Market Patron

Azrim Deepwalker's page

31 posts. Alias of Woodsmoke.




2 people marked this as a favorite.

In the southern reaches of the continent of Sarkonda, the great river Do’ol set Maradha, translated from the Nomadi tongue as ‘Lifeblood of the Mother,’ carves its arterial path through the barricading peaks of the Piercing Crossway to reach its full majesty and purpose in nourishing the fecund lands of Rekkar-Sarrat. Without the river’s bountiful floodplain, this realm would be much like those that surround it - dry, desiccated, and all but inhospitable, with soil of ash and sand and naught but the pitiless sun to turn to. Yet the great goddess Makah-Nihr saw fit to gift this land with her blood and water, to feed the earth and slake its thirst, to let life congregate at the center of these arid wastes, and to make a home for the weak and the meager and the vagabonds whom fate had chosen to send there.

So are the teachings of the Nomadi, the humans who have travelled the floodplain of the great river since the time known as the Vagrant Age, long before the region was known as Rekkar-Sarrat. To them was it known variably as Mara’Isan, Maradha-Una, or simply Mara, and other epithets still in their vast oral history. It was a land they did not claim as their own, for such a gift was given to all who would need of it and all who would honor it, as Makah’Nihr had no chosen children. The Nomadi shared this gift with others who dwelled within it - the Shuka, the Gosana, the Ssorisk, the Jinn - and these peoples lived in relative harmony or, in the very least, indifference.

Specifics of the Vagrant Age are largely unknown as the history of its peoples is unwritten and their contact was infrequent. It was nearly two thousand years ago to the current time, however, when an outside force would shape the future of this land, reforging not only its identity but its name as well. When the Pharosi arrived from the Dunes of Endless Sun into this Maradha-Una, their weary souls could afford no harmony or indifference, and they claimed all as their domain.

Generations of conquest followed in a furious campaign which transfigured into the construction of an empire. Lands were tamed, cities were built, and the Pharosi became the masters of the Mother’s gift, naming the land Rekkar-Sarrat, and ushering in the Age of Pharaohs. The unification that had been brought forth by this colonization would not last, however, and the Pharosi fragmented, the Pharaohs and their lineages carving up the conquered lands to rule. Kingdoms were built, but Pharaohs would clash and kingdoms would fall, redrawing the maps of the realm consistently for a thousand years.

In those thousand years, however, the world beyond came to Rekkar-Sarrat. First it was the merchant riverboats of the Gnomes of Corodo, then the Dwahani refugees of Dwahan, then the pirates of Xeng Q’ui and the Elves of Setal Solaris and others from half the world over. The Lifeblood not only brought nourishment to the land, but an endless stream of gold and commerce as well…gold and commerce that eventually came to rival, even eclipse, the authority of the Pharaohs. How could the golden light of the God-Kings compare to the gold their subjects could hold in their hands?

Rekkar-Sarrat evolved and became a land of trade and enterprise, a crucial checkpoint in the mercantile routes of the greater world. With every new ship down the river, every new shop opened, every new guild formed, the grip of the Pharaohs weakened as the Pharosi and other subjects of the lands found the means to carve their own destinies.

What destiny will you carve in this flourishing land of opportunity? The rising Guildhouses seek craftsmen and merchants to swell their ranks as they vie for control and influence over the cities of Rekkar-Sarrat. The priests fear their own authority being jeopardized by a population pushing against the edges of the caste system and are eager to cement their status in the changing world. The Azrak in the north maintain control over The Taken Land and have increased their raids on the Dwahani charged with defending the border. Painted Elves from the east have introduced the coveted resource of lavaglass into the riverland trade network, and buyers seek protection for their investments as they travel through the Orc-dominated Scablands. Mages and collectors are launching expeditions into the Sandwaste and Dunes of Endless Sun in search of forgotten artifacts and treasures. And of course, the remaining Pharaohs seethe from their thrones, their grasp on their kingdoms weakening with each passing year.

Whether through swinging a sword, finalizing a sale, pledging allegiance to a god or Pharoah, forging steel, or spelunking forgotten ruins, all walks of life can find fame, fortune, purpose, work, escape, or fulfillment in Rekkar-Sarrat.

