Legends of Sargava (Inactive)

Game Master Shane Gifford

A sandbox play-by-post adventure set in Sargava and the surrounding regions.


Welcome! This is the discussion thread for Shane Gifford's Legends of Sargava Play-by-post campaign. This campaign is on an invite basis only; please do not apply to play unless you have been asked to. In the discussion thread we are going to post with our initial character aliases, sort out any issues regarding character build, background, or other concerns, and discuss any out-of-character topics during the game. For anyone on the boards who is not playing but would like to comment or offer advice on the game, this is the place to do it.

This campaign is going to take place in Sargava, The Lost Colony, originally a colony ruled by Cheliax. Nowadays Sargava is a nation that can barely hold itself together. Due to debts owed to other nations, constant attacks from the native Mwangi tribes, and a relatively low population, Sargava's government holds a very tenuous grasp on the regions it claims as its own. Because of this, several settlements have sprung up inside the Sargavan interior which operate autonomously, although none have yet declared independence from the Sargavan government. Most of these settlements pay the national government a relatively small yearly tax, and besides that have no further interaction with it. Talk abounds of the opportunities for hard-working leaders to set off into the ripe Sargavan interior themselves to settle their own areas and make a fortune and a legend. For more information on the setting, see the Pathfinder Wiki and the Campaign Info tab at the top of the thread.

As the player characters, you will have the opportunity to join with an existing settlement or create your own, staking your own claim to the land and potentially founding a new nation. This campaign will be very open-ended, with a large emphasis on players taking the initiative in deciding what happens. I will be the main GM, although anyone who wants to try a hand at GM'ing a portion of the adventure is encouraged to ask me about it. We will be using the downtime rules as well as the kingdom building rules from the Ultimate Campaign book; don't worry if you don't have access to this book. Most of the adventuring, exploration, and social encounters will take place on these boards, while combat will be handled off the boards in TTopRPG or another similar program.

Character Creation:
Characters should be built according to these guidelines:
[list]
  • Abilities will be either 15 point buy OR 4d6 drop lowest 6 times, with each ability rolled in order (first roll is STR, second roll is DEX, etc.). If a player rolls abilities they cannot go back to a point buy.
  • All Paizo published classes, with the exception of the samurai and the ninja, will be allowed. The Emerging Firearms rule from Ultimate Combat applies to this setting, which means gun related builds are okay. Nearly all archetypes for available classes will be allowed; if you find a racial archetype that you feel would suit your character of a different race, ask me about it, and we may be able to work something out.
  • All core races are allowed. Other approved races include catfolk, fetchlings, goblins, hobgoblins, ifrits, kobolds, orcs, oreads, ratfolk, sylphs, tengus, tieflings, undines, changelings, gripplis, samsarans, and vanaras. If any other races are desired, ask me about it, and we may be able to work something out.
  • Characters will start at first level, with average starting wealth and 2 traits. Character hit dice, and the hit dice of any companions, will be rolled.
  • At least a small amount of detail on character background and personality should be included. I don't need a 3-page story, but at least a short note on your character's origins and how they tend to handle situations should be given. Try to make your character a part of the world, not simply something tacked on. Don't be afraid to ask me or another player for help!
  • Map of Current Holdings of Sargavan Settlements

    Brief Description of Settlements:
    Crown’s End (812): After the original landing at the harbor in what is now Eleder, a group of Chelish colonials split off and settled on a high bluff overlooking the northern part of Desperation Bay. Although they established friendly relations with the nearby Ijo, a tribe of Bonuwat humans, they suffered regular attacks from jungle predators and the less amiable natives from the Kaava Lands. In time, Crown’s End became the port of choice for smugglers, slavers, and pirate ships, and more respectable merchant ships simply stopped visiting—or professed as much to the customs officials in Eleder. Today, Crown’s End is a rough-and-tumble town of just over 800 inhabitants, most of whom are criminals or retired pirates. The town is ruled by former slaver Ilina “Icehand” Ysande, who maintains some semblance of order and pays Crown’s End’s taxes to Eleder on time and without complaint. Icehand’s policy toward the rest of Sargava is for Crown’s End citizens to take advantage of any opportunity that arises, but to otherwise appear to be contributing members of colonial society—and she deals harshly with citizens who draw too much attention to the port’s robust smuggling trade.

    Eleder (8900): Sargava’s capital, Eleder, is starting to show the brunt of its tribute obligations. Once host to the opulent Grallus Ball, a lack of funds has placed a stranglehold on the city’s excesses. On the other hand, Eleder’s extensive dockworks are maintained as a top priority, as both merchants and Free Captains alike dock their vessels here for repair by some of the best shipwrights in Garund.

    Fort Bandu (198): Created to protect miners in the Bandu Hills from hostile Mwangi, Fort Bandu has suffered in the last hundred years—much to the consternation of its half-elf commander, Praetor Sylien. Though the aging Sylien rarely ventures outside anymore, he is a skilled commander of his 150-soldier legion, and it is largely thanks to him that miners and explorers are able to operate in the area at all. Fort Bandu nevertheless still has tremendous difficulties with local tribes, particularly the Bandu, who take every opportunity to attack the work crews Sylien has sent to build a bridge over the River of Lost Tears.

