I apologize that I didn’t hold out until Cel returned like I’d said I would, but we’re clearly approaching zero momentum. I am sorry that this arc was not as fun and/or exciting as advertised - I’ve made some major mistakes and took some big risks that didn’t pan out. it’s been half a year and we never really got going. Bottom line: I don’t think I’ll be able to recover our momentum. If y’all want to find a new GM I’d share the maps and notes for the rest of the arc.
I was fun playing with you all. I think I’m going to retire GM Mikkel and the militarized magic universe - I wish you all the best in future games and life.
Thanks for the feedback Fallen_Mage, that's very helpful.
I was hoping to post it today (and was feeling like that was realistic that on Sunday), but the rl workload's been a bit heavy this week and it's not quite ready. One thing left is compiling all the primers scattered in this thread into a single reference document.
I'd say I'd expect it to be up by Friday, if not before. I think I'll ping anybody who's said they're interested here that I don't see post there within a few days to make sure they see it.
No restricted classes: Primary spell casters, paladins, and alchemists
--- Definition of 'primary spell caster' for this game is any class with 9 levels of spells + summoner. (For example: wizards, sorcerers, clerics, oracles, psychics, druids, summoners)
--- Restricted for both world-consistency and also game mechanics
You may multi-class to a restricted class level at a 1-1 ratio (at least 1 unrestricted class level for every restricted class level)
The party would start at 3rd level, as competent, trained individuals (treating 1st level as about an apprenticeship in experience).
20 point buy to first level
No stat lower than 10 before racial modifiers. This would be a very heavy role-playing based game, so I’d ask for no min/maxing, please. Generally, the simpler and more versatile the build, the better for our purposes.
--- 2) for a multiclass to summoner (a restricted class), use the unchained rules
No evil alignment in the party, please. (There will likely already be some tension from characters’ backgrounds and countries of origin.)
You’d start with 3000 gpc. Don’t spend more than 25% on any single item, to mimic wealth gradual gains.
-- An excellent background reason for saving might get you an exception up to ⅓ wealth on a single item.
-- Note that you’ll be starting in Southtown in winter and venturing up into the mountains. (You would know the winter climate on the slopes is about Helsinki in February).
-- No other restrictions on equipment.
No third party materials.
Beware, all ye who enter here: you will probably meet unfriendly NPCs that are much higher level than you. It would be most unwise to assume encounters are ‘level appropriate’ for you to start swinging swords. On that note, I might advise that having a usual speed less than 30 could be a much more serious disadvantage than you’re used to.
If you could read these over and let me know if anything is unclear or where it would be useful to add detail, that would be extremely helpful. Thanks!
Also, @Hawksw0rd: summoner is a restricted class now (the spell progression is a limited version of a 9-level spell track), but you should still be fine multi-classing.
Also, there are still stories left untold about the Black Forest, Pirate's Port, and the Freemage Islands. I don't plan to write them up, but they're rattling around in my brain, so feel free to ask.
For the record, I don't guarantee you'll encounter or deal with what's in the primers, it's more an overview of common knowledge of the time. Things people would get a sense of if they lived there, even if they don't know the exact numbers, and something to help build consistent backgrounds and prime interaction between PCs and with NPCs.
I expect to have the official recruitment thread up later this week (sometime between Wednesday and Friday).
One more thing I'd like to do before then: I'd take it as a great favor if this group could help me check over the official character creation rules to make sure they read as clear and complete.
I plan to post a draft of those here tomorrow (Monday) or Tuesday.
1.5 million total citizens - moving more toward urban/industrial population distribution than Altiendel (more rural/agricultural)
Abbhen city - 80,000
The City of Iron - 180,000
Sky City - 40,000 (and quickly growing)
Freeport - 70,000
Smaller cities and towns (20 in all) - 150,000
Rural areas (villages, hamlets, every 2-3 miles along trades routes (coasts and railroads)): 980,000
-- Villages will have on average 150-200 people
% spellcasters
One in twenty have some gift of magic (largely humans): 75,000
-- Only one in 100 are open with their gifts (or have been discovered): 15,000
-- One in 200 have the patronage and protection of the government or a guild for their magical skills: 7,500
One in 40,000 have very potent abilities through study, training, divine gift, or natural talent (level 12 or above): 38
-- 80% are sanctioned, working for Abbhen or established Abbhen guilds (as Wardens, enchanters, healers, or in other useful roles): 30
-- 15% are unknown to Abbhen or industry (or Altiendel): 6
-- 5% are known, unsanctioned and sought for deportation (2 total) or if they have committed crimes, for imprisonment or death: 1, the infamous mage Koldiron, wanted for multiple high-profile murders in Freeport
% by race
180,000 dwarves (13%); 130,000 of them in or near the dwarven caverns at the City of Iron
1.26 million humans (84%)
60,000 other races (4%): elves, half-elves, gnomes, half-orcs, halfings, and uncommon races, concentrated in Freeport
Climate :
The sea does not freeze during the winter, although the surface of the Abbhen River will some years
In the spring there is a torrential melt from glacier and the mountains that floods the land closest to the glacier and causes the Abbhen river to rise close to the edge of its banks
-- Sometimes huge chunks of ice in the fast-running river will damage bridges
Slightly colder (-5C) than Altiendel on average, and with slightly longer winter nights and longer summer days
Some notes on history and geography:
Dwarves first migrated from the north to mine roughly 600 years ago, settled within the mountain and began producing works of iron, steel, and fine metals
Humans followed and built the City of Iron 550 years ago
The two races built a close partnership, with human mages and craftspeople improving metalworks
The City of Iron grew into a budding economy that fostered technological development and the growth of other cities (Abbhen City, Freeport) to support trade
The dwarves dislike and distrust magic, but were as a group isolationist in the leadup to and during the War of Mages
There is some history of magical item smuggling between Altiendel and Abbhen during a ban on magical items in Abbhen just after the war
-- Altiendel responded to the ban by boycotting Abbhen metalwares, so the Freeport harbor was expanded to boost trade to further reaches of the world.
-- Abbhen citizens still aggressively protested that the ban was not practical, so it was reversed some 50 years later
Abbhen holds interest in the Abbhen mountains, but only actively guards Abbhen-side mountain pass. The mountains are very inhospitable and near impassable outside of the pass.
Culture:
Abbhens love (and brew) good beer
Abbhen-produced food is mostly fish, potatoes, roots, and winter squash. This makes for hearty, warm meals and a lot of fish and soup based dishes.
Taverns and meeting halls have great, roaring fires to gather around. Buildings and homes are becoming well engineered to keep out the chill.
The summer solstice, when the sun is up nearly all the time, is the biggest celebration and a national holiday
The annual Masterworks competition hosted by the Abbhenad takes place at a large two-week-long festival in Abbhen City leading up to the solstice
-- Winners of Masterworks competitions (metalworks, weapons fighting) are held in very high esteem and sought after by guilds and trade companies.
-- Being asked to judge the competition is a great honor, nowadays bestowed exclusively on former champions
Abbhens believe that if you spot a Billidae (a gray songbird) in the winter, it means an early spring
The Abbhen mountains are said to have especially strong spirits, and to see a full moon shine over them is thought to be good luck.
The government, army, and navy:
The Abbhenad, leader of Abbhen
Responsible for kingdom-wide policies and their enforcement
-- Current policy on known, unsolicited high-level mages (level 12 and above) is deportation.
