The Cults of the Sundered Kingdoms (Inactive)

Game Master brvheart

Adventure Path in the Lost Lands

Watch order:

Rhîan-nôn
Fibek
Tork
Grenz
Baaliantar
Oxnard

Marching order:

Wilderness
Oxnard - Tork
Rhîan-nôn - Fibek
Grenz - Bal

Dungeon
Grenz
Oxnard
Rhian-non
Fibek
Bal
Tork


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This will be a new Pathfinder Adventure Path in the Lost Lands. Characters are level one. More to come.


this a closed recruitment?


I may have one or two spots open. I know I have at least 4-5 already.


Just read the opening post on the Kickstarter thread trying to get a better idea about this AP is about and therefore what character to propose

Hopefully inspiration strikes me tomorrow ;)


.


dotty dotty


Welcome guys, waiting on Lucky and Elathras. Yes, Lucky is back!


Peoples of the Borderland Provinces

Foerdewaith

The Foerdewaith are by far the most commonly found ethnicity in the Borderland Provinces, as in the Sundered Kingdoms to the east. These
humans represent the many indigenous tribes that dwelt in the lands and were assimilated by the Hyperboreans when the Hyperboreans took over the region thousands of years ago. It was these tribes who were left behind when the Hyperboreans withdrew from Akados, and who later became part of the hegemony of Foere started by the first Foerdewaith overking, Macobert. Although the Foerdewaith were identified as a single people during the height of the Foerdewaith monarchy, this was only true as an ethnicity and a broadly shared cultural heritage from the Hyperboreans and the later rule of the overkings. Most Foerdewaith in the Borderland Provinces identify themselves as members of smaller regions, such as “Aachenlanders.” The term Foerdewaith is now commonly used to refer to the inhabitants of the Kingdoms of Foere and those (mainly the nobility) who can trace ancestries leading back to the Kingdoms. These “Foerdewaith of Foere” consider the bloodline to be a sign of superiority.


Gaeleen

A people unique to the Gaelon Valley, these are riverfolk first and
foremost. They ply the waters of the mighty Gaelon, selling their catch at the great trade-road bridges, in the markets of wealthy Endhome, or among the innumerable villages that line the shores up and down the river and its countless tributaries. They typically fish in large family groups from light, flat-bottomed skiffs, sometimes made from only woven reeds sealed with pitch for small families or lone fishermen, and are as comfortable with line and hook as they are with nets. Unlike the Foerdewaith fishermen who trawl the river with net-dragging fishing scows, they use their fishing nets in the old way, casting them into the waters and hauling them in by hand without benefit of block or tackle. The Foerdewaith fisherman often resent the smaller, more agile Gaeleen craft and their masters, and tend to look down on them as a people. The Gaeleen deny any relation to the peoples of the Kingdoms of Foere, instead claiming to have been born of the river itself and using their tendency to be skilled swimmers as alleged “proof” of the fact. Scholars scoff at this and surmise that the Gaeleenmay be a remnant of a much earlier people called the Phoromyceans who once inhabited the region of Endhome and the Duskmoon Hills before disappearing from the historical record long ago. The Gaeleen are a smaller folk than the typical Foerdewaith, with skin tones that easily hold a tan from working on the waters under the sun all day long. Their hair ranges from dirty blonds to dark browns, with darker shades frequently being sun-bleached to a much lighter hue due to their chosen vocation, and eyes tend towards greens and blues. The Gaeleen are great story tellers and renowned singers, often claiming to “sing the fish into their nets” as they ply the waters of the Gaelon.


Vanigoth

The Vanigoths are a large but widely dispersed nation of human barbarians, predominantly found in the Wilderland Hills and the plains between the Lorremach Highlands and the Forlorn Mountains. They are probably mixed descendants of Heldring invaders and the pre-Hyperborean tribes of the Plains of Sull. The Vanigoths speak their own language, although most of them can communicate in a rudimentary Common. It is extremely rare for the disparate Vanigoth tribes to unite under a leader, although they have their own king in the fortress of Aen Vani, deep in the Wilderland Hills. The Vanigoths take battle-trophies from their victims, usually the head and some other trophy, often a hand or finger.