    Freehold (1330): Freehold started as a cattle ranch in central Sargava, a vacation estate for one of the colony’s earliest Grand Praetors, Olgran Macini. The Macinis have expanded and developed their family holdings to the extent that the original ranch is now the center of a small town consisting of Olgran’s descendants and the native Mwangi who help them run the spacious ranch in exchange for homes and a share of the ranch’s profits. Part of why Freehold has thrived is the fact that Olgran was progressive for his generation; he always treated the Mwangi as equals—paying them the same wage he paid his Chelish ranch hands—and insisted his children do the same. Freehold is still run according to this philosophy by Olgran’s great-great-granddaughter, Mindra, though her cousin Salgarth would prefer to see the ranch run more like businesses in Eleder or Kalabuto, and is trying to maneuver Mindra into giving him control of Freehold.

    Kalabuto (11340): A ancient, crumbling city built in the precolonial era, Kalabuto is populated by a huge community of Mwangi tribesmen and governed by a small contingent of Sargavan colonialists. These are troubled times for Kalabuto. The city is under invisible siege by its eastern neighbor, Mzali, which has sacked Kalabuto three times within the span of the last few years alone. Observers agree it is only a matter of time before Kalabuto’s lower classes join with their Mzali brethren and support the attacks, instead of dying in defense of the city for their colonial masters.

    New Krane: New Krane was originally meant to be the capital city of Sargava. Long ago, when the colonists were first mapping out the lands and encountering the native Mwangi for the first time, the site for New Krane was cleared and ambitious plans were laid out for creating a large city with all the fineries of a modern Chelish nation. However, about a year into construction a Bonuwat tribe approached the settlement, led by a powerful shaman named Metawa the Blessed. Metawa declared to the workers and leaders of New Krane that he had received visions of a terrible monster erupting from their settlement, and they must move out right away and abandon their constructions. When the Chelish colonials refused, Metawa led his tribe in a wholesale slaughter of the people. He then cursed the land, causing plant life and the soil to wither and become useless in the area. Nowadays New Krane is a ghost town, a deserted and crumbling ruin of enormous half-built cathedrals, opera houses, and mansions. Occasionally adventurers will explore the area, which is said to be haunted by the ghosts of the construction workers from long ago. It is also said that many secret vaults were dug out underneath the foundations of the buildings; whether they contain anything or not is unknown.

    Port Freedom (2950): Eleder may be the only deepwater port in Sargava capable of receiving the massive ships required to circumnavigate the Eye of Abendego, but that doesn’t mean it’s the only port in the nation. Situated farther south, along the banks of the Korir River delta, Port Freedom may not be able to accommodate oceangoing vessels due to its extensive maze of sandbars, but neither can cargos of any significant size make their way upriver without enlisting the services of its rivermen and bargemasters. Though a few brave captains risk running the marshes without help, the people of Port Freedom have a chokehold on river trade with Kalabuto—and they aren’t afraid to protect that arrangement with violence when necessary. While Port Freedom is technically ruled by the Grand Custodian, it also has its own local governors: a council of representatives from the various shipping concerns who do business along the river. It’s an open secret that the council is controlled by the Rivermen’s Guild.

    Stark Point (490): Consisting of a large inn, stable, and general store surrounded by a mud-brick wall, Stark Point is a gathering point for explorers, adventurers, and soldiers from Fort Bandu. Stark Point was originally meant to be a mining community overseen by the church of Aroden, but with Aroden’s death, the overly large cathedral closed its doors to the public. Soon thereafter, the mines played out, and bereft of spiritual guidance and a ready source of income, most of the locals moved to Kalabuto. Today, the village has little more to offer than a trading post. The temple of Aroden still looms starkly on a hill overlooking the river and village, but no one goes there anymore - although some visitors claim to have seen periodic lights and heard strange sounds of chanting coming from deep within the boarded-up building.

    Game Systems:
    Downtime and Kingdom Building will be employed.
    Living Expenses: For adventurers, who are usually living in inns, living expenses can be significant. The lifestyle you pick can increase or decrease your chance for fortune or misfortune. There are multiple levels of living expenses, listed below:
  • Good Living: You stay at a clean inn with a comfortable bed, and eat well rounded meals. This costs 3 gp per day.
  • Common Living: You stay at a decent inn with a wooden bed, and eat filling if plain meals. This costs 1 gp per day.
  • Poor Living: You stay at a dirty and cheap inn, where you sleep on a section of the floor in a common room. Your meals usually consist of cabbage stew, or similar poor man's meals. This costs 3sp per day.
  • Hobo Living: You do not stay at an inn, either living on the streets or camping outside of the city. Your meals consist of what you can catch, forage, or scrounge for yourself. This costs no money per day, though you might have to pay for meals if you cannot find your own. Survival, Sleight of Hand, or Bluff can be used to acquire food as a day's downtime activity. Roll your desired check, and treat it as a Survival check to gather food in the wild.
  • Language Translations:
    Common - English
    Catfolk - Swahili
    Varisian - Irish
    Elven - Georgian
    Aklo - Korean