Appoints all governors to 4 year terms (up to 4 terms)
Appoints a body of advisors, generals who answer directly to her or him (for indefinite terms)
Trains and appoints the next Abbhenad (by tradition, not from her or his own family)
Both humans and dwarves have held the position
The current Abbhenad (human) was born to a poor family in Abbhen City and trained as a scholar. He has a fairly good relationship and rapport with Ellenorah (Altiendel’s king)
The Abbenad’s guard (also called the Abbhen guard)
An elite body of the military that serves the Abbhenad directly
In a time of war, the highest officers of what would be the Abbhen army would come from the Abbhenad’s guard
Headquarters in Abbhen City, and also serves as Abbhen City guard
Units stationed in all four major cities
Some units patrol towns, villages, and major trade routes
An elite team of the Abbhen guard track high priority criminals and fugitives mages. This team includes a few powerful mages (not officers themselves, more like consultants)
-- Noteworthy: the Abbhen guard does not have its own tracking system for high level spells akin to Altiendel's
Magic users aren’t explicitly banned from serving as an officer, but none currently openly use magic
Charged with enforcing the law equally for all in Abbhen - particularly with preventing anti-magic hate-crimes (a special agreement with Altiendel)
Governors and territories
There is a governor for each major city outside of Abbhen City (City of Iron, Sky City, Freeport)
-- Each major city also has a surrounding territory:
-- Territories extend around the major cities about a day’s ride inland, and completely cover the coast between Abbhen City, Sky City, and Freeport.
-- The City of Iron’s territory is the smallest, only extending radially about half a day’s ride away.
-- Abbhen City’s territory is the largest, extending from the glacier in the west to a three days’ ride down the coast to the east
-- Not all villages and hamlets internal to Abbhen are covered by a territory; although they are patrolled by the Abbhen guard, these are the most likely to see bandits
The governor appoints all town mayors within the territory to 6 year terms (up to 4 terms)
The governor’s guard (would be called ‘Freeport Guard’, ‘Sky City Guard’, or ‘City of Iron Guard’ (or city guard for short))
Commanded by the governor (except in times of war)
Responsible for protection of the governor and defense of the territory
Responsible for law enforcement within the territory (but Abbhenad’s guard always has jurisdiction)
Governor’s guard would report to and work closely with the Abbhenad’s Guard for oversight on law enforcement, training, defenses, and patrols.
Smaller cities and towns
Smaller cities and towns would also have a small guard
For rural villages and hamlets, a village leader is in charge of policing, law enforcement, requesting guard presence
Every three villages will usually have both a doctor and an apothic to brew low-level healing potions
Guard statistics (7000 total guards in Abbhen)
Abbhen Guard: 2500
-- 1000 in Abbhen City, 1000 stationed at bases around Abbhen, 500 patrolling around Abbhen
-- Elite units include some commissioned mages (but these are not officers)
City of Iron Guard: 1000
-- Mages used to keep up anti-magic barrier and for healers, not used in combat
Sky City Guard: 800
Freeport Guard: 700
Guards of smaller cities and towns: 1000 (50 per town on average)
The Abbhen Navy
Commanded by the Abbhenad
Main harbor is Freeport
Directed to protect the coastline and escort important cargo
Would also transport troops in times of war
18 frigate ships, some lined with lightweight metal, all carrying light Abbhen long-range cannons, most protected by anti-magic fields
At least 6 near Abbhen at any time, the rest on escort
2200 sailors and officers (an average of 120 per ship)
Some mages onboard used as healers, but magic considered by some Abbens to be bad luck at sea
Influence of guilds:
The well-established Merchants, Builders, and Fighters guilds collectively push back on anti-magic policies
These three guilds are authorized to issue writs of patronage to high-level casters in their employ, who are protected from deportation as long as the guilds assume responsibility
The Merchants and Builders guilds push for infrastructure improvements for travel, transport, and trade
The Merchants and Builders guilds have negotiated an Abbhen navy escort of goods for open sea transport
The Merchants Guild based in Freeport is said to hold much influence over the economy and banking.
-- The guild hosts a dwarven emissary from the City of Iron to ensure products being pushed are consistent with production in the mountains.
Guild tournaments:
The Fighters Guild uses the Abbhen City tournament rings to hold official fights for entertainment nearly year-round, excepting the darkest, coldest months of winter.
Some fighters move there to participate and make a name for themselves. The profits are more than a basic living wage if you win more than 50% of fights.
A new branch of summer outdoor tournaments in Sky City, sponsored by the newly formed Gunslinger’s Guild, are becoming popular, where crowds gather to watch spectacular feats of sharpshooting
Societal views and attitudes :
Toward Altiendel
There is some resentment for hoarding and researching powerful magics, with the view that it is arrogant to try to tame magical power
There is also general wariness of their army of mages
Leadership of both countries is friendly toward the other, with a mutually beneficial trade relationship
Toward magic and mages
Magic is generally avoided and met with suspicion across the country, and particularly in the west near the mountains.
Magic users face discrimination in Abbhen. In some parts of the west, known mages are refused service in shops, turned away from jobs, or denied access to education.
Bullying is not uncommon, particularly in small towns away from the guards.
Neighbors might accuse one another of magic usage to sway opinion or perhaps discourage a potential marriage or trade partner, but it is known there are no conclusive tests for low-level magic ability.
Violence against mages (or any citizen or traveler) or damage to their property is illegal and enforced by Abbhen and city guards. (This is watched closely by Altiendel.)
Relatively few in the country (<1%) are vehemently biased against mages to the point of inciting violence against a magic user or burning an Altien church (and either act would have severe consequences, if caught).
-- Community violence in general would be shocking and abhorrent to the vast majority of Abbhens, even against magic users.
Not everyone in Abbhen is biased against magic users; many have friends or family who are can innately use magic in some form. Some even worship Altien, who teaches magic should be held in high esteem, and a growing minority believe the deportation policy for unsanctioned high level mages to be unfair.
In the east, magic is less discriminated against (a known mage is more likely to get a manufacturing job than in the west).
Some mages do hold positions of high esteem, like Wardens in Abbhen City, healers, or enchanters.
-- An exception: mages commissioned by the Fighters Guild to use magic in battle are treated with suspicion, even by fellow soldiers and officers who don’t know them well.
-- A mage working for the Fighters Guild must be very talented and loyal in order for the Guild Master to take responsibility for their actions and the headache of integrating them.
It’s considered very rude to perform magic on someone, near someone, or in another’s home without first asking permission
Some small towns near the mountains have banned casting any magic on other person or person’s property; the punishment is permanent expulsion from that town
-- The City of Iron has no need to ban magic: magic does not work within it’s walls (or up to 10 feet above any surface). The only exception to this is a special healing hospital within the dwarven sanctuary (where other magic could be cast too).
On race and foreigners
Elves, half-elves, and gnomes are associated with magic and assumed to be mages. Wherever mages are unwelcome, so are these races.
Humans and dwarves (the native races) as well as halflings and half-orcs are generally known and accepted in the cities.
Uncommon races generally face suspicion and are only seen in or near Freeport.
On dragons
Abbhen has had a history difficulties with hostile frost and ice drakes from the glacier attacking villages and towns.
-- This happens on average every 50 years or so, but it’s not cyclic.
-- Even as far west as the Abbhen river during very cold winters.
As a result, dragons are generally viewed in a negative, hostile light.
On religion
The Abbhen government does not recognize any one religion.
Everyone knows the names of the gods and it is very common to reference them
It is not uncommon to say a quick prayer to Altien, Kili, Produs, or a mountain, river, sea, or sky spirit in passing even if you're not a regular, committed follower.
On education
Abbhen offers a rudimentary public education where young children (younger than 16) can learn reading, writing, basic mathematics, and history
After 16, children are expected to work either in manufacturing, around the house or farm, or learning a trade
Only every other village would have a small one-room school
The wealthy would likely use private tutors
An apprenticeship system is used for learning trades and crafts
On nobility
Wealth and potential wealth is recognized more than family name
Abbhens of means are very practical with their money, opting not to keep great estates in the country to retreat to, but apartments or houses in the major cities where they can best conduct business and network
-- Networking includes hosting social events and parties
-- These apartments would definitely staff servants (maids, butlers, stable muckers, cooks, etc)
Economics:
Primary exports: metalworks (weapons and other metal goods like instruments and jewelry), raw metals, salt
Abbhen is also spotted with ruins, but government isn’t interested in them and also resists University research
-- These ruins are largely unexplored and infested with dangers, especially in very rural areas and toward the glacier
-- Some do contain relics of value, so daring treasure hunters still seek them out
-- Traders recognize value of magical items, especially in Freeport, and will give a fair price.