Dwarves

Dwarven clans of the Borderland Provinces are many and varied, generally living in the foothills of the great ranges of the March of Mountains. Most clans are hill dwarves that live in underground halls, operating separate mines that follow the ore. A single dwarven community might have two or three working mines. Additionally, most clans have small herds of sheep or goats that provide the dwarves with food that need not be brought in from the lowlands. Periodically, the dwarves load up a wagon with their forged blades, intricate jewelry, and other metalwork, and head down to the towns and villages of the lowlands to trade their work for gold and town-produced products. Cloth, beer, and leatherwork are all usually items the dwarven clans import, but some of them have craftsmen who inexplicably delight in making such things themselves. Some of the small dwarven caravans travel quite far to reach the markets they want, partly because their jewelry work is too expensive to find buyers in rural villages. Thus, wandering dwarven caravans are not a strikingly unusual sight anywhere in the Borderlands.
In addition to the foothill clans, there are a few large dwarven settlements, usually in the mountains themselves, with populations as large as many human towns. These communities are deep miners for the most part, and more isolated and insular than the foothill dwarves. They tend to trade their goods not with the human settlements, but with clans of the lower-lying dwarven communities. They are cordial but not very welcoming to non-dwarven visitors, for their redoubts hold secrets they prefer not to share.
The last group of dwarves in the provinces is possibly the most numerous, but also the most scattered; these are the clans and villages settled in the small hill formations scattered throughout the plains, and at the periphery of the Gaelon River Valley at the top of the watershed. As with the dwarves of the foothills, they are generally miners and herders at the same time.
The only dwarven culture that differs significantly from the other clans of the Borderland Provinces may be found in the Kal’Iugus mountain range, where there are significant numbers of mountain dwarves. These clans are extremely unfriendly to lowlanders, and there are rumors that they are even friends to the giants and barbarians of the northern reaches of that range.


Elves

There are a number of small elven communities across the Borderland
Provinces region, living in the forests scattered through the hilly plains. The highest concentration of these communities is to be found in the forested parts of the Gaelon River Valley, often the river valleys of small tributaries that have supported forests for centuries without being occupied by humans. Although the elves generally keep to themselves, they usually have good relations with any nearby human settlements unless some past event has caused ill-will. There are, however, isolated courts and shees where the elves are capricious and dangerous, well-attuned to the powers of the fey, and not friendly to outsiders. In general, nearby hamlets and villages are aware of the places where these elves live, and give them wide berth.
For the most part, the elves of the Borderland Provinces are high elves, dwelling in remnants of the primeval forest that once covered most of the continent, its borders roughly along the path of the Trader’s Way.
Because this region was once forested, the concentration of elves in the Borderland Provinces is higher than in the Sundered Kingdoms to the east, which were more predominantly plains-land even before the arrival of the Hyperboreans.
The elves here are not fond of the Hyperborean Empire, for their history with it is almost exclusively one of war and ruin. Unlike many humans, they do not view the relics or tales of Hyperborean antiquity with any reverence at all. This animosity does not extend to the Foerdewaith or to present-day humans, but a certain distaste for the Hyperborean gods might occasionally surface toward those who revere them.


Peoples of the Sundered Kingdoms

Erskaelosi

These barbarians are principally found only in the southern portions of the Wildlands. Their main settlement is the city of Tyr. Immigrants of the northern Irkainian deserts after the destruction of Tsen turned much of the land into a poisoned wasteland, a portion of this brawny warrior-race made its way south in a long, decimating migration. Reeling with the catastrophic loss of the City of Wonders 2,000 years ago, the lands of southern Akados were unprepared for the arrival of the refugee peoples from beyond Tsen’s northern borders. City after city of province after province of the Hyperborean Empire turned aside these gaunt, starving warriors. On more than one occasion, militias and city defenders took an overzealous and violent approach to ousting the wanderers.
A reputation for thievery and raiding clung to the Erskaelosi, though it was primarily the result of rumor and exaggeration. On more than one occasion, local war bands attacked straggling camps of these peoples and slaughtered them for what meager treasures they carried, only to claim that they had attacked them in “retaliation” for some fictional earlier raid.
In the sparsely populated Suilley Plains, the Erskaelosi finally found a home, and even then they tended to migrate toward the foothills of the southern portion that more resembled their former homes in the Barrier Hills and surrounding plains. Centuries later, the King of Burgundia encouraged other scattered settlements on the plains to relocate to the southern portions of his kingdom. The city of Tyr grew from one of their principal settlements, and the Erskaelosi enjoyed full citizenship in the short-lived kingdom, with many of their warriors serving in the king’s personal guard. After the fall of the kingdom, many Erskaelosi still roam the Wildlands and remains of Old Burgundia, picking through the ruins of Trevi for items to use or to trade. Tyr remains their principal city, though many found their way eastward into Southvale, lured by promises of gold from the valers seeking their skill as giant fighters from their long tenure in the shadow of the Giantlands.


