Courts of the Shadow Fey - Brainstorming Thread (Inactive)

Game Master Grimmy

Some say the world is white and blank. Others say the world is a black abyss.
Half black, half white. Half sorrow, half joy. Half living, half a ghost.

The Realm of Shadows is neither one thing nor another; it is a place of halves. One may think of it as half regret, half done, half dead. But it is just as fair to say half rich, half cured, half won.

The shadows are a place of neither pure evil nor pure good but only that muddle where true balance lies, where lives are rich and sad and complicated. Half villains and half heroes who strive but never win. But who never quite lose.

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Pathfinder Adventure Subscriber

No preference on starting level. I just love this setting.

BTW the way there is an already funded Kickstarter that began Monday for the revised setting book, and players guides for both 5E and Pathfinder now.


I saw that. I will probably pledge. It looks like it doesn't invalidate the current PF setting book it just advances the timeline, brings the setting to 5e and also adds player options for PF. And it ships next december? I'm too excited to hold off for that before dipping my toe in the current Midgard book, but I'll look forward to it:)


Dreaming Warforged wrote:
My preference is to start as close as possible to the start of the module.

One idea I was mulling over was to run a very short low level introductory module to introduce the City of Zobeck. On conclusion of that, a cut scene forward in time to later in the PC's career. A reunion at the Tavern where their earlier adventure had begun. They've all grown in stature, now they are 6th level. And so the proper adventure begins.

The prologue module would be something worth only an evening or two of face to face game time. Of course, PbP being what it is I can't say how long it would take online.

Just an idea. I'm not wed to it if it puts people off.


I'd play either, though if we were to do a short intro, I'd suggest starting soon. They do take longer online, and by the time we got to the end, you should be able to be fully prepped for the main adventure, which will then be using fleshed out characters.


DM Grimmy wrote:
Dreaming Warforged wrote:
My preference is to start as close as possible to the start of the module.

One idea I was mulling over was to run a very short low level introductory module to introduce the City of Zobeck. On conclusion of that, a cut scene forward in time to later in the PC's career. A reunion at the Tavern where their earlier adventure had begun. They've all grown in stature, now they are 6th level. And so the proper adventure begins.

The prologue module would be something worth only an evening or two of face to face game time. Of course, PbP being what it is I can't say how long it would take online.

Just an idea. I'm not wed to it if it puts people off.

If you have something interesting in mind, I don't see why not.


I'm with Drake (heh, haven't said THAT since like 2011) unless you think running a side module like that is going to slow down the game prep for you to the point where you wouldn't finish it, it might be a good idea to just start that now.

In any event how much interest are you waiting for before making it an official recruitment thread?


Blue Drake wrote:
I'd play either, though if we were to do a short intro, I'd suggest starting soon. They do take longer online, and by the time we got to the end, you should be able to be fully prepped for the main adventure, which will then be using fleshed out characters.

That would be one of the benefits of going that way with it, it could mean an earlier kickoff date.

Dreaming Warforged wrote:
If you have something interesting in mind, I don't see why not.

I have something that should be well suited, depending on the cast of characters.

Derz wrote:
In any event how much interest are you waiting for before making it an official recruitment thread?

I felt the interest threshold was crossed fairly quickly. I've just had work to do first. This strikes me as a module that requires a deep familiarity to do it justice. I've had my nose deep in the adventure and the setting book all week. This isn't something I want to rush.


I would certainly be interested as well. Midgard is super interesting to me, and Shadow Fey doubly so. I'm definitely planning on backing their kickstarter asap.

I wouldn't mind a cool little intro to get ourselves a bit acquainted with the setting, then moving on to the main module.

Just curious, not that I will actually want to play one, but are Shadow Fey an acceptable race?


Great question. The shadow fey will not be available as a race. Their existence will not be well known but when they do appear, lore about them can be discovered with knowledge checks and investigation and research.

The reference to shadow elves in my campaign tab is a little misleading in that way, but that is the sort of thing I'm ironing out before I launch a proper recruitment.


At this time I would like to invite you folks to start talking about what you are considering for submissions.

If anyone has questions about the places, races and gods of the setting I would love to start talking about that now. I may have to look up the answers but that will be half the fun.


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Great!

I have three ideas in mind so far that would perhaps work well in Midgard. I'd be happy to hear suggestions for them.

The first one is a former thrall of the dwarves that got redeemed from certain death by a higher entity (witch, ley line walker).

Another is a son of an expatriate family of Northlanders who, perhaps in reaction to an authoritative father combined with the spirit of freedom in Zobeck, worships the god of mischief, Loki.

Finally, the third one is a blade bravado with a sharper tongue from Septime who is haunted and supported by the spirits of dead generals.

I'm still working on motivations for each idea though.


I'm thinking in a UC monk 2/swashbuckler 4, or perhaps UC monk 2/swashbuckler 1/ Lore warden 3.

I want it to be some kind of oriental assassin or thief, but not sure what kind of organization are for this in Midgard.


DM Grimminy I do have a question. I would think that the races and gods available are only those mentioned as existing on Midguard. Basically those you have written up on this site? Am I right?


Great question.

About races:

The info I have written about races is to show you what might be different about that race then what you are used to from Golarion. It is not an exhaustive list of the races you can play. It is more for answering questions like "What are dwarves like on Midgard?". The full list of races you can play is bigger, and I will have that up really soon when I post the full character creation guidelines. It is basically all of the "Core" races, most of the "Featured" races, and a few of the "Uncommon" races, plus the special new Midgard races. When I put that list up, if there is something you are burning to play and you don't see it, talk to me.