Settlements near the glacier and the Lake of Tears sometimes need to deal with aggressive creatures of ice.
Rural villages outside of the control and protection of territories are infrequently policed by the Abbhen guard, and sometimes are hit by bandits or other hostiles.
Also for your reading pleasure...
Laws common to both kingdoms:
All people are free (no slavery)
No physical damage to any persons (including any kind of assault) or their property, unless in self-defense
-- Does not apply to aggressive monsters or evil creatures
-- Punishment for violent crimes with definitive proof: prison, or death for murder
No theft or piracy
-- Punishment for non-violent crimes with definitive proof: prison or labor
Fair treatment of the poor or dependents (fair wages, fair prices, enough food and clothing for children, warm, sanitary conditions for tenants)
-- In Altiendel, this comes from Altien’s teachings
-- In Abbhen, this is pragmatism: happy, healthy workers do better work
-- Expected and the norm, but hard to universally enforce in both kingdoms
-- Punishment for egregious long-term unfair treatment of poor or dependents: assets would be seized and sold, care of dependents would be transferred
Left-overs from Altiendel primer (tl;dr version):
(This will get a little more explicitly fleshed out, I hope)
Nobility and social structure (including the place of half-elves)
-- Nobles are a thing more so than in Abbhen, half-eves are cool
Attitude on dragons
-- Nope, don’t like them
Attitude on other religions
-- No other gods are actively good, therefore they are obviously inferior (but no real problems unless you worship Norah)
Attitude on other races
-- Elves and humans are great, dwarves and uncommon not so much, other core races are okay
So... that's pretty much the world, or at least some aspects of common knowledge of it.
Indeed, her adoptive father likely would've followed Produs, and she's a fairly popular choice in Abbhen.
This will come in the primer, but a good chunk of the population in Abbhen, including the government, doesn't follow any god in particular. (The obvious god of good also promotes and celebrates magic.)
Everyone will still know the names of the gods, and it's common to reference them, and not uncommon to say a quick prayer to any (except Norah, that'd be a bit odd) in passing even if you're not a regular follower.
Evening all, here the promised notes on deities in the world. Comments/questions welcome.
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Deities by alignment: primary (secondary)
Altien - good (lawful)
Norah - evil (chaotic)
Kili - chaotic (neutral)
Produs - lawful (neutral)
Spirits - miscellaneous/neutral
Altien - God of Light. Bright and warm with the temperament of fire. She shines in the sun, moon, and stars and offers aid and protection to all who follow the Light. She rewards obedience and turns away from the unworthy who would wield her Light for themselves, even against the forces of Darkness. The most commonly worshipped god in the southern continent.
Norah - God of Darkness and all that thrives in it. Bringer of decay. His is a patient, lurking force; water that eats through stone and minds that slowly succumb to the madness of waking nightmares. He whispers encouragement to those who would seek power in exchange for life.
Kili - the Luckbringer. God of shadows and in-betweens. Friend to those who wish to remain unseen and champion of unlikely victories. Thieves, mercenaries, assassins, and soldiers the night before a battle often seek his blessing, but it is not always granted.
Produs - the Hammer. God of the Iron Will, she blesses those who invest hard work and toil in making new of old. Keeper of those who innovate and build from ambition. Worshipped by dwarves as well as alchemists, wizards, and other makers.
The Way of Spirits worships the vast number of natural spirits in the world that watch over their local sphere of influence. Spirits of mountains, forests, rivers, seas, and sky that give their blessing to those that help to preserve them, those that depend on them, and worthy travelers passing by. Druids and others appreciative of nature tend to follow The Way.
@Moors: No worries! Thanks a lot for the interest and good luck irl.
@Ammon: Me too =)
I'm still aiming to launch the open recruitment late this week. Before then, I have two items left I'd meant to get to you all: deities (which I hope to post about today) and the Abbhen primer.
Otherwise I'm working on building up a buffer of material for the campaign.
Come to think of it, yeah, 90s teen movies were f%!~ing terrifying, weren't they.
That works - scared, young, probably has a well-honed mistrust of local authority figures. She has little reason to expect going to the guards will work out well for her (and it might not unless these kids had a reputation as troublemakers; magic user, dead bodies (killed with magic), and no other witnesses).
I'm a fan of empowering mantras. If you'd like to stick with that one for Hlynn and make it work with the Abbhen primer (maybe something equally dark, like Kethel's family forcing her to use her powers in secret for their gain) then that's fine by me.
Oh, also, @Isthill: I had meant to say this before but it looks like I didn't - the half-elf in Abbhen idea is very interesting, and will probably play out as you've written (except for it being socially okay for people she's probably known forever to commit assault and attempted murder).
There aren't many elves (or half-elves) in Abbhen and they are associated with magic, so it is indeed a good idea for her to hide her ears if she wants to keep from being treated like effectively a second class citizen (particularly in the east, near the mountains).
Hlynn+Kethel = great, powerful character driver, works very well!
Rounding up magic users to be killed, tortured, maimed, used as slaves, or otherwise taken advantage of = not going to work.
Actively rounding up magic users in general is also not what I had in mind (and would be on its own a bad idea for international relations).
If any casters draw attention to themselves, they'd face social pressures to leave (no service, bullying, probably some cases of violence that the guards would indeed crack down on, if around or sought after). If higher level casters draw attention to themselves, they'd likely be escorted to the nearest port or border (unharmed, probably with some time to set their affairs in order if there's no harm done).
There might be wild accusations Salem-witch-trial-style in small settlements which would be hard for guards to police and would definitely be very powerful social pressure. But if anyone got violent, there would be serious consequences for the aggressor(s). Assault is assault, and murder is murder, and mages can largely expect equal protection under the law. (Abbhen has a huge incentive for this to be true, otherwise, bad news bears to the tune of economic sanctions or even war.) Perhaps Kethel fell victim to a violent incident before the Abbhen guards could intervene.
So yes, I'm sure there's a way to make the story work largely as written, but not with the line "I'm nobody's slave" in that context. Abbhens would agree with that!
1) Yes in that applications are not open yet. I think I said a week or so ago I'd have an official recruitment thread with instructions up 'in two weeks'. I'm still aiming for that timeline, but it might take me a little longer to nail everything down.
2) Sure thing. I'm going to try to have some experienced PbP players since I won't be the best mentor for that myself, but I'm not at all opposed to taking newbies. Also, Pathfinder has excellent online resources (1, 2) if you need to brush up on the rules.
Also, welcome to the forums!
@Isthill:
Yes, I expect it will be answered in the Abbhen kingdom details post (which I hope to post by the weekend). I really don't think that will fit - it's not just internal pressures the Abbhens need to consider when governing their society, but their relationship with their neighbor and the broader world. They have peace and open trade now, but if Altiendel in particular ever found out about such persecution of magic users, even in the boonies, they'd be like NOPE. (And you can bet they have a problem with the much lower level of discrimination mages do face - reverence of magic is part of their culture/religion.)
Here is the promised adventure prompt (with two hooks!)
In quiet Southtown, nestled in the foothills of the Abbhen mountains, rumors of strange blue lights and eerie howls in the mountains at night are spreading quickly. Unnatural tendrils of mist creep down from the towering face of Mount Oranis every night, inching toward the tranquil valley before disappearing at sunrise.
A notice has been posted within a few towns offering 200 gp per day to capable adventurers for aiding in a mountain-wide search and rescue mission to locate a missing unit of Altiendel soldiers. Anyone interested should report to the Altiendel military outpost in Southtown.
Southtown is currently also widely rumored to be the site of a recent governmental archeology project led by elite University wizard Silo Fairhurst, famous for his breakthrough research on location magic.
I was delighted to read these! Thanks very much for sharing.
@Isthill: That was gripping and beautifully written (you're very talented). I quite like Hlynn's relatable personality, solid in her extreme environment. It is a shame it'd have to change! You are certainly right that there's some bigotry in Abbhen, but it's not systemic to that point. (This will be better written up in the Abbhen details release.)