Heldring

The fair-skinned raiders of the Helcynngae Peninsula arrived after the abandonment by the Hyperboreans. Their longships full of vicious raiders landed on the coasts of the Sundered Kingdoms and swept across Ramthion Island and Southvale. They conquered all of Ramthion Island, but never managed to capture the city of Penmorome (later Penmorgh). Later, when the Foerdewaith finally cowed the Heldring, they withdrew from Ramthion, leaving little more than pillaged towns and half-breed bastard children. As a result, their legacy upon that island was short-lived and largely unnoticed as their descendants were quickly absorbed by the local population. In Southvale, however, they never departed. Instead, the Heldring raiders built homes in that gentle land, living fairly peaceably. They began families and worked the land, and much intermarrying occurred between the newcomers and the locals. Now, other than in Penmorgh itself, much of Southvale’s population is of direct Heldring ancestry with tall, broad-shouldered men, many with fair hair prone to thick beards. They live just like their neighbors in the vale, but to those accustomed to being among the warlike folk of the Helcynngae, meeting these “civilized” descendants can be a bit disconcerting.


Kaf

The Kaf are actually not common in the Sundered Kingdoms, unlike the
other peoples listed here. In fact, they are found in only one place and they are unique to that location. No other known enclaves of the Kaf exist in the rest of Akados or Libynos. The Kaf are a fierce band of horse warriors that fight with lance, shortbow and saber. They wear armor of layered leather and onion-domed helmets that have a fringe of fur. They roam and hunt throughout the Kildren Peninsula and nearby Sand Hills, conducting some trade with coastal cogs or the occasional merchants that they approach on the Soldier’s Road. Their principal settlement is Kaf Village, but smaller farms and settlements are scattered across the peninsula. Scholars who know of them tend to think they may be related to the K’Haln located north beyond the river Xircos, but no firm connection to the horse people
has been established. Records also don’t show how or when the Kaf came to dwell on Kildren Point. The Kaf have pale skin with straight black hair.
Their eyes are black, and they are prone to beards and moustaches. They have high, angular cheekbones that give them a fierce predatory look and a reputation for a sour disposition. They dress in colorful pants and vests with felt jackets, and are known to be cheerful and boasting at feast but hard and taciturn at other times.


Ramithi

The Ramithi are descended from the indigenous inhabitants of Ramthion Island. After the passing of the Hyperborean Empire, only a few small clans that occupied the swampy peninsula known as the Sea Dagger existed of this bloodline. These were a piratical people known for raiding shipping as far north as Legions Bay and as far south and west as the Mouth of Akados. The folk of the island resisted the invasion of the Heldring, with very little intermixing of bloodlines occurring, and rallied behind the Ramithi Clans in driving them out. The islanders came to identify themselves with their Ramithi saviors, with the clans rapidly spreading as they intermarried with other folk of the island. Now, all of the native inhabitants of the island identify themselves as being directly descended from the Ramithi Clans, though probably only around 20 percent have any more than a fictional blood tie. The Ramithi are swarthy of skin and dark of hair. They are usually shaven with elaborate moustaches and sideburns. There heritage is that of a sea people, but they have had to become warlike over the generations due to repeated invasions of their home island.


Dotted and ready for action, albeit under a different char this time. :)


If spots are available, I will make a new character.


I will play, if that´s fine with you a witch. Either male, inspired by david bowies the pale white duke or a female inspired by Fleetwood mac´s Rhiannon.
Either Human or Elfen. Still meditating on it.


You should make six Beltin and make us full up when Elathras makes it. Biggest issue I have with the witch is the sleep hex. It is way overpowered IMHO.


Leaning towards either a dwarven Ranger or dwarven locksmith (dwarves would never call themselves rogues).


Pathfinder Lost Omens Subscriber

Dang. I posted early this morning from my phone but it didn't go through. Love this setting, so if something opens up I'll have a character ready.


No worries, I won´t take it.


You might want to pm me scranford so I have you at easy access if someone drops.


Thanks, my last witch was putting two thirds of the monsters asleep. Not much fun for anyone that way.


For anyone interested in Greg Vaughan's blog on Lost Lands' Tech, it give some insight on the system. It will affect the availability of gear and equipment. For example, firearms are only available in the areas with Age of Sail which are two places in the Lost Lands, one of which is Razor Coast.

Lost Lands Tech

Of course, in my LL, that would be three as some are available in Freeport also.


Thinking Eldritch Archer Magus.


Thinking arcanist or shaman (hybrid full spellcasters) a gunslinger or an alchemist. if we need a healer, I can go shaman with a life spirit.


