It is spring of the year 500 A.O.V. (After Our Victory). Seven years after the end of the Fourth Yerasol War, the shipyards in Flint have completed the first Risuri warship powered solely by steam engine, not sail. Your monarch, King Aodhan, has come to Flint to witness the official launch of this mighty vessel. Wooden-hulled but with a heart and skin of iron, the Royal Naval Ship Coaltongue will act as a deterrent against future aggression from Risur’s enemy across the sea, the nation of Danor.
The Royal Homeland Constabulary has been called upon to provide security, and you have spent your first few days on the job working to make sure this event goes off without a hitch — canvassing the docks, performing background checks on the guest list, coordinating with the local police to set up a perimeter around the royal docks, and following various directives of your superiors.
Now, as a warm breeze off the sea mingles the scents of elaborate floral decorations with the pervasive coal soot that always hovers over Flint, you’re at one of two security checkpoints, working with Flint police to let in a crowd of hundreds of local citizens who just want to line the streets and cheer their king.
Somewhere, a man who should be dead is smiling.
+++
ACT I: The Island at the Axis of the World
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Exactly 700 cheering visitors stand before you on the bridge linking the mainland to the island containing the Royal Shipyard. In 30 minutes the crowd is scheduled to be released into Fleet Square in the shipyard and to line the sides of the bridge to cheer on the carriages of the arriving dignitaries. Groups of police on both sides of the bridge will prevent the crowd from growing any larger or moving into the shipyard prematurely - you've been tasked with removing any threats that might be hiding among the crowd. During your briefing at the RHC headquarters, four groups were identified who could potentially complicate the celebration:
Dockers - angry over how the city has been treating them lately.
Primalists - believers in the old druidic faith - angry at all the new industry.
Terrorists - agents for the fey terrorist known as "Gale," who might try to sabotage the ship.
War Veterans - who might target the ship's tiefling designer.
Due to the size of the crowd, a group of city policemen have been been detached from their normal duties and sent to help you.
You'll have plenty of time to get to know each other very shortly, but for now you'd better get to work on that crowd! Go ahead and hit me with your strategies for canvassing the crowd along with any relevant skill checks. Assume that these skills checks take roughly 10 minutes. If you're unsure what skill you'd be using, I'll roll for you. In addition, someone will need to take some time to create a threat profile and brief both the the party and the rest of the police (don't make any other rolls to search the crowd yet if you do so). This can be done with any of the following skills: Knowledge(history or local), Profession(soldier). Anyone making this check receives a +4 bonus due to the fact that the party includes two Dockers and Yerasol Veteran. Success on the check reveals the following information.
Threat Profile DC 13:
Dockers are usually burly working men with eclectic fashion. Primalists have particular hairstyles, wear sandals, and adorn themselves with druidic religious icons. Fey saboteurs are typically elves or half-elves with impeccable grooming from their rituals, though they may often try to hide this by dressing in soot-stained clothes. War veterans will usually be either in the mid- to late-twenties, or late-fifties/early-sixties, usually in better fighting shape than common citizens.
I'm running a super awesome Lost Lands sandbox campaign with almost all the major Lost Lands products for Pathfinder released to date (including Sword of Air) We recently had one player drop and I'd like to keep our party size at 6 in preparation for all the nasty things that live in the Lost Lands. Right now the group is in Bard's Gate and is about to perform their first big show - I figured the new addition could be an audience member who approaches asking to join - although I'm open to any ideas you might have.
You can check out the character creation rules here as well as read through the gameplay thread if you like. We're still at level two, so all character creation rules are the same, with the caveat that I'd take high race point/template characters off the table, as no one in our group elected to play one and I'd like to keep things consistent.
Slight priority will of course be given to those who applied in the original thread.
The entrance examinations for the Royal Homeland Constabulary have been grueling so far, but you've finally received a much needed break. Your examiner, who previously introduced himself as Assistant Chief Inspector Stover Delft squints at you as you make yourself comfortable. "Ten minutes," he says, swishing an ever present bit of tobacco around his mouth. He turns and exits with the aid of his cane - rumor has it that a mimic tore a chunk out of his leg a few years back - leaving you alone with your fellow examinees.