When I wrote mages disappear with the guards and aren't seen again I had in mind they'd get deported, or if they are unquestionably evil or malicious, land in an antimagic field prison. (That probably merits another erratum, since it's misleading.) So, yes bigotry, but more along the lines of discrimination against immigrants, not as much Kristallnacht.
@Ammon: A most interesting character; he reminds me a bit of Gregory House (based on Sherlock Holmes). I get the impression he'd be able to deliver some first-class snark and brutal truths. It's generally a lot of fun to watch a character like Tristan interact with pretty much anyone (PC or NPC). I really dig the concept.
@All: adventure prompt to be posted later tonight (I hope).
1- Prompt for Southtown adventure (with two hooks!) (just needs a polish, but it is getting late)
2- List of deities in the world (~30% finished)
3- Detailed statistics for Abbhen (~50% finished)
4- Add promised items to Altiendel's stats (might not happen, unless there's interest)
And also an answer for Isthill and Sam C., in the context of the post above:
Isthill wrote:
I may be mistaken, but it seems like it will be very rare to have that much downtime in this game
You are quite right.
Isthill wrote:
Such that the magic is so highly controlled, you would think that magical materials would raise some red flags to collect.
What's highly controlled is:
1) Casting/performing of high magics (level 6 and above) and any magical material exclusive to high level spells
2) Access to knowledge of learned spells (but you're not going to get your spellbook confiscated - family businesses and inherited knowledge is allowed)
3) Access to knowledge of rituals of prayer
But, here is my answer:
I wasn't imagining anyone taking crafting for this campaign (for reasons you wouldn't know unless you had +10 mind reading).
When I first sketched out this setting I had two major ideas I wanted to explore:
-- What would a world look like if governments recognized the threat of high level casters, and acted on that? (You might consolidate high magic (Altiendel), or you might repel high magic (Abbhen)).
--What would a party dynamic be like if they didn't have access to casters and the usual suite of level 1-2 spells?
I didn't intend for the set-up to be a puzzle where players would figure out how to get access to the spells anyway (but, these forums are full of bright and talented people who can't read my mind).
My goal is to create an environment where the story is driven by the creativity and wit of characters who are challenged in unusual ways. To this end, I'd be most pleased to see simple, flexible builds.
This is a short arc and you are right that the party won't have much downtime. I'd reckon it'd take us about six months to play out in 1-2 posts per player per day, but in-game time wouldn't be more than a week total for the first arc.
I'm inclined to stick to no item creation in this campaign to help keep to the wealth by level guidelines because:
1) Magic items (and materials, incidentally) are widely available (with few social consequences in Altiendel). Not that the party will have much opportunity for shopping time-wise.
2) The party's going to have so little downtime for the first arc, item creation won't be of much use to spend feats on. (If the party took more rest time than merited by situation's urgency, there would be tangible consequences).
3) This better shapes the part dynamic I had in mind.
4) Other reasons that are largely moot after these three points.
To both, I really do appreciate the input - it's driving me to build a better, more focused game.
@Sam C.
I can certainly see that attachment! And I agree that's a great character driver.
I'd be happy to help anyone brainstorm a reason why a weapon or item would be of particular sentimental value outside of item creation.
I have an answer to Isthill's original questions about day-to-day life, in the form of a very dry set of statistics (for Altiendel only. I'm about half-done with Abbhen).
Point of interest: I found this source very helpful in thinking about realistic populations.
Since the kingdom is reasonably sparsely populated and magic is fairly rare, I will definitely need to make an erratum for my original description: there will not be family and friends teeming at the gates of the paladins' Great Hall to plead for arrested spellcasters. It's not that Altiendel isn't aggressive about it, there just aren't that many very powerful casters.
Ultimately, the consolidation of high-level magics doesn't really affect the day-to-day of most citizens. Low level magic items are a primary export, and magic is largely celebrated as a gift of their major god.
But without further ado, here is everything you wanted to know (or maybe didn't) about the Kingdom of Altiendel:
Population statistics:
2 million total citizens
The Shining City of Altien, the capital, home of the Great Temple of Altien’s chosen clerics: 200,000
Teresct: 40,000
Novadena: 80,000
Smaller cities and towns (30 towns in all): 250,000
Southtown: 1,000
Rural areas (villages, hamlets, every 2-3 miles along trades routes (the rivers)): 1.46 million
% spellcasters
One in five have at least some gift of magic: 400,000
--Includes all elves (250,000 concentrated near cities) and many half-elves.
--Magical gifts much more rare for humans and rural areas.
One in five thousand have potent abilities through study, training, divine gift, or natural talent: 400 (level 9 and above)
% military
Military numbers are currently 8,000 strong (as strong as current US military per population, also consistent with historical medieval battles)
700 paladins
Casters in active duty: 2,500, 50 very advanced (level 12 or higher)
Wizards and alchemists researching at the University: 600, 10 very advanced (level 12 or higher)
6 total level 14 magic users (1 wizard, 2 sorcerers, 1 cleric, 1 psychic, 1 alchemist), none higher in the world known to the Altiendel gov’t
1 high level druid in the forest the Order of Reclamation is keeping an eye on
% by race
250,000 elves (13%), mostly in communities in or near Novadena, some established in or near Teresct and the Shining City
250,000 half-elves (13%) more uniformly distributed
~1.5 million humans (47%)
50,000 other race (3%); dwarves, gnomes, half-orcs, halfings, and uncommon races
Military structure, bases, and directive:
Of 7,400 active duty military:
700 paladins
--Tend to serve as officers in active duty
--300 based in Terecst, including trainees
--200 patrolling other cities and towns in small units
--200 stationed at strategic forts and bases
--Humans and half-elves entering adulthood are called to serve Altien at a public ceremony once a year across the country (in every city and town, and one gathering per three villages). A few elves also called to serve as paladins of the Light.
1,000 clerics (level 2 and above)
--Tend to serve as officers in active duty
--450 at the Great Temple in the Shining City, including trainees
--50 in other major cities
--500 serve in active duty as healers, leaders, and unit mages, intermixed with active units
--Also 1,000 level 1 clerics that serve smaller cities, towns, and some villages (about one every third village)
900 sorcerers, psychics, oracles
--Not generally the highest officers
--Mostly rotated on active duty for one year every two years unless at war
600 wizards and alchemists
--Not on active duty, unless at war (not counted toward the 7,400 total, but make 8,000)
--Responsible for researching; growing the knowledge base of spells, magical items, and the ability to use them
4800 non-primary-caster military members, some with magic
--Archers, fighters, etc.
--Tend to be lower in the hierarchy, although lesser casters rise more quickly
--Make up the bulk of active duty units
Order of Reclamation (unofficial): 6 powerful paladins (4 12th level, one 13th, and one 14th) plus lower level paladin support
--Order of Reclamation maintains a series of maps (of Altiendel at different resolutions) enchanted by wizards at the University to detect when a high level (6th or above) spell has been cast, and where
--Keep close track of where high-level military members are (tracking spells on issued items, in case of trouble, kidnapping, and to distinguish authorized magic use from non-authorized)
--Will investigate anything suspicious within their borders
Military bases:
Headquarters in the Shining City (the capital).
Training in Teresct
Unofficial Order of Reclamation (and associated prison) based in Teresct
Official bases in each major city, near the Black Forest, in Southtown, along the northern border, along the eastern coast.
Smaller offices in each of the 30 smaller cities and towns.
Regular, but fairly sparse patrols through villages (along the rivers).
Lower population density areas (like the plains, near the mountains and to the north) don’t receive much attention.