The problem with gunslinger is the availability of powder and shot. There are only a few places in the LL where they are available and none close by.


sorry about taking so long, still putting something together, so we have:
Helicon: witch
Beltin: Arcanist or shaman
wabbithuntr: Eldritch archer magus
Lucky: dwarven ranger or thief oops said that right out loud, if you do ranger will he be a "trapper" so we get the disable device?
Gruk: ?
RH: fighter or cleric if I have too.


my eldritch archer idea isn't panning out. back to the drawing board. Looking at what everyone is doing and will try to come up with something complementary


It is recommended that a party be well-balanced with effective fighting skills, spellcasting, healing abilities, and skills in stealth and trap evasion. Players who try to bull rush their way through every situation will likely find themselves quickly outmatched and overwhelmed. Successful completion will require some investigation and diplomacy at times, with the application of force when necessary. The PCs will have chances to regroup and replace lost members between adventures, however, so they should be able to remain at full strength most of the time.


I only have access to the Pathfinder PHB and the online SRD, so the dwarven troubleshooter build will be pretty vanilla.

Dwarven troubleshooters are tinkerers who are trained to fill repair, inspect and test the strength of the clan's mechanical and magical defenses in times of peace, as well as perform tactical strike maneuvers in times of war. While there may not be ballads sang to the glory of their work, it is a respected profession all the same.

(Also known as I promise he will have Disable Device training as well :) )


I would like to play a strait up swordsman: fighter, cavalier, barbarian or bloodrager. Maybe a combination of a couple of them.


In your house rules you said witch is no go? We already talked about a witch without sleep hex. Does this change anything or would you prefer me to have another char?


A witch w/o the sleep hex is ok helikon. I will give it a try especially with you running it. I know you won't abuse it. Is someone going to play a cleric? I see no real healers yet.


If the worst comes to the worst, I will switch over to the healing witch. I mean Stevie Nicks is my inspiration


Very nice Helikon! Fleetwood Mac is one of my favorite bands!


hey brv, two traits, will you allow a third with a drawback? also 25 pt buy right?


Just two traits please and yes 25 point buy, but I want well rounded characters please. Not all in one stat!


How close are we to finalize chars?


I hope by tomorrow we can start getting some at least finalized.


hey brv, this is Elek, RH's character. I have the background, appearance and personality started, I will post them soon.


Rhîan-nôn, I think your stats are combined with at least two characters.


brvheart wrote:
Rhîan-nôn, I think your stats are combined with at least two characters.

yeah, Felicitas is a lovely bard who is slumming her way through the Monastery of Saint Kyerixus with a couple of thugs named Ting Tang and Hans...just sayin'

So we have:
Helikon: Rhîan-nôn female Witch (maybe a healing witch)
Digger ("Lucky" Cyrus): dwarven troubleshooter
Beltin: Arcanist or shaman (can go shaman with a life spirit.)
Xunal (Gruk):???
WabbitHuntr ???

Elek is a Erskaelosi two-handed fighter, his family has served as warriors serving in the king’s personal guard for generations. He was banished in disgrace for killing a man. He has traveled north aimlessly with the general purpose to see the "northern" broken lands his people came from thousands of years ago. He is cordial and observant, only dour if he drinks to much.

The one change I might make to Elek is switching the trait: suspicious and the skill points in sense motive for the trait: blood steed and put the skill points into ride. The only reason I would do this is if it will be advantages to start with a horse.


brvheart wrote:
Rhîan-nôn, I think your stats are combined with at least two characters.

I always copy the base outline of chars from another.

As soon as I know if I have to be the dedicated healer I will finish but that will significantly change hexes patron traits and skill.


I will get my char and loose background up by early afternoon EST. The daughter has been sick this weekend, so I have been playing cleric at home this weekend with lots of Elmo therapy and soup, :)


Sorry it's taken me so long. . I've had a hard time making a decision.

II'm working on a half orc monk /druid multiclass

1rst level monk
2nd level druid

I'm having a hard time choosing between Menhir Savant Druid and Lion Shaman. But I don't have to worry about that til level 2

I'll have him done today


Hi All!

Sorry I've not checked in lately.

Been chronically stunned (out of town, busy, on meds, blah, blah, blah).

I'll start getting to work on a character today.

What would be needed more? A spell-caster or a fighter type?

I could play either a sorcerer, dervish dancer bard, or a bloodrager.

What would fit in best with the mix we've already got?


Have the stats in and now cleaning up his inventory list and plugging the holes in AC and skills.

Should be ready for review by lunch.

(Shifted away from the Lucky Cyrus tag)

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