DANGER --- MYSTERY --- PHILOSOPHY
EXPERIENCE ALL THESE AND MORE IN
------------ Z E I T G E I S T ------------
----- THE GEARS OF REVOLUTION -----
Extra! Extra! Read all about it! Only in the Flint Tribune!
Seven years after the end of the Fourth Yerasol War, the shipyards in Flint have completed the first Risuri warship powered solely by steam engine, not sail. King Aodhan has come to witness the official launch of this mighty vessel. Woodenhulled but with a heart and skin of iron, the Royal Navy Ship Coaltongue will act as a deterrent against future aggression from Risur's enemy across the sea, the nation of Danor. The Royal Homeland Constabulary will be providing security for the event, at which thousands of visitors are expected. Sightseers will gather in Royal Square, although only 700 will be permitted to cross the bridge to Fleet Square.
The Flint Tribune has acquired a copy of the VIP guestlist for the launch of the RNS Coaltongue. We can exclusively reveal that important guests include the Danoran tiefling engineer Geoff Massarde, Captain Rutger Smith of the RNS Impossible, the king's sister, Duchess Ethelyn of Shale, Flint Governor Roland Stanfield, and Flint's Principal Minister Harkover Lee. Security is said to be tight, especially considering the King's own attendance, but reports indicate that a specialized dedicated team of Royal Homeland Constables has been assigned to the event. RHC Inspector Stover Delft has been quoted as saying, "We do not anticipate trouble, but current dissatisfaction in the Docker community means that we will be on our guard."
Growing dissatisfaction amongst the underclass is of course related to this rise of steam and steel, which has caused small riots and demonstrations to break out across the city of Flint and across Risur at large. Indeed, this trend towards firearms and cannons rather than druidic and shaman based units has been blamed by higher-ups in the military for recent defeats in the Yerasol Archipelago. Skyseers continue to warn against offending the Unseen Court, pleas which go unheard by King Aodhan in his mission to speed up Risur's industrial revolution.
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Welcome to recruitment for Zeitgeist, a steampunk-esque adventure path taking players all the way to level 20. Characters will be fresh recruits to the Royal Homeland Constabulary, the elite peacekeeping force of Risur invested with authority by the king himself. At the campaign's opening, you will have been tasked with overseeing the launch party of the afformentioned RNS Coaltongue. I'm looking for 5 players with the following qualities:
Consistency: I'll try to move the campaign along as fast as possible by checking in a couple times a day and want other players who can do the same. The very minimum you should be able to commit to is one post per day on weekdays, which is my guarantee to you as well.
Commitment: In an ideal world, I'd like to take my players all the way to the end of the adventure path, but this is of course quite an undertaking considering the format and everchanging real-life commitments. That being said, I'm sure as hell going to give it the old college try, and want players willing to stick around and do the same.
Cool Cats?: I couldn't think a of a another quality that began with a 'C' so cool cats it is. Cool cats are people who know that Pathfinder is much more than a combat simulator with occasional skill checks and are really willing to get into character and into the story. The plot behind Zeitgeist is absolutely epic and full of juicy secrets - I can guarantee it'll be extremely rewarding to those who really invest themselves in it.
If you can meet those three qualifications, I'd advise you to check out the Player's Guide and get to work on a character. The player's guide for this AP is awesomely massive (73 pages!) so I don't expect you to read the whole thing right away. The introduction contains a primer with the bare minimum you need to know, which I'll reproduce here for your convenience. After that I'd recommend reading a bit of Section One: Characters to help with character creation as well as the first two pages (51-52) of Section Four: Royal Homeland Constabulary to get a feel for the kind of authority you'll have. Recruitment will be open until Monday the 16th by which point I'd like all interested persons to have an alias with all pertinent information in the profile, similar to this one. In the meantime feel free to introduce your characters and get in some preliminary roleplaying (for your entertainment and mine) over in the breakroom at the RHC examinations (the discussion thread).
Campaign Primer:
Humans and the Great Nations
Humans rule three of the five great nations of the continent Lanjyr. Their ascendance in the past two thousand years toppled a mighty eladrin empire and has provoked belief in doomsday millennialism among many dwarves. The campaign begins in Risur (page 29), and every PC should have a strong loyalty to the nation, even if the character does not hail from there.