Directive:
Enforce the law (including no unauthorized high magics, but such casters are rare)
Protection of the citizens of Altiendel from: invasion, powerful rouge or enemy mages, monsters (migrant or native)
Natural disaster mitigation (averting major storms, responding to crises like earthquakes or floods)
Mages only: assistance with major production (engineering irrigation, controlling the weather during harvest season, producing magic items for use by the military or for sale)
Mages only: assistance for other units of military (teleportation transit, magic item design and fabrication, developing shield defenses for cities, developing advanced magic tracking, developing automated warning systems for signs of invasion by land or sea)
Climate:
Long nights during the winter and long days during the summer
Similar climate to eastern Russia and Moscow in temperature, rainfall, snowfall and sunshine. (Altiendel would be ~5C cooler than Moscow year-round on average, a bit cooler toward the south.) So, still fairly pleasant summers. Cold winters, but not as harsh as in the mountains.
Great tempests of storms during the summer months that wash over the Bay of Altien to pass over the Shining City and into the plains.
Culture (incomplete):
In the Shining City, great metal bells sound beautiful melodies on the hour; morning, noon, and evening. The Great Temple is place of meditation and worship. Bright, warm light is always spilling out of windows, offering cheer even during the darkest days of winter.
Clerics of Altien preach that light in the darkness is the surest way to keep up spirits in addition to a symbol of good triumphing over evil.
Villages often make bonfires on dark winter afternoons as place to gather.
Most holidays are traditionally celebrated with light, laughter, and food.
Candles that burn warm colors and emit pleasant scents are a common gift.
Economics:
Altiendel’s biggest exports are (low-level) magical items, followed by wool (farmed near the plains)
Altiendal is self-sufficient in terms of food production, but imports metalwork goods from Abbhen, some magical materials from elsewhere in the world
Access to lower-level magical items and materials is widespread, but they are not cheap
Altiendel uses taxes on magical items to support military activities and magical research and development
Some notes on history, geography:
There are legends of great wizards and sorcerers wielding wondrous magics that could rend rock, harness the power of oceans, and stop time itself, circa roughly 2000 years ago. This bank of knowledge and power was lost in the chaos of conflict and war, particularly in the burning of libraries and temples.
Elven explorers found evidence of that era's society in the cold southern reaches of the continent and soon came to settle in their thirst for knowledge. There are ruins at each major city in Altiendel, and ruins widespread throughout the wilderness and the Black Forest, which seem to indicate some form of advanced travel. Novadena and the University are founded around most complete ruins found to date. The military funds expeditions for scholars to study these ruins in hopes of uncovering works that would advance the country’s magics. (Research is also currently ongoing to develop magic independently of the archeology effort.)
Shortly after the elves settled, humans followed an Altien cleric to this place of relative safety and peace. The Shining City was founded inland enough to shelter it some from the great summer storms, but conveniently enough for shipping and trade.
In the first 50 years after the War of Mages, Abbhen banned magical items. Daring Altiendel smugglers grew rich smuggling low level magical items into the country.
Adventuring opportunities and service work:
Although the military is 8,000 strong, there are limited patrols in rural areas. Villages still see occasional bandits, rare monsters. There is opportunity for private ‘security’ and investigation work, which will not offend the government or the locals (unless you break the law).
The plains, the Black Forest, and the area near the northern border are all largely wilderness. Adventurers may find caves with monsters that have been undisturbed for far too long, perhaps guarding treasure, or vast ruins undiscovered by the scholars at the University.
Attitude toward the military:
Generally positive; they do support economics and provide protection/policing
Rate of arrests for performing unauthorized high-level spells: about once every ~5 years (a very aggressive arrest rate based on the number of high level casters)
Most arrests of citizens will result in job offers before incarceration (captured rouge or enemy mages would face much worse)
To come later:
- Nobility and social structure (including the place of half-elves)
- Attitude on other religions
- Attitude on other races
- Attitude on dragons
(And also a version for Abbhen)
I had the chance to read this during my lunch break. What a pleasure! You have a gift for naming (Jade Bear and Iron Wolf (and Greenwall) seem extremely fitting). Your characters read vividly to me. Thank you for sharing.
Yes, this backstory merits the +250gp exception for the cloak.
Also, that is a great setup for our adventure hook (should be coming soon, I hope!)
(@Ishtill, @Sam C.: still working on your comments, thanks for your patience)
That all looks very straightforward to me (less than 750gp) except for the cloak of resistance +1. I do think her backstory of life savings is convincing, but I think we'd still need to go from 'I have my life savings to spend' to 'I choose to spend a third of the total wealth I've accrued on a cloak'. Maybe this reason is closely connected with why she decided to cross the mountains and head north (and near the end of autumn, no less).
You're absolutely right, Mikkel...to the point that if Thaago is selected, and so am I, I may end up driving me to using a mildly shenanigans based character (with your approval, of course) to coincide with him/her. For example, going back to submitting this guy, but just changing the race and editing the backstory to BEHAVE like a Sylph instead of actually being one. Or maybe this guy, Frosc Uncbel, modified per creation rules.
Hello Toyer/Amathelah,
Just to make sure I'm being transparent and upfront, when I first mentioned I am looking to fill at least two (now probably four) party slots + 1 who was already committed to play, that +1 is Thaago (whom I know outside of the forums, for further transparency).
That sounds fine to me - creativity is wonderful and humor can work well, even with horror. We will have to watch that min/maxing though ;P
@Ishill and Sam C.: I see your thoughtful comments (much appreciated) and I will consider them carefully. I'm spending a good chunk of today building a response to a prior question from Isthill (what is the world like in practice in terms of access to magical goods and services and the status/perception of unmilitarized magic-related occupations), which will also be helpful here.
I'm hoping to reply tonight, but it might be tomorrow.
I'll answer Fallen_Mage's question now since that's pretty quick:
@Fallen_Mage:
Nice roleplay. A convincing life savings background would indeed buy her some exception to the 750gp limit, but to the tune of up to 1500gp (half of her total aggregated income). This doesn't quite get you to the item you had intended, but you can assume she can carry the value of her savings in a portable form like gems if she prefers to continuing saving.
Out of curiosity, what's her motivation for wanting to spend two thirds of her total wealth on a handy haversack? Seems like a big investment for a new adventurer and I might think given her history she'd be more interested in hanging on to it to improve her shield. (Merely curiosity, don't feel obliged to answer.)
By the way, I really dig the Greenwall concept!
EDIT: I realize now I didn't answer one of your questions: yes, you'd find handy haversacks at nominal price in Abbhen.
No worries Sam C., I hope to catch you in another game! Thanks again for your input.
To answer your comment about magic item availability in case others are curious, I had considered imposing a higher cost for magical wares (Altiendel does tax what its wizards and alchemists produce). But in the same spirit of good balance, caster wares are widely accessible at the nominal cost (magic items, wands, potions, etc.)
H'okay, here are the rulings.
(I suspect the latter may make Sam C. sad. Apologies, if so.)
@Ammon: Yes, you may have claw blades (including +1 enhancement) for a total cost of 750gp for both hands, including a metalwork alteration/customization fee of 140gp.
@Sam C.: I've been thinking about item creation feats today and I came to the conclusion that they greatly increase characters' effective wealth, to the point where it would be difficult for me to balance the game.
As a result, at the moment, I am planning to ban item creation feats from the game.
I really appreciate that you keep bringing up great questions that help me find weaker points in what I've laid out. It's extremely useful!
@Ammon:
So you're saying you would be Wolverine? =D I dig the concept.
I may impose some realistic (i.e. probably exorbitant) fee for custom alterations, but I think if the technology for claw blades exists in the world, clearly they can be made to fit your claws. If they'd run you over 750gp together after modification cost, we can assume you commissioned them one at a time.
@Sam C.:
That build sounds reasonable (and generally, quite useful).
The goal of the 25% rule is to mimic the way you'd expect most characters to spend wealth fairly soon after earning it. If you can justify that your character is especially prone to saving or had some savings goal, I could see making an exception for something particular you have in mind that is within a reasonable reach of 750gp.
You may multi-class to a restricted class level (the ratio of restricted to unrestricted classes doesn't matter for the 3rd level, but concrete ruling to come soon)
Races for this campaign
Allowed: all core races
Restricted: featured and uncommon races
Resource materials not in use
Third party material
Unchained rules (Background skills under review)
Things I'm working on writing up for you
Deities in the world
Prompt for Southtown adventure (with two hooks!)