For the Age of Pharaohs has ended, the Age of Gold has begun.

___________________________________________________________________________ _________________________________________________________________

Mete anu, my friends, and bedal-salid! Welcome to Rekkar-Sarrat. This land of opportunity welcomes you with open arms, but take care that no dagger finds your back.

This campaign has been a long time coming. I started work on this region and world some 15 years ago, played a few sessions of a campaign in it that fell apart, and have yet to return, so I am excited to see it unfold. I only ask that you bear with me as it is all pulled together. I have put a lot of effort so far into the encyclopedia of this world but I have a lot more to go still, and the contents of the Drive I will link is nowhere near complete. I've just come to realize that if I wait until I write every single thing I want to, I'll never get around to actually playing it.

I'll be continuously working on the Drive and its contents and will try to put out updates as I complete new entries. Right now I think I have enough of the setting information and lore hammered down to at least get the discussion thread started so we can start formulating characters and find more players and all that.

Rekkar-Sarrat Google Drive

This drive will provide information on the races, classes, regions, and systems I have in place for the setting and the campaign. The House Rules doc will go over most of the things I'll be doing, but I'll summarize here as well.

First, though, I'd like to kind of lay out my goals and hopes for the game. I'm looking to really try to craft a living world through this setting, I want to work closely with everyone to create characters that really fit in and have a place in the world with their backgrounds, goals, beliefs, and all that. My aim is to not have PCs just be people doing things in the context of an adventure, but actual members of the civilization. I actually have no plan for a specific quest or storyline to embark on - my machinations as the DM are going to be reactive to your goals, decisions, and interests as players and characters. There will be plot threads and seeds scattered about, of course, but ultimately I want you to be architects how the campaign moves. So whether you make characters who have political aspirations, mercantile goals, constructed personal stories, or even just want to be traditional adventurers, I'm open to all paths.

That said, as far as setting and character creation

Setting is low-mid magic. Spellcasters are playable and exist as NPCs but day to day life is more grounded. There aren't any overarching magical systems ingrained into society, or things like flying cities, magical sewers, etc. Many regular people might go days,weeks, or months without interacting with magic. Magic items will also be handled different. There aren't really any magical stores or shops and most items will be found or made instead of purchased. A bit more info on that in the House Rules doc.

Races are pretty different than core. I kind of did a whole new system for racial abilities and a lot of their lore is different as well. The crunch-only racial statistics are all listed out on 00. All Race Statistics in the Races folder. This is doc is complete with the stats for all playable races. The races folder itself has more detailed entries on the races (this folder is incomplete, but races 1-10 are complete with fluff). The races are divided as such:

01 - 07 - Denizen Races. These are the races that are either indigenous to Rekkar-Sarrat OR whose presence has contributed heavily to the development of society and civilization there.
08 - 13 - Local Races. These are the races who live in the regions surrounding Rekkar-Sarrat and who may frequent it.
14 - 18 - Foreign Races. These are the races who come from far off lands and have no established culture or society in Rekkar-Sarrat. These are usually merchants, traders adventurers, or explorers.
19 - The Aljinuar (Geniekin) are more or less the Undine/Oread/Ifrit/Sylph from core, though treated a bit differently in that they are more like templates. These can appear among any race and choose a "parent" race to which they are born which determines their size and base appearance.
20 - 23 - These races are not playable for lore reasons but have a presence in or around Rekkar-Sarrat.

Classes: The available classes are shown in classes folder. They include Arcanist, Barbarian, Bard, Bloodrager, Brawler, Cavalier, Cleric, Druid, Fighter, Hunter, Inquisitor, Monk, Oracle, Paladin, Ranger, Rogue, Shaman, Skald, Slayer, Sorcerer, Swashbuckler, Warpriest, Witch, and Wizard. I've left out a couple classes that I either am not fond of or that I don't think are conducive to PbP, or that don't fit in lorewise. Some classes will have slight changes based on some other house rules (such as alignment changes that I will touch on). This different docs just sort of go over the classes in the context of the setting but I've only hammered out a couple so far.