About Gods:

The pantheon I have posted are the only gods available, since this is not set on Golarion. I have only scratched the surface about these gods though, with domains and favored weapons and titles and alignment. There is a ton of great lore about them in the campaign book so I will be here to answer questions about any god who catches your eye. It is a more interesting pantheon then it looks at first. For example, many of them wear "masks" so that different societies know them by different names.


Dreaming Warforged wrote:


I have three ideas in mind so far that would perhaps work well in Midgard. I'd be happy to hear suggestions for them.

...

All very flavorful ideas, can't wait to see how the motivations flesh out.

Nicos wrote:
I want it to be some kind of oriental assassin or thief, but not sure what kind of organization are for this in Midgard.

I have not seen any obvious eastern asian analog in Midgard, someone correct me if I'm wrong. But there is a ton of shady activity like that I will do some reasearch and get back to you if no one else does first. As for the build, that looks like it could have some very helpful skills. FYI guys, Knowledge skills and social skills are a big deal in the module. There are some very long sections with no combat at all.


Black Dow wrote:


Mulling a Minotaur Cavalier - a brokenhorn mercenary likely hailing from one of the Seven Cities.

I have the Midgard campaign setting so will have a gander at what comes together...

Normally I would be nervous about a large mount in most of the games I run. It might be ok in this one, but you would still be stuck without it for some sections. Do you like any of the Cavalier archetypes that give up their mount?


DM Grimmy wrote:


Nicos wrote:
I want it to be some kind of oriental assassin or thief, but not sure what kind of organization are for this in Midgard.
I have not seen any obvious eastern asian analog in Midgard, someone correct me if I'm wrong. But there is a ton of shady activity like that I will do some reasearch and get back to you if no one else does first. As for the build, that looks like it could have some very helpful skills. FYI guys, Knowledge skills and social skills are a big deal in the module. There are some very long sections with no combat at all.

I think I will go for something from middle east, I'll take a look at the dragon empire to see if I find something.


I would just like to level this character up to Level 6, as he's already been designed for the Midgard setting.


Sure. Didn't they put in a rune style caster in the Midguard books?


Nicos wrote:


I think I will go for something from middle east, I'll take a look at the dragon empire to see if I find something.

The Southlands is worth a look too. That region has a strong flavor of ancient egypt.

"Crea Asp wrote:
I would just like to level this character up to Level 6...

No problem.

Stormcrow27 wrote:
Didn't they put in a rune style caster in the Midguard books?

It looks like the details of Rune magic are in the Northlands sourcebook, which I don't have access to unfortunately.


I'm thinking of making a Northlander ranger who's a mercenary and a veteran of more battles than most people have birthdays. Born near Bjornheim he grew up wrestling with talking bears, moved south after a while and fought in the Seven Cities for a few years, went to the Duchy of Dornig and participated in an assassination attempt on one of the Princes there.

Very cynical when it comes to big-picture stuff but much more friendly when the conversation isn't heavy.


Nice. Maybe if I go the intro/prologue route, the assassination attempt could be happen in the intervening time between the first adventure and the reunion.

Sounds like many of you know this setting better than I do! I've run modules from it for years but I have some catching up to do on how everything fits together.

*goes back to reading*


recruitment is up guys, see you on the new thread


stormcrow27 wrote:
Sure. Didn't they put in a rune style caster in the Midguard books?

I found this on Rune Magic

Midgard Campaign Setting wrote:

Rune Magic: Rune magic draws on the power of the Ginnungagap, the yawning void beyond existence. Legend says that Wotan found or stole or learned these runes when he hung himself from Yggdrasil for nine days and nights. Mastery of a rune requires more than knowing how to draw it. The rune wizard must understand the wider meaning of the rune and how its power is woven into the world. This study and wisdom requires the Rune Mastery feat (see the Northlands supplement), and also that the would-be master complete an appropriate sacred trial: a quest on behalf of a deity associated with the rune, slaying a monster that draws power from it (a thursir for the thurs rune, for example), or some other task to demonstate the PC’s mastery over the rune.
A mastered rune is a little like a clerical domain, but much more specific. Their powers can be harnessed by any class. There are 24 commonly known runes, each with a different meaning and power, and additional runes or new powers for existing ones might be discovered by unique means—known by ancient trolls or Jotuns, found on bark tablets in forgotten barrows, bargained from the hungry spirits of Ginnungagap, and so on.
Invoking a rune’s powers is a standard action, provoking an attack of opportunity from threatening enemies. Treat this
as a supernatural ability, except that the rune master must either create a physical representation of the rune (in paint, blood, written in the dirt or snow, and the like), or trace an existing carving of the rune. In the North, many common objects bear an appropriate rune for this purpose. Runic tattoos are also common. Breaking or destroying a rune- inscribed item cancels any power currently invoked upon it. Improvised runes need only be marred or disrupted to have the same effect. Unless otherwise noted, runic powers that duplicate spell effects have the same duration as the spell, using the rune master’s character level as the caster level. Other effects are as written in the rune’s description, or follow the equivalent spell.

There are lots of other references to it throughout the book, but the crunchy bits seem to be in the Northlands book which I just can't shell out for currently.

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