Better description of the setting day-to-day, to complement to the broad view from above
Tengu is a little bit out of RP scope relative to the core races (at 13 RP), and trusty PSFRD is failing me in terms of listing effective RPs for a subset of the uncommon races (including kitsune). Some of my motivation to exclude comes down to my being disinclined (ahem, too lazy) to calculate it myself for the 8 unlisted uncommon races.
@Isthill:
Great question. I'm going to defer an answer for now; I want to spend some time drafting a response that does some justice to your ideas in this setting.
Hlynn looks wonderful to me (she would be badass on a snowy/icy mountain, and I'm glad to see she packed that cold weather outfit).
Yes, 20 point buy to first level.
Half-elves certainly have a place in Altiendel society (the lady king Ellenorah is herself a half-elf). Her powers would fit in there as well. More on both of these points when we get back to your first question.
@Fallen_Mage:
Nice question! Part of the Abbhenad's annual contest in Abbhen City is a swordfighting competition (in addition to archery and shooting), so they certainly have facilities for spectators to watch fights.
Abbhen City is also home to the Fighter's Guild, so it would be very natural for them to make use of these facilities year-round. Any official bouts in the fighting ring would be well regulated and focused on skill and tactics (think along the lines of hits in fencing or how boxing matches are scored). Definitely not to the death, gladiatorial-style.
@Moors/MacMata: As long as it's Paizo and you can afford it, I say go for it. I can't think of anything I'd want to exclude that you could buy for 750gp. Anything that might seem out of place in style I'm sure we could creatively explain.
@Hawksw0rd:
Summoner is indeed allowed (not a primary caster by the 9th-level-spell-track definition). I see I marked that incorrectly above (apologies!)
I'd agree with your intuition that a summoner may not be as fun to play straight in this campaign as something where you could spread out more in specialties and skills.
This also brings up the slightly more general question: is multi-classing to the restricted classes allowed?
In case anyone is curious, the answer is yes, with two caveats:
1) Paladin and cleric would need explain how/why they left the military. Wizard and alchemist would need to explain how they acquired their knowledge or how/why they left the University.
2) I'm debating between the requirement for multi-classing to restricted classes being you need to have 1 non-restricted class level for every 1 restricted class level (1:1), or you'd need to have 1 non-restricted class level for every 2 restricted class levels (1:2). The latter to me seems a bit more in line with hybrid classes like magus, which are also allowed.
Concrete ruling to come.
All caught up! Thanks for the wonderful questions all, this is great.
@Philo Pharynx (@Sam C):
There were two motivations for limiting races to core: one was ease of blending into society and the other was to get a good power balance in the party by enforcing similar effective race points.
It's still much easier for me to say 'only core' rather than 'has to be able to blend in with core races, must have 8-11 RP, and please avoid 3rd party materials'. But I will think on it some more.
As for your other question: there are definitely other deities in the world aside from Altien, and there is a small fraction of citizens in both kingdoms that worship foreign gods. I still owe you all a list of those (on my to-do).
@Archlich: As long as party races are core-only, skinwalkers are a firm no. (Fair question though.)
@Ammon: Crazy back-alley doctor sounds like a lot of fun!
@Anderlorn: No spheres of power for this game, but it looks really nice. In the longer-term future I'd be game to try it.
I see your excellent questions. Here's a heads up that you may not see answers until evening your time (unless you are on the US/Canadian Pacific coast, like I am), or perhaps tomorrow.
@Sam C: Sorry to be late with my recap! Some of this was probably lost in wall-of-text discussions above.
A kitsune oracle is out of both allowed class and race, but a foreigner searching for something would work well.
I really like the ranger idea. Tengu is out of race scope as things stand, but the rest works really well. Right now I have the annual smithing competition down as Abbhen citizens only, but I can easily change that to have them get lost in the bustle if that's more realistically confounding for your ranger.
The one party member already committed is also thinking about a ranger (Hey Thaago). Solid choice however that works out - the party's going to benefit a lot from a ranger.
I really need to get you all the adventure prompt. It is very solid (and Southtown will be a prime location for people looking to find things) but not written up yet. I can work on that.
Here's a list of those who have explicitly stated or dotted interest (my apologies if I missed any in my scan):
Roster of interest:
Hymenopterix
Philo Pharynx
Ammon Knight of Ragathiel
Fallen_Mage
The Doomkitten
Sam C.
Isthill
Ailill MacMata
Hawksw0rd
I think all being on this list buys you is I'll give you a ping when the official recruitment begins on the order of a couple weeks from now. (And if you'd prefer not, let me know.)
Other expressions of interest, comments, suggestions, and questions are still very welcome.
@Isthill: I really like that idea, and sounds good!
@Ammon: Yes indeed. Primary spell caster = a class with 9 levels of casting. (I'll post some more specific examples in a bit.) And that's fair enough; If you want to propose an alternative, I'd certainly consider it.
@Me'mori: I think you're asking if I'd consider giving at least one character an extra aid/lay on hands spell per day or so? At the moment I'd lean more toward offering a free wand of cure light wounds to the party for the arc. If it turns out the party is making good choices and still in a lot of trouble healing-wise, then I'll arrange some other relief. Otherwise, it's not a bad storytelling mechanic for there to be extra incentive to not do daft, dangerous things.
Woo! All caught up. Thanks a lot for all the excellent comments and questions all, this is really helpful for finalizing the rules.
I'll parrot a previously asked question (that may have been answered and I missed it), are Occult classes in? Specifically Kineticist? I could have some fun with this guy (also pending race approval).
Yes, kineticists I think will work well. I did a little mental math after Isthill's question and came to the conclusion that they probably wouldn't be in any danger of pursuit by the Order of Reclamation until something like Level 16 (and if we ever made it there it would be a very different kind of story). So yes, kineticists are in.
I think the only occult class that wouldn't work is psychic.
For Cel, I think the aerokineticist idea would but great. I don't think the sylph race (or any of the featured or uncommon races) would work in this game, in part because the RP system is easy to min/max, whereas I'm hoping to promote some stat balance. And also because it'd be hard to fit a race that would be viewed as completely foreign in this setting (sylph we could maybe get away with in a good disguise aside from the RP issue, but some other featured races definitely not).
Mingledash's crunch looks good, but I think the backstory wouldn't fit. Both kingdoms are well-regulated societies where people would be horrified if someone was crushed, and they'd certainly see justice done (at least if there were witnesses). Even if that's not the case where he came from, he'd probably pick up on that pretty quickly with a 13 int, and then what is keeping him there instead of say, Pirate's Port?
Toyer Pepwinnhans wrote:
I swear, I can make legitimate characters too! I just want to see what you're envisioning via characters a bit :D
I'm going to take the liberty of reading into this question as: what kinds of characters am I likely to choose for the party? Which is a fair question.
I recently participated in a recruitment by GM Niles which recruited players instead of characters and I liked that idea a lot. I think ideally I'd want to put together a group of players invested in telling a great story who would work well together, and they'd roll up a complementary party together as a group.
I'm still not solid on what figures of merit I'd choose to actually do this. Perhaps up to 3 un-fleshed character ideas (race, class, a little backstory or motivation), what your availability/commitment level could be, a short blurb on why you'd like to join the game, and some thoughts on why you'd be a good fit (to borrow heavily from GM Niles). I will keep you posted =)
@All: That being said, I am loving these character ideas and questions, so keep them coming!
@Hawksw0rd:
Lower level casters are still encouraged to join the military in Altiendel. (Picture parents, significant others, teachers pushing you to get "a real job that matches your skills", but instead of a lawyer, doctor, or businessperson it is some magical unit of the military: active duty, or research and development at the University, etc.) Only those relying on restricted access to spell knowledge and/or prayer rituals (i.e. a magus, warpriest) really feel a squeeze to join up. Outside of the military they're respected for their skills, but generally not bothered by the government as long as they stay within the law.