Alignment: We won't be playing with traditional alignment, and instead characters will choose Ideals and Avoidances This will obviously have impact on some game mechanics, but we will hash that out as we go, or I can answer any questions you have about it.

I also have some new class features or options that I'm still working on, so I'll update those as I complete them.

Weapon Groups: Weapons are divided into like groups rather than Simple/Martial/Exotic. All characters are proficient with the Basic weapon group which includes dagger, club, and quarterstaff, and then class determines how many additional groups you can select proficiency with. Some weapons have special abilities that are unlocked through the Advanced Weapon Proficiency feat which takes the place of Exotic Weapons. You can use a weapon with an advanced ability without penalty if you are proficient with the group, but can only use its listed advanced trait if you have the Advanced Proficiency feat. There's more detail on that in the House Rules doc. I haven't fully written out all of the weapons descriptions and abilities but the crunch is there on the spreadsheet (sheet 1 is proficiency and groups, sheet 2 has all the weapons).

I think those are the main topics I wanted to talk about here at the beginning. But I'm not expecting any stats or full sheets anytime soon, I really just wanted to get the ball rolling and start opening up the dialogue while I continue adding entries to the drive. So again, please bear with me with that.

I welcome any and all questions and ideas. If I don't have a page on something filled out, it just means I haven't written it fully yet but I still probably have an answer to whatever you're thinking. I also do not expect anyone to actually read everything which is perfectly ok, though you may want to read the 'Pharosi' entry in the races folder to get a good overview of the region. If you have any baseline ideas for anything you might want to play, I can probably point you in a direction.

I feel like that may have been a bunch of word soup, but hopefully it made sense! I really appreciate those I have invited showing the interest in playing, and that goes for any future players reading this as well.

Looking forward to sharing this undertaking with you all!


Greetings. As the title would suggest, I am running a Reign of Winter campaign and one of our players has gone missing and the group and myself would like a replacement PC as opposed to a DMPC. We have currently just concluded book 1. Character will be made at 4th level and will join the group on the way to Whitethrone.

The current group consists of:

Cara, Elf Ranger (Archery)
Geedra, Goblin Witch (Debuffer / Fortune Manipulator)
Asgrid, Dwarf Oracle/Summoner (Healer / Support)
-Grugkt, her eidolon (Currently the Melee Fighter)

Incoming player would be replacing a human bloodrager.

I am no so much interested in completed builds or anything, but rather character ideas in this thread. Race, class, gender, archetype, role, etc. I would ideally prefer a player unfamiliar with the adventure path but that isn't a make or break thing.

Character guidelines:

Race: Any core plus the following featured races - aasimar, tiefling, goblin, hobgoblin, orc, ratfolk, tengu.

Class: No gunslingers. No occult classes or vigilante just because I am unfamiliar with them.

Other than that I'm okay with any Paizo archetypes, spells, feats, and so on. Obviously the group could use a melee fighter but I'm not going to base a decision solely on class. I will ask for my current group's input. Feel free to consult the Reign of Winter's player's guide.

For a general synopsis, the group is out to stop the plot of the current queen of Irrisen, Elvanna, who seeks to cover the world in endless winter. She has somehow subdued or overcome her mother, Baba Yaga, and the PCs have taken on the mantle of the Black Rider, one of Baba Yaga's heralds, in order to find her and put a stop to Elvanna's plans. The adventure path is obviously very winter/cold-centric, and will take the group to Irrisen and beyond.

Your character will have previously met another of Baba Yaga's riders and have had the mantle of the Red Rider passed on to you.

I'll see what ideas people have over the next week or so and see where we fall. Feel free to ask any questions you have.

Gameplay Thread


He ran. He didn’t know where he was going, but all he could do was put distance between him and them. His breath was heavy, his blood pounding so loudly in his ears his mind was all of a fuzz, his vision blurred. His feet crunched on the white crust below, but his feet were already numb. Each step he took shed more blood onto the ground below, pulling him another inch closer to death. He could feel his heart slowing, and prepared himself to meet his end. But then the white gave way to brown beneath his feet, and the trees began to thin. He was almost away, and he knew now that he would not give up. He thundered on with his heavy footfalls until the last trees shied away from him and he burst into open land, into fields dead and clutched in layers of frost. But the sky was blue and cloudless and ahead he could see grass grasping the land. He pushed on until the frost was behind him and crops graced the fields, on and on until he heard something, a methodic sound, recognizable as iron on wood. He moved closer to it, knowing that his time was near. He only had to find someone, tell someone. He came upon a shack, and as he moved around it, feeling his way, the last thing he saw before his eyes gave out was a man and his lumber axe, running towards him.
“Argentea…” he managed to say. And then darkness overcame him.