Eladrin, Devas, and the Great Malice
Long ago elves known as the eladrin built an empire of magical wonders. Then five hundred years ago the death of the eladrin goddess Srasama caused nearly every eladrin woman to perish. Those few who survived were often claimed as trophies by human conquerors, though a handful of free matriarchs head their own family lines in the ruins of the old empire. Those interested in the eladrin should look at their racial abilities (page 5) and read the section on Elfaivar (page 40).
Mortals present at the death of the eladrin goddess have continually reincarnated in the following centuries as devas, as if a sliver of Srasama’s divine spark has granted them a semblance of immortality. Those interested in devas should look at their racial abilities (page 5) and read the section on Crisillyir (page 36).
Tieflings, Technology, and Dead Magic
When the eladrin goddess died, an entire other nation became a dead magic zone, and some in that land were marked by a curse, turning them into tieflings. In the centuries since, however, the tieflings have come to rule that nation, and in the last few decades they have begun a revolution of industry and mighty science almost as powerful as the magic they lack. Those interested in tieflings should read the section on Danor (page 37).
If you are interested in utilizing some of the new revolution’s technology for your character, particularly firearms, see the section on Equipment (page 15).
Dwarves, Doomsday, and Nihilism
The major dwarven nation is bleakly resigned to an imminent doomsday, when ancient horrors will claw free from glaciers and engulf the world in a frigid death. Adherence to duty is so ingrained in their culture, however, that the dwarves continue to toil in their forges even as they prepare for the world’s end. Those interested in dwarves should read the section on Drakr (page 39).
Savages, Primitives, and Peace
Freed from the yoke of toppled dragon tyrants, the youngest of the great nations formed from an alliance of several monstrous races which now live in an uneasy peace as their rulers seek to force the disparate peoples into the modern age. Those interested in half-dragons, gnolls, half-giants, minotaurs, and orcs should read the section on Ber (page 34).
Piety and the Planes
The heavens possess an undeniable hold on the world’s religions, its people, and its very structure. In Risur, skyseers believe that the movements of the night stars foretell the future and direct the fate of the world. More enlightened scholars study distant planes of elemental and temporal power to understand how the flow of their energies affects the fundamental nature of reality. The eladrin people have begun to withdraw into the Dreaming, and the bishops of the high church of the Clergy invoke condemned spirits from the Bleak Gate to frighten sinners into worship. The Astral Plane, the Elemental Planes, and the Far Realm exist only as postulations, and there are countless other theories on the nature of reality. No one in this world has ever traveled to these planes, and even travel between the known worlds of the night sky is brief, with summoned beings never remaining more than a few minutes. Those interested in the setting’s metaphysics should read the section on The World (page 41).
Heroic Themes
The Zeitgeist campaign setting presents nine character themes that reinforce the heroic archetypes of the world, such as eschatologists, gunsmiths, and technologists. Each player should choose one Theme for his or her character, preferably one unique to the world of Zeitgeist (page 6).
An Exceedingly Brief Timeline 1200 B.O.V. (Before Our Victory): King Kelland defeats the fey titans and founds Risur, the first mortal nation on the continent of Lanjyr. In the following centuries, other nations rise up throughout Lanjyr.
1117 B.O.V.: The demonocracy arises, its monstrous rulers enslaving the primitive nations of the north. Risur keeps it from expanding south, and Elfaivar blocks its eastward growth.
500 B.O.V.: Triegenes the fisherman founds the Clergy in what is modern-day Danor, overthrows the demonocracy, then dies and ascends to godhood.
50 B.O.V.: The First Victory, a holy war between humans and eladrin, ends with the eladrin losing much territory.
1 A.O.V. (After Our Victory): The Second Victory begins as an eladrin effort to reclaim lost lands, but ends in their decisive defeat when the eladrin goddess Srasama manifests physically, and is slain. Danor collapses into chaos as the nation becomes a dead magic zone. The seat of the Clergy moves to Crisillyir, which begins to colonize the devastated lands of Elfaivar. Dwarves seize control of their own nation in Drakr.
