Masters of Golarion II

Game Master fnord72


The google docs

Clarification and Expectations of Rules:

Diplomacy: Many people forget this is not a single round action usable in combat. "Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future." Diplomacy is taking time to debate/discuss and win over another individual. It doesn't matter how high the diplomacy score is, it will still take time to use the skill. And it doesn't matter if you won by 80, hostility only changed to indifferent.

Diplomacy: Gather Information. This is also one of those rolls that people often assume they can do anywhere. Players often forget that gathering information is "canvassing people at local taverns, markets, and gathering places." If the big bad guy was that easy to figure out, then walking into one tavern and asking two questions would be enough. Since the machinations of someone at epic level is likely to have many cutouts, already be obscure, and have worked to hide who they are, this ability will be more difficult. Gathering information will likely take days not hours, and require research in out of the way libraries, private collections, family vaults, lost monasteries, planar refuges, etc.

Knowledge: All. This gets a little more tricky to be effective at epic levels. By 20th level the listed DC's should be pretty close to automatic successes for anyone that has spent more than a few points in a skill. General information will therefore continue as expected. Players are expected to work with the current GM in providing how/why they should even know the appropriate information. Understand that when it comes to areas influenced by the BBG, you are likely to simply NOT KNOW. You may need to learn about the BBG and their minions before you can knowledge check more than basics of their race, area of operation, background information.

Major Events in Golarion:

Character Backgrounds:

As a child your parents told stories of Rovagug and his world destroying minions. It kept you eating your vegetables and brushing your teeth before bed.

Over the years you grew, matured, studied. And then, you realized that you no longer feared such creatures from your childhood nightmares. Now you feared for what they could do for the people. Your family, your village, your kingdom, the world. And you could do something about it.

Sometime ago (at least a decade) you were approached by a being that offered you membership in a inter-planar group of protectors, known as the Custodians of the Membrane. Yes, it's a cheesy name, but it was there before your ancestors learned to use a wheel.

An elite force of powerful entities from the various planes who have dedicated themselves to ensuring the planes of the world remain in a state of dynamic equilibrium. Without their careful maintenance the Planes and their inhabitants would be overwhelmed and unbalance each other, merging and falling back into the chaotic nothingness from whence all of Creation sprang.

The Custodians cite their origins as shortly after the Great Beyond arose, when the (then) young gods of the cosmos discovered that there were Beings in the spaces between the planes, powerful and incomprehensible enough to drive even them mad and destroy them. In fear the gods agreed to work together, to create a singular membrane that would keep the Maelstrom at bay. At first, there was no need for custodians, but neglect and inattention took their toll, as the gods turned their minds to conflicts over what the interior of the single realm they had protected should be like. Eventually a breach occurred, and a god traveled outside it. What he encountered there would shake his very nature.

When he returned, he fashioned the Worldweavers of the titans to keep the horrors he had experienced at bay. It was they who died in droves seeking to recover the portions of the realm that had been lost, and discovering that to be futile, it was they who conceived a bold and audacious plan by which the rest of the realm might be saved.

And so the three eldest of them, the last to survive walking into the Maelstrom and whatever they encountered there, journeyed to the Membrane the gods had made, where it still remained, and pulled it inwards, twisting and pinching it until they had formed an arrangement where the incursion was contained. It was a change too drastic for the gods to ignore, as new boundaries sprung up, and powers were constricted. When at last the gods came upon the Worldweavers, they were told that if the changes were undone, so they and all they valued would also be. "Look upon the cocoon we weave." said the eldest of the Worldweavers "And know it for what it is... our tomb, woven of our own flesh and souls, to keep you safe. For it, we extract a price... that your realms will be divided, your powers forever more constrained and your influences limited. This is how it must be, if it is to be."

The gods, it is said, did not see the wisdom of this, but did see that the changes were beyond them to undo less they worked as a whole again... and each of them had made enemies they would not trust enough to work with again. The Worldweavers went into their tomb, set at the center of the newly arranged planes, and were forgotten to time with their passing. The gods decided to set up a watch upon the membranes of the planes, so that each might know of any other's attempt to unbalance and pierce them. And so the Custodians were created.

Astrarium, the city of the Custodians, carved into the dead husks of the Worldweavers that surrounds Groteus and keeps the entity therein at bay, for Groteus is said to be what was created when the Maelstrom's intrusion was cut off and isolated. This was to be your home as a Custodian. Unfortunately, Astrarium was cutoff from all. It has been several years since you have had any contact with a Custodian other than a few scattered about Golarin.

Rahadoum:
Recently the town of Manaket was buried under sand. A new coast is forming from sand blown from the interior. The inhabitants of Manaket are missing and presumed dead. A large area of Rahadoum, from the Uta river in the east to the Aslin River in the west, and from the Napsune Mountains to the shores of the Inner Sea. This area is about half the size of Rahadoum. Within the affected area conjuration (water) does not work. The land is extremely arid, resulting in quick dehydration by the ill-prepared. Gale force winds blow out along the border area, driving sand before it. This wind is noticeable over an area of 10 miles in depth along the edge. Teleportation and similar spells do not work across the border area. Most divination spells are similarly blocked by an unknown cause along the border. No group traveling more than a few miles into the area have returned. Several expeditions that were in the area prior to the event have gone missing.

Taldor:
A 20 mile wide, 150 mile long swath of the Tandak Plains stretching from the bottom of the World's Edge Mountains west towards Cassomir lays in ruin. The land is scoured of vegetation, the ground turned to glass and rock solidified as if it had flowed molten. It has been only a couple of months and life has only just started to return to the area. It will likely be generations before the damage is repaired. Those venturing into the area have reported strange and unexpected reactions from the use of magic, stronger the closer to the center of the devastation one travels.