Chapter I: The Snows of Summer

Your travels throughout Taldor have brought you to Heldren, a small village of less than two hundred people situated in the south of the country, a few miles north of the expansive Border Wood. A small community of herders, farmers, and woodcutters, Heldren is outside the reach of Taldor’s politics and Qadiran intrigue. Quaint and unassuming, the village of Heldren seems to be a fine stop on your travels to purchase supplies, fill your bellies, and rest your bones. You find the residents of Heldren quite amiable and welcoming, unguarded in their answers to any questions and otherwise plain delighted to have visitors.

Cara:
Your vagrancy has led you to Heldren, and you find that you are welcomed into the village, almost as if you were a distant relative or someone who had visited before and has been gone a while. One man in plain linen garb of about thirty looks at you and says ”We don’t see many elves around Heldren. Are you a relative of Tessaraea? Good if you are, she could use some cheer!” You also hear some townspeople talking of an odd pair that has also arrived in the village recently - a goblin and a dwarf, traveling together. You notice that the people do not seem too worried or perturbed about there being a goblin in their midst, but much more curious as to why one would be traveling with a dwarf. Despite this, you still sense something in the air you can’t quite place…for all of their friendliness, people still seem a touch on edge.

Geedra and Asgrid:
Heldren has welcomed you much more warmly than have other towns in your travels. The residents here do not seem to bothered by a goblin in their midst, though you come to realize that you are soon the talk of the town. The gossip is mere curiosity, however, and as far as you can tell no one has a poor thing to say about either of you. A few townsfolk do ask where you are from and how you came to travel together, but they seem intent on avoiding any questions that might cause offense. Other villagers bring up some small talk, particularly about the weather…indeed, it seems as though many of the villagers are quite keen on the weather, asking how it is up north, if you’ve been that way.

After you have all spent some time in the village - a few hours, anyway, the talk of the weather becomes more and more prevalent, and the townspeople are quick in including you in the conversations most everything is having about it. You learn that Heldren has been suffering from a very unseasonable cold snap, and the further south you go, the worse it gets. Local hunters from the Border Wood, just a few miles south of town, came through and claimed that it was snowing in the forest, and by the look of the amount on the ground, it had been for some time. It hasn’t snowed in the village yet, but it does keep getting chillier, and while temperatures remain comfortable, they are certainly out of place of the height of summer. Many of the townsfolk that speak of it also reference a woman called Old Mother Theodora, who is the town’s wise woman, midwife, and to some, a soothsayer. She has been warning of grave times ahead.

Furthermore, a man an inch away from death came stumbling out of the wood just a day before onto Old Danby’s farm, muttering just a single word before falling unconscious. Dansby managed to get him into the village proper on his trusty mule. After he was brought back into consciousness, he told the town council that he was a mercenary in service of a Taldan noblewoman, escorting her north. Their caravan was attacked in the woods by bandits and strange creatures who carried his charge away and slew all but for him, who escaped the fight in order to find aid. Other than the strange weather, talk of this mercenary seems to be the most prevalent. It is clear that Heldren does not see many true warriors or adventurers, and the recent happenings have evoked in them a mix of excitement and concern.

Geedra and Asgrid arrived in Heldren about half a day ago, and Cara about six hours ago. There is not much to this village, but it does have a handful of shops and services open to the public, and inquiries about any sort of place and answered and the townsfolk are happy to direct you to your needs. There is a blacksmith, a barber, a general store, an apothecary, a tavern, a livery, a temple, a butcher, and a woodworker. Travelers are recommended to go to the Silver Stoat for a rest and a meal, and while the town has no inn, passersby are welcome to a place to sleep on the tavern floor by the fire if they so desire. Feel free to move about the town as you wish. Many of the villagers seem slightly eager to talk to you if you allow it - its obvious they don’t get many outsiders. Also, Knowledge Local checks or Diplomacy checks can award you further information about the goings on around town.