300 A.O.V.: King Boyle of Risur slays the last dragon tyrant of Ber. The nation of Danor, resurgent with industry and technology, begins to contest Risur for control of the lush Yerasol Archipelago.
460 A.O.V.: King Aodhan is crowned in Risur. He encourages his people to pursue industry so they can fight back against Danor. Meanwhile in Ber, Bruse Le Roye unites tribes of monstrous races into a new nation.
493 A.O.V.: The Fourth Yerasol War ends, with Risur having lost many islands.
500 A.O.V.: Present day.
Character Creation Parameters:
Starting Level: 1st
Alignment: Non-evil. All alignment restrictions on classes are lifted.
Ability Scores: 20 point buy.
Classes: All Core, Base, Hybrid, and Psionic (Dreamscarred Press) classes are available. Psionic classes are extremely rare within the setting and their powers are interchangable with regular magic spells for the purposes of detecting, dispelling, etc.
Races: Core + Tiefling(no heritages)/Eladrin/Deva. Monstrous races are very uncommon in the RHC but will be allowed pending sufficient background. Allowable monstrous races include orcs, gnolls, goblins, minotaurs, kobolds, half-giants, and half-dragons.
HP: Max HP.
Traits: In lieu of traits, all characters recieve one free Theme Feat (Themes begin on page 6 of the Player's Guide).
Languages: The primary language spoken in this setting is Primordial which replaces Common as the free language that all players recieve. Common is still a language however, and is selectable as a bonus language for every race. See the sidebar on page 30 of the Player's Guide for more information on language.
Deities: Religion works a little differently in this setting due to the lack of planar travel and the fact that the gods aren't quite proven to exist. There are four main religions (the Clergy, Guerro, the Old Faith, and Seedism) and clerics and paladins who need to worship a specific deity could fit almost any Golarion or Forgotten Realms deity into one of these groups. Clerics/paladins can also choose to draw their power from one of the four philosophies (Heid Eschatol, Panoply, Pragati, and Vekesh). More info on the religions and philosophies can be found on Player's Guide pages 43 and 44 respectively.
Starting Wealth: Average for class.
Firearms: Firearms operate under the "commonplace guns" rule - considered martial weapons, cost 25% of list price - with the caveat that advanced firearms are unavailable.
RHC Benefits: As members of the Royal Homeland Constabulary, all characters will have recieved training in nonlethal methods for detaining suspects and begin with the Bludgeoner feat. In addition, you will be outfitted with the following equipment for free: billy club (functions as heavy mace), uniform (same stats as parade armor), handcuffs, and gold ring. Note that RHC operatives are not required to wear their uniform during duties and characters may freely equip themselves with their personal equipment at the start of the adventure.
Background: Appearance - Personality - Background - use your theme feat to help you here. Remember that the RHC has an extremely rigorous application proccess and their use of magical detection in performing background checks and questioning has kept traitors and double agents out of their midst for over 30 years. Characters must have been residents of Risur and be strongly loyal to Risur in order to join the RHC. Opinions may change over the course of the campaign, but characters should be highly dedicated to Risur and the RHC at the current moment.
Availability:Somewhere in your application I'd like an indication of your timezone and what hours of the day you are available to post.
New Races:
Deva and Eladrin
Information and statistics on Deva and Eladrin can be found on page 5 of the Player's Guide.
Minotaur Type: Monstrous Humanoid
Size: Medium
Speed: 30 ft.
Ability Scores: +2 Str, +2 Con, -2 Int
Languages: Giant (Common, Draconic, Goblin, Primordial)
Racial Traits:
Darkvision 60 ft.
+2 racial bonus to Survival/Perception
Natural Cunning (ex) - Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells. Further, they are never caught flat-footed.
Half-Dragon Type: Humanoid(reptilian)
Size: Medium
Speed: 30 ft.
Ability Scores: +2 Str, +2 Int, -2 Wis
Languages: Primordial, Draconic (Any)
Racial Traits:
Darkvision 60 ft.
