were dying for lack of grain, and only needed a little to make it through the winter). Then there was the stint as a freelance bounty hunter, during which Valeros discovered that it's a lot easier to hunt down escaped murderers than it is to haul in a young woman on the run from a loveless marriage. And of course, there was the infamous incident with the Band of the Mauler, to which Valeros will only say that he was positive their leader had been crushed under that cave-in, or else he never would have touched the man's wife.
In the end, after acting as hired muscle for dozens of different employers, Valeros finally realized that the only way to keep from getting blamed for things which weren't his fault—not really—was to go into business for himself as an adventurer, traveling with those who properly appreciated him and letting those who didn't fall by the wayside. And if some of those companions happen to be pretty women, such as a certain Varisian sorcerer or elven rogue, all the better.
While admittedly not the best at following orders, Valeros is an extremely talented two-blade fighter, easily earning his keep in any group through the tenacity and absolute fearlessness—some might say thoughtlessness—with which he flings himself into combat. Despite his reputation as a bruiser and scofflaw, Valeros has picked up a fair bit of education here and there during his travels, and can even read (something his "respectable" parents never learned to do). A worshiper of Cayden Cailean—the only god who properly understands the need for freedom in the common man's existence—Valeros takes an easy-come, easy-go approach to life, wealth, and relationships. Though a fan of fine weapons and creature comforts, the only object he's never without is the tankard on his belt (for you never know when someone might offer you a drink). Noble at heart, and fiercely loyal to those few who manage the considerable feat of establishing themselves in his affections, Valeros nevertheless hides such sentiments under a jaded and crass demeanor, frequently observing that there's nothing better than "an evening of hard drinking and soft company."
Nothing ruins a session of Pathfinder RPG more than a badly drawn map. You sit in your chair, your character sheet and dice firmly in hand, and stare at the crudely drawn map the GM sketched on the mat, struggling to discern exactly what those squiggles on the board are supposed to be.
"So, where's the door?" you ask and the GM points to a series of more complicated squiggles in the mass of squiggles. You put your mini down on the map and your GM sighs and says something like, "That's not even a room," and moves your mini over a few squares—like you could even see a room in the spaghetti shapes spattered on the mat.
Good maps make for good adventures. A bad map, whether it's drawn on a mat by your GM or published in a printed adventure, can ruin everything. If you can't tell where anything is supposed to be or what those squares, lines, tags, squiggles, or eraser marks are supposed to represent, it's going to be awfully difficult to explain them to your players—or, heck, to even figure them out for yourself. Pathfinder RPG, like its predecessor, is a game wherein eventually minis come out, get placed on 5-foot squares, and action happens. That action can either happen in a lavishly detailed temple of Cayden Cailean, or it can happen on a board that looks like a cross between a blood stain and a chalk board full of combinatory mathematics.
I have a handful of authors for the Pathfinder Society scenarios who turn over absolutely amazing maps with every adventure—sometimes these maps are so good I question why we're sending them to a professional cartographer to, essentially, just be colored. Tim Hitchcock is easily my best author-turned-map artist. The sample map below was his turnover for the temple of Cayden Cailean in Absalom for Pathfinder Society Scenario #40: The Hall of Drunken Heroes. As soon as I opened that image I knew exactly what the hall looked like, where everything was, how to get in and out, and where every set of stairs, every door, and every window was. In my art order to Mike Schley, the Pathfinder Society cartographer (and an amazing artist), I simply said, "Awesome author turnover—follow his lead."
Turnover by Tim Hitchcock
I wish I could say it was always like that. I wish I could say every turnover we receive at Paizo is art and requires no extra work on the part of the developers. I wish I could say every turnover had a one-line art order to the cartographer like mine above. Unfortunately, we receive a lot of really bad maps. That's not to say we have a lot of really bad designers or anything—far from it. It's more to say that perhaps we haven't emphasized enough what a gargantuan pain in the tail slap a bad map turnover is. Let's say you're designing a small 5,000-person city for us. Your map turnover comes in with 5 box shapes, a circle, and a few smudges. Now, we can read through your text and pull out all of the relevant tags and information about the city and add those to the map (which we'd rather not do, mind you) but, in the end, we're going to have to redraw that map ourselves—which is time we should be spending making the adventure or city write-up better, rather than fixing the turnover.
A good map, like Tim's, tells us immediately everything we need to know about the location. I don't have to redraw his map and I don't have to send a novel with the map order that includes tags and descriptions for every room so the cartographer can get the map right. Were we to send our cartographers the bad map example from above, without also sending along the entire article that goes with it, we'd get back a nicely drawn, full-color drawing of 5 box shapes, a circle, and a few smudges. Our cartographers are awesome, but their base for quality is only as good as the hand-drawn map they receive. A cartographer should be able to open the author's map and immediately get to work turning a good map into a great map rather than reading a wall of text and then turning a terrible map into a mediocre map.
A lesson for all of you would-be future Paizo authors and current Paizo freelancers: a map turnover can make or break your submission. When you're done drawing it, look it over with a careful, discerning, player-focused eye. If you drew that map for your table of players, would they have any idea what it was on first glance or would they, like the first example, put their mini in the wrong place when combat started? Your map doesn't have to be a work of art—it just has to be interpretable so our artists can make it one.