Knowledge (Local) or Diplomacy DC 5:
There is some talk that the unseasonable cold and snow in the Border Wood might be magical in nature…and some fear that agents from Qadira have something to do with it.

Knowledge (Local) or Diplomacy DC 10:
Above, plus Old Man Dansby claims something is stealing from his fields. His farm is closest to the Border Wood, and half of his fields have died off to an icy frost.

Knowledge (Local) or Diplomacy DC 12:
Above, plus a farmer’s son took ill a few days ago. He fell through the ice that has encased Wishbone Creek inside the Border Wood. Rumor has it that the boy claims he spotted a white stag in the forest that talked to him and he tried to follow it.

Knowledge (Local) or Diplomacy DC 15:
Above, plus a group of rangers in the Border Wood who are called the High Sentinels usually keep banditry quelled, though the villagers say that they are doing a poor job of it if a noblewoman’s escort of armed guards could be attacked and the Lady abducted.

Knowledge (Local) or Diplomacy DC 18:
Above, plus a hunter named Dryden Kepp claimed he saw a giant white weasel the size of a horse in the wood on the High Ridge. No one believed him, so he went off to try and trap it.

Knowledge (Local) or Diplomacy DC 20:
The noblewoman, Lady Argentea Malassene, actually traveled past Heldren two weeks ago, traveling from Oppara to Zimar to meet her betrothed. Rumor has it that the two didn’t get along and lady Argentea called off the engagement which caused quite the scandal, and was on her way home.


The Reign of Winter game for those I have invited. While I work on getting the adventure started proper, let's iron out everyone's characters and discuss the group in general. Here are a few guidelines for character creation:

The campaign will start in southern Taldor, but it won't stay there long. Obviously the campaign will deal in matters of winter, cold, ice, and snow, as well as witchcraft and planar magic.

Abilities: 18 point buy for stats, with no stats below 8 or higher than 18 after racial adjustments. You can reduce a score to 9 or 8 for extra points, but keep that deficit in mind for roleplaying purposes. This is a bit lower than the usual 20 point buy, but there are some things that happen at the end of the adventure that will make up for it. Depending on how characters are looking with the 18 buy, though, I might change my mind.

Classes: Any paizo class or archetype is fine except gunslinger. Feel free to try out the Advanced Class Guide playtest classes!

Races: Any core race is fine, and most of the uncommon races are okay as well. My campaigns tend to have less blanket alignments for races to allow for more playing individuals than stereotypes, so playing a goblin, hobgoblin, or orc might get you eyed suspiciously by NPCs, but not attacked on sight. (I also tend to keep more of a 3rd edition view of goblinoids rather than the degenerate, cannibalistic, fireworks and fire pathfinder versions). Aasimars and tieflings are fine if you choose an alternative racial trait to Clestial/Fiendish Resistance (same for Undine). Tengu, kobold, and ratfolk are also allowed.

For a final list: Core, Aasimar (sans resistances), Gnoll, Goblin, Hobgoblin, Ifrit, Kobold, Lizardfolk, Orc, Oread, Ratfolk, Sylph, Tengu, Tiefling (sans resistances), Undine (sans resistance). I might also allow the Skinwalker if anyone is interested in playing it.

Keep in mind that playing an obvious fire-kin like an Ifrit will likely draw the ire of many enemies that fear fire. People of Irrisen also tend to harbor a dislike of crows, so a Tengu might pose some social problems. Lizardfolk, being reptilian, are cold-blooded, which may affect survival.

For humans, any nationality is fine if you have a reason for being in Taldor (Ulfen, for example, travel south to serve as royal guards in the capital of Taldor).

Alignment: Good and neutral alignments only.

Traits: 2 traits, one of which can be from the Reign of Winter's player's guide.

Keep regional human languages in mind when choosing languages.

I'll fish CrazyHedgehog's other campaigns for a final player, or if any of you have someone that might want to play, feel free to invite them for the final spot.