Low-Light vision
+2 racial bonus on saves vs. sleep and paralysis
+1 Natural Armor bonus
1 bite attack dealing 1d3 damage and 2 claw attacks dealing 1d4 damage
Half-Giant
Half-giants use the stats from Dreamscarred Psionics. However, half-giants in this setting possess no inborn psionic abilites and do not recieve the Naturally Psionic, Half-giant Psionics, or Psionic Aptitude traits.
Thanks goes out to Wilmannator, Painlord, and Doomed Hero for their Recruitment and PBP guides, which I highly recommend to anyone who hasn't checked them out.
In digging through some old possessions, I recently stumbled across a shiny new hardcover copy of Grim Tales and thought I'd quickly check to see if there would be any interest in a campaign. Grim Tales is a variant of d20 Modern which is advertised as "the high adventure, low magic campaign sourcebook for fantastic roleplaying in your favorite pulp genres."
I also have a copy of Slavelords of Cydonia which is NOT a metal album but in fact an epic campaign sourcebook written for Grim Tales with some badass cover art. The flavor text on the back of Slavelords reads:
In a time lost to history, the first Lethid War sundered the Earth and sank mighty Atlantis, the heart of the Sli'ess Empire. The cruel reptilian sli'ess were scattered, their interplanar network destroyed, and their technology lost. Mankind has forgotten the scourge of the Slavelords, and time has moved on.
Now, thousands of years later, tentacled shapes once again cast their shadow across the stars. The lethid are returning, eager to exact revenge on the Sli'ess Empire. Will Earth be caught once again between cosmic evil forces - or are there yet brave heroes to answer the call?
The cool thing about the campaign is that it can kick off in any time period - the Archaic, Modern, or Post-Apocalyptic Eras are how Grim Tales categorizes different settings. If we did get a campaign going, I would leave it up to the players to decide which of these eras to begin in.
Any interest? I'll link to the d20 Modern SRD here so you can get some idea of the system (very similar to Pathfinder/3.5), but know that Grim Tales does make a few exciting and deadly changes to the core rules which I'll go into further detail if there's enough interest.
Welcome, welcome! When you get to the gameplay tab, you'll notice that I've thrown you right into the action, in the "Tent City" just outside Bard's Gate. Feel free to explore the Tent City as much as you like while everyone puts any last minute touches on their characters. Remember that nonmagical equipment worth 1 gp or less can usually be found in the caravan, as well as some tents and other things (you can find this information in the Campaign info tab). I'd also like everyone to get their vital statistics (HP, AC [including touch and flat-footed], CMD, Saves, Initiative, Perception; formatted however you like) to display under their name (I believe this is done by putting the information in the Race section of the alias).
P.S. Don't worry about learning the rules to the caravan subsystem yet. I'll probably change them a bit and post my revisions as we get closer to actual travel.
Common knowledge dictates that cats possess nine lives.
When Ringling was a mere kitten, he first "died" in a river, almost drowning before a kindly human pulled him up. His next "death" was during the fire, one which nearly claimed the human friend as well. Soon after, Ringling found his understanding of the world very much expanded, thanks to the magic of his human - Phineas. I only needed to waste two of my lives before I was awakened - to think how long these next seven shall last me, now that I am so much cleverer, Ringling often thought to himself.
And while it was true that Ringling was clever, and later became even more clever as Ringmaster, even the great Rictus Ratkiller got hungry at times. This particular time, he had found himself a delectable little mushroom. Unknown to him, this particular mushroom was exceedingly rare and its effects studied by only two or three gnomish alchemists who made it their business to study such things.
The gnomes had dubbed it the "Fungus of Seven Deaths."
As Rictus tumbled down through various states of delirium, each one more severe than the last, it became clear that his cat's luck had run its course. Although, he babbled away many of his last minutes incoherently, Rictus did gain enough clarity for just a single moment, in which he resolutely stated I'll die in this awful place, but I'll not rest here! Bury me in the Lost Lands so that damned Empire may never claim my soul! And with that, Rictus Ratkiller, formerly Ringling, breathed his last.
A quick rummage through the caravan uncovered a perfectly cat-sized box in the shape of a coffin which nobody could ever remember seeing before. As the box was hoisted - unusually heavy for it's size - onto the front of the wagon train a small inscription could be seen on the underside: Property of wizards Schrode and Dingar.