In Abbhen, you'd probably want to avoid showing off your skills if you didn't trust who was with you, particularly in the west (nearer to the mountains). You'd also need to be careful of the antimagic fields in the City of Iron and around Abbhen City. There are special, respected roles for mages, like the Wardens in Abbhen City, as well as healers, and some weapons enchanters. You might get away with a bluff that you belong to this class if you get caught casting and you're a stranger. Attitudes are a little more laid back in the east, where you might find like-minded company at a mage's speak easy in Freeport.
@Monkeygod: I wasn't sure if this would get interest - my minimum to make an official recruitment was 2, but I think we've safely passed this. I think I will take up to 4 players (for a total of 5).
@Sam C.: That's certainly fair enough. My WAG (wild-ass-guess) for an official recruitment thread with finalized creation rules is about two weeks from now, but you're very welcome to check back here to see how things develop.
(And I see your comment about Background Skills. Okay, I will look into it.)
@Ammon:
There will be a good hook for an assassin being in Southtown and staying with the party (at the start of game you'd have reason to believe there are resources here that could allow you to find anyone, perhaps even track them).
It'd be harder to find a reason for someone ambitious to be adventuring in Southtown instead of making a name for themselves in the military (unless perhaps they are also looking for something or someone).
There is something about 'kungfu scruffy cranky doctor' that I find delightful, and probably not just because I worry a little about the party healing up with no cleric.
@Isthill:
A hydrokineticist would be badass in the snow (granted, you wouldn't spend all your time in the snow). That is a good question... innate powers are much harder to regulate. Usually a well-paid, prestigious career is enough of a carrot (combined with harsh penalties for performing high level spells without authorization) to attract sorcerers to the military in Altiendel, and the same for other innate primary magic users like oracles and kineticists (although they are fewer in number). And there's disincentive to publicly use powers in Abbhen, so we'd need to explain the backstory for a kineticist.
I'll need to think on when kineticist powers equate to roughly 6th level spells (i.e. when you'd be asking for serious trouble using them publicly in either country), but you should be safe at level 3.
A dragon disciple prestige class would be tricky... I'm not sure how you would get to 5 arcana knowledge ranks without taking primary spellcaster classes like sorcerer (if you planned to do it at level 3).
MANY questions! Mostly because I figure that since this is just an interest check you haven't fleshed out restrictions and such. First, I've been dying to play this guy somewhere. I don't know if it's right here, and the class itself is a 3rd party published class, but no harm in asking if you would be okay with it!
I do owe a concrete answer in terms of what resource materials are allowed.
Right now I'm leaning toward no third party and nothing unchained.
Toyer Pepwinnhans is awesome (and the party could certainly use luck where they are headed) but I'd want to be able to commit to being familiar with all the relevant rules and I don't think I'd be able to confidently do that with third party materials (or unchained, which I have zero experience with).
Toyer Pepwinnhans wrote:
This also leads me to my next question. I can play a completely serious dark, epic style character (a la Lord of the Rings movie) or a more light-hearted comedy oriented character (a la Hobbit movie). What are your thoughts on comic relief and/or improvisational problem solving? I have a lot of different characters I could submit for this campaign, and for me crunch is secondary. My love of the characters is all about their backstory, so when I submit it's based on that more than anything else. I was just hoping I could get an idea of how you envision this?
I think one of the strengths of great stories is being able to intertwine lightness and humor with tension. (Joss Whedon does it really well.)
This campaign will definitely not be 'only you can save us from the end of times, chosen heroes!' It would certainly be within any party character's right to wonder, 'how the hell did I end up involved in and/or responsible for this s*#~? I am very sure this should be someone else's job' (not unlike, say, some elements of Firefly).
So, to comic relief and particularly banter, absolutely yes. Slapstick may be a bit out of place when things get creepy, but if you make it work that could be a nice element. We will fear for these characters; it will definitely be possible to make a bad choice where PC death is a consequence. Ideally, I'd like to see them growing strong bonds and working together. (Good backstory is usually quite useful in making hooks for party development.)
Toyer Pepwinnhans wrote:
Lastly, do you allow problem solving that is a little more out of the box? I.E. a character who's dice rolls are predominately featured around improvisational stuff (crushing chalk and blowing it at an enemy for a Dirty Trick maneuver, using MANY vials of oil in unusual ways to screw up enemy plans, etc.).
Creative problem solving is definitely a plus, and I'm a big fan of improvisation. As long as you can afford them and are reasonably within your carrying capacity, you are welcome to carry as much chalk and as many vials of oil (or other tricks) as you would like, and attempt to use them however you like. (Without giving too much away, this strategy may not always be practical in combat, but I can certainly see in coming in handy.)
I should maybe warn supplies could be somewhat hard to come by in a small town near the mountains.
Oh wow, lots of good questions! Here are a couple answers (the rest in a bit)
@Doomkitten: what aspects of vigilante combat style are you most interested in? Maybe we can brainstorm ways to incorporate them, or something similar. The first arc would be pretty short, you probably wouldn't get to more than two vigilante talents total before the end of your time in Southtown.
@GM-Gathrix:
Races: All core races exist in the world, but only elves, dwarves and humans are native to the two kingdoms. Many city-dwellers may have seen halfling, half-orc, and gnome travelers or immigrants. Featured and uncommon races would be much more exotic and harder to work in.
Deities: There is one major deity in Altiendel (Altien, god of Light). Her influence doesn't extend to Abbhen for reasons you'll find out a little more about by the end of the arc (related to the natural antimagic zone the City of Iron is built on). Other deities definitely do exist in the world, and a small percent of residents of the two kingdoms do worship foreign gods. (Although Altiendel would not tolerate open worship of a god that was not known to be good.) I don't have a fleshed out list yet, but I can work on that.
Gunslingers are not uncommon in Abbhen, indeed. (There's even a gunslinger guild now in Sky City.)
Yes, two traits. Not all of them will mesh with this world, some regional traits and religion traits in particular, so there may be some back-and-forth there. If you're really keen on a campaign trait from a Paizo AP I'd be open to discussing that too. At the moment I'd say no drawbacks, in keeping with the 'simpler is better' theme.
@Philo Pharnyx: Indeed, no magic weapons, but you could buy 1st level wands if you like.
@Fallen_Mage: 1) the usual 20 point buy works well 2) that is a great question - I'm going to have a think on it and get back to you. Certainly all of core.
@Papa-DRB:
An alchemist no (these are also educated in the University)
An investigator yes (not primarily an alchemist so not constrained to within the University/government, but you'd need to explain experience with alchemy outside of the University. Family-run minor potions shop, mentor in the woods, etc.)
@Doomkitten: A vigilante would work well (and would be really fun!) where there's less attention from the guards and things are a bit more wild. Sky City maybe, probably Freeport, definitely Pirate's Port and the Freemage Islands. The first arc will be in Altiendel, where the guards (paladins, clerics, etc) wouldn't take kindly to vigilante justice; a vigilante character wouldn't be able take full advantage of useful talents like renown and recognition, and it might make a strained relationship with any lawful member of the party. I'd avoid for this arc, but say hell yes if we have another arc out west.
LG Male Gnome Paladin (Chosen One) 2/Oracle (Seeker) 1
Size
Small
Age
44
Alignment
LG
Deity
Jaidz
Location
Gristmill Lodge
Languages
Common | Gnome | Sylvan
Occupation
Relic Seeker and Medical Support
Strength
14
Dexterity
10
Constitution
16
Intelligence
10
Wisdom
10
Charisma
16
About Altovin Prynn
Altovin Prynn
Male gnome oracle (seeker) 1/paladin (chosen one, warrior of the holy light) 2 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder Player Companion: Familiar Folio 6, Pathfinder RPG Advanced Player's Guide 42, 118, Ultimate Wilderness 210)
LG Small humanoid (gnome)
Init +2; Senses darkvision 30 ft., low-light vision; Perception +2
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Defense
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AC 21, touch 13, flat-footed 19 (+6 armor, +2 dodge, +2 shield, +1 size)
hp 35 (3 HD; 1d8+2d10+14)
Fort +7, Ref +1, Will +6; +2 vs. illusions, +2 vs. death
Defensive Abilities bond to the land[ARG], share will
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Offense
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Speed 20 ft.