With all the formalities taken care of, there is now still the problem of the Ringmaster. Rictus never nominated a successor, and the Circus Code holds no instruction for choosing one otherwise. Since the cat's death, no major disputes have needed settling - the caravan merely continued to skirt the Stoneheart Forest until reconnecting with the main tradeway leading to Bard's Gate. One way or another (or perhaps not at all) a new Ringmaster will be chosen, but another matter of the present demands much greater attention - the Free City of Bard's Gate stands before you.
***
Year 800 since the building of King's Bridge
Summer
Bard's Gate - Tent City
Before the western gate of the city lies an odd collection of tents, pavillions, and other temporary structures seemingly clustered around a longhouse of clay and rough timbers. The whole places bustles with activity: pelt-wearing barbarians haggle with turbaned merchants, half-orcish children weave through the crowds, the tantalizing scent of familiar food cooked with exotic spices wafts from every direction, and a hundred other oddities set this encampment apart from the typical orderly towns of the Empire. The arrival of your strange caravan bearing the banner of "Rictus Ratkiller's Travelling Circus" turns many heads. Unlike the murmurs of suspicion and mistrust you are usually first met with however, this crowd buzzes with excitement at the prospect of such a show, some even giving great whooping cries as the wagons roll by.
It is clear from some of the signs outside various tents that shopping can be found here. Curious smells also announce the presence of some interesting looking food tents. In addition, a number of other tents stand out.
One corner of the camp seems far more regimented and organized than the rest. A banner bearing a green devil on a gold field flies above rows of military-style tents, outside of which a group of well-equiped men are currently engaged in some sort of training drill.
Outside another tent, a large group of barbarians are loudly placing bets on various horses - it appears as if a race is about to begin around a crude dirt track.
Nearby, a peaceful looking man stands outside a large tent wreathed in clouds of white smoke and steam.
Through a tangle of tents, ropes, and guy wires, another caravan can be seen being attended to by swarthy individuals clad in vests and trousers. Another circus perhaps? One of the wagons bears a sign reading "Mama Bobo's Palmistry and Divination."
The longhouse in the center seems to be the only completely permanent structure, over 60 feet long. The odor of smoke and meat wafts from inside, and much merry-making can be heard through its open doors.
Finally, further up the road Bard's Gate beckons. Although a high wall surrounds the city, some buildings are visible even from here, as the western gates lay open.
It is a year of peace and prosperity like no other in the Empire. Neither invaders nor hideous beasts threaten the land, trade and art flourish beautifully, all while the academies make staggering advances in the fields of both science and magic.
For some, however, it is undoubtedly a dark time. Although loved by many, the current regime rules with an iron fist and holds predjudices like no other. Those not considered in any way aberrant face horrendous discrimanation as the Empire attempts to protect it's "true" citizens. Those abnormals who escape execution or imprisonment are doomed to live as not even second class citizens, the lowest of the low, unable to expect even the most basic comforts.
Still, there are some who recognize the injustice of the situation and labor to bring about whatever small change they can. One of these kind souls was Phineas T. Phostle, an elderly druid and leader of a travelling caravan show known only as "The Circus." Under the role of circus ringmaster, Phostle travelled the Empire offering employment, safety, and companionship to those labelled as freaks wherever he could find them.
The Cicus' good works might have continued this way were it not for the old druid's declining health and eventual death. On his deathbed, Phostle declared his awakened cat companion - Ringling - as the new ringmaster. Adopting the moniker Rictus Ratkiller, the wiley cat became bent on turning the Circus into a machine for his own profit. Although Rictus Ratkiller's Travelling Circus continued to be a far step above any other employment options it's members might have, the days of Phineas Phostle were sorely missed.
Even worse, various travel papers and permits which permitted the Circus to operate in the first place were later discovered to be expired, prompting a mad dash from the authorities. With nowhere left to go, Rictus steered his Circus towards one of the last safe havens such a menagerie - the fabled Lost Lands. The journey was nothing if not harrowing however, as wagons were lost and many circus members fled in hopes of finding better prospects on their own. Even the cunning Rictus Ratkiller fell prey to calamity when he ingested some horrid poisonous mushrooms which he incorrectly presumed to have the same effects as catnip.