Melee mwk cold iron morningstar +6 (1d6+2)
Ranged sling +3 (1d3+2)
Special Attacks smite evil 1/day (+3 attack and AC, +2 damage)
Spell-Like Abilities (CL 3rd; concentration +6)
. . 1/day—dancing lights, ghost sound (DC 14), prestidigitation, speak with animals Paladin Spell-Like Abilities (CL 2nd; concentration +5)
. . At will—detect evil
Oracle (Seeker) Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—command (DC 14), cure light wounds, summon monster I
. . 0 (at will)—detect magic, spark[APG] (DC 13), stabilize, vigor
. . Mystery Life
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Statistics
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Str 14, Dex 10, Con 16, Int 10, Wis 10, Cha 16
Base Atk +2; CMB +3; CMD 15
Feats Fey Foundling[ISWG], Toughness
Traits blessed touch, reactionary
Skills Acrobatics -2 (-6 to jump), Diplomacy +10, Disable Device +8, Escape Artist +0, Knowledge (religion) +4, Perception +2, Sense Motive +4, Spellcraft +4; Racial Modifiers +2 Disable Device, +2 Escape Artist
Languages Common, Gnome, Sylvan
SQ gnome magic, lay on hands 4/day (1d6+1), lay on paws, oracle's curse (clouded vision), revelation (life link), trapfinding +1
Combat Gear wand of cure light wounds; Other Gear mithral chainmail, darkwood heavy wooden shield, mwk cold iron morningstar, sling, sling bullets (100), cloak of resistance +1, masterwork thieves' tools, 631 gp
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Special Abilities
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Bond to the Land (Underground) +2 dodge bonus in selected terrain.
Clouded Vision You cannot see beyond 30'
Darkvision (30 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Fey Foundling Magical healing works better on you
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Lay on Hands (1d6+1 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Lay on Paws (Su) Familiar can use lay on hands ability, including mercies for 2 lay on hands uses.
Life Link (1 max bonds, 110 feet) (Su) As a standard action, establish bond that drains your HP to heal others who have taken 5 dam.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Will (Su) When your or familiar fails a save vs. mind-affecting effect, the other can roll in their place, but failure affects both.
Smite Evil (1/day) (Su) +3 to hit, +2 to damage, +3 deflection bonus to AC when used.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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Altovin is rather young when it comes to gnomish adventurers but his frame is stout and quite muscular so most do not question the choice. His hair is an ashen black with unnatural streaks of white that is kept in a ponytail most of the time. His skin is rather pale from keeping to dungeons, ruins, or libraries rather than the effects of Bleaching.
He dons a blue-green hooded cloak over his brown tinged chainmail. Attached to his belt is a morningstar and on his arm is a buckler that he uses to defend himself and others. He wears a tiger pendant around his neck that he found while adventuring.
His stance is a faked confidence to avoid the questions of a gnome going into ruins alone.
---
Altovin has been searching for the source of his powers and reoccurring dream that has pushed him forward ever since being found within ruins as a child.
The often dream differs in certain ways but there is always one element that is unchanging, a massive black tiger with white spots. When he is faced with a decision or event in his life the tiger would appear chasing him forward but never catching or eating him. He would run fearing for his life and before he knew his decision was clear because there was no going back to face the fearsome beast.
When younger he would often travel from library to library but most times the leads would point to dungeons or ruins that were deemed dangerous. He would either be chased out by bandits or wildlife but on one occasion he came across a band of Pathfinders. They were injured but still protected the boy from a group of kobolds. During this encounter his powers swelled and his protectors had their wounds healed. They offered to help him in his journey if he helped the Pathfinders on theirs. This started his path towards becoming a Seeker.
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Courage CR –
Thrush (Pathfinder RPG Ultimate Magic)
NG Diminutive magical beast (animal)
Init +2; Senses low-light vision; Perception +10
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Defense
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AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural, +4 size)
hp 17 (1d8-2)
Fort +1, Ref +4, Will +7
Defensive Abilities improved evasion
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Offense
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Speed 10 ft., fly 40 ft. (average)
Melee bite +1 (1d2-5)
Space 1 ft.; Reach 0 ft.
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Statistics
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Str 1, Dex 15, Con 6, Int 7, Wis 15, Cha 6
Base Atk +2; CMB +0; CMD 5
Feats Skill Focus (Perception)
Skills Acrobatics +2 (-6 to jump), Diplomacy -1, Disable Device +2, Fly +12, Knowledge (religion) +2, Perception +10, Sense Motive +6, Spellcraft -1
Languages Common
SQ empathic link, share will
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Special Abilities
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Divine Guidance (Sp) An emissary can cast guidance at will.
Empathic Link (Su) You have an empathic link with your master.
Fly (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Will (1/day) (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.
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Boons
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Pathfinder Tales: Prince of Wolves:
• Prince of Wolves:
Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimidate DC for a lycanthrope to demoralize you is 2 higher than normal.
Pathfinder Tales: Plague of Shadows
• Master of Shadows:
You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
• Revolutionary Bluster: You gain a one-time +5 circumstance bonus on any Disguise.
Pathfinder Tales: Winter Witch
• Distrust of Witches:
Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
• Magical Scrivener
Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
Pathfinder Tales: Master of Devils
• Dragon Empires Expert:
Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.
• Temple Trained:
Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.
Pathfinder Tales: Song of The Serpent
• Five Kings Negotiator:
Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
• Kalistrade Appraisal:
You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.
Pathfinder Tales: Death’s Heretic
• Faithless:
Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
• Supernatural Investigator:
A history of solving mysteries and sniffing out renegades has trained you to look in all of the right places. You gain a +1 competence bonus on Knowledge, Perception, and Survival checks to find clues, locate hidden compartments, and identify tracks, lasting until the end of the scenario in which the boon is used. When this bonus is used, cross it off your Chronicle
Pathfinder Tales: Called to Darkness
• Unwitting Spelunker:
You descend into the darkest depths not by choice but by necessity, yet your grit and fortune aid your survival in situations which would otherwise demand stonecraft and scholarly training. For the duration of one scenario, you may make Knowledge (dungeoneering) checks untrained. In addition, you gain a +1 luck bonus on initiative checks and Perception, Stealth, and Survival skill checks while underground. This bonus increases to +2 for any of these 3 skills in which you have no ranks. When you use this boon, cross it off your Chronicle sheet.
• Subterranean Slayer:
You allow nothing to stand in the way of your goals, and as a result, you tend to leave very little standing. You may use this boon before making an attack roll against a dinosaur or giant. You gain a +2 bonus on the attack and damage roll, and your weapon’s critical multiplier increases by 1 for that attack. When you use this boon, cross it off the Chronicle sheet.
Pathfinder Tales: Queen of Thorns
• Desperate Bargain: Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.
Pathfinder Tales: City of The Fallen Sky
• Fugitive from Numeria:
You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
• Practiced Artificer:
Your tinkering with long-forgotten artifacts has granted you considerable insight into how other mysterious devices might work. You gain a +1 insight bonus on Use Magic Device checks—increasing to a +4 bonus when activating an item blindly—lasting until the end of the scenario in which the boon is used. When this boon is used, cross it off your Chronicle sheet.
Pathfinder Tales: Blood of The City
• Attuned to the Citysong:
Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.
• Urban Tenacity:
Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks
Pathfinder Tales: Nightglass
• Nidalese Apostate:
Years of training in Pangolais have inured you both to Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
• True Magic of the Shadowcaster:
The purest expression of Zon-Kuthon’s power blends faith with mastery of the arcane. As a free action, you may take 1d6 points of bleed damage each round for 3 rounds. While bleeding, increase your caster level by +1 for all spells you cast. If you are able to cast both arcane and divine spells, increase this bonus to +2. When this boon is used, cross it off this Chronicle sheet.
Pathfinder Tales: The Worldwound Gambit
• Demonic Scholar:
You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.