Although the Circus has fallen to a paltry six members, there is hope yet, as the Lost Lands can now be seen on the horizon. Whether these companions will remain the Circus, become something greater, or perish among the perils of the frontier remains to be seen. One thing is certain however - when the sun rises tomorrow, for better or for worse, all of them will be thrown into a brand new act in the grand circus of life.
Starting Level: 2 for races Type 1/2; 1 for Type 3 Races
Starting Wealth: Level 1 average - regardless of your actual starting level
Ability Scores: 20 point buy
Races: Three categories of races are available:
Type 1: Core Races
Type 2: Non-core/custom races costing < 15 race points
Type 3: Non-core/custom races costing > 15 race points; Type 1/2 races with a 1 CR template applied
Alignment: Non-evil (note that in some Lost Lands locales, morality is not quite black and white, actions which might be considered evil are viewed as necessary)
Classes: Alignment restrictions on all classes are lifted. Gunslingers allowed but guns are virtually non-existant. 3pp allowed with GM approval.
Traits: Type 1 races recieve 2 traits; Type 2/3 races recieve 1 trait. A drawback may be taken for one additional trait.
Skills: In addition to your regular skills, choose two skills from the Caravan Skills List. You gain a +1 trait bonus to each of these skills and they are considered class skills. You gain one bonus skill point per level which must be spent on skills from the Caravan Skills List.
Caravan Skills: Acrobatics, Bluff, Craft (carpentry), Climb, Diplomacy, Disguise, Escape Artist, Handle Animal, Heal, Knowledge (geography), Perform (any), Profession (cook, driver, merchant, wainwright), Ride, Sleight of Hand, and Survival.
Don't forget that each character application must include a vote for our destination (either Bard's Gate or Endhome)!
Bard's Gate:
Established many years ago as a bard’s outpost and way station for travelers between the inner Kingdoms and the port city of Reme, Bard’s Gate has grown into an important crossroads for trade and travel. Because of its strategic position on the only easily-bridged area on the Stoneheart River, the city developed quickly. In addition to being a way station and trade center, Bard’s Gate quickly became a meeting place for wandering bards, skalds and other performers.
To the south, the Stoneheart River becomes impassible due to a series of sheer falls. As a result of this, the central island of Bard’s Gate became an important port for barge traffic, from which goods were transported overland to Reme. Thus, the western side of the town developed first, with the central island used as a defensive and governmental center.
With the rise of an imperial power to the south, merchants from the neighboring kingdoms began to avoid shipping goods by river and traveled overland along the merchant’s road to Bard’s Gate and on to Reme, bringing still more prosperity to the growing city. The guild system developed due to the high volume of trade passing through the city. To this day, Bard’s Gate — especially in its outlying districts — retains a rough and almost frontier feel.
The city’s banner depicts a silver lyre above a stone gatehouse on a green field. Bard’s Gate is currently an independent city, allied to the nearby Grand Duchy for mutual defense and prosperity. The Grand Duke’s troops help defend the city against the evil creatures from the Stoneheart Mountains to the north. A liberal and tolerant city, Bard’s Gate welcomes all races.
Endhome:
Being located at the intersection of the great north/south and east/west trade routes and the mouth of the Talamerin River has made Endhome the trading capital of the continent. This independent city-state boasts a well-trained and highly disciplined guard that keeps the streets safe and hospitable for its many wealthy and influential visitors. Because of its steadfast neutrality, excellent location, and friendly port, Endhome is where the wealthy come from every nation to broker deals and form alliances. Though the riverbed and surrounding countryside provide the citizens of Endhome with ample food and resources, the city’s primary source of income is trade: every ship mooring in its harbor and every caravan passing through its gate must pay a small tax for the right to do business in this desirable location. Because it is the only city where merchants can buy or sell to other merchants from so many far off lands, the streets are always crowded with exotic travelers and businessmen looking to make their fortune.
There is no lack of adventure in Endhome either, for where there is wealth there is always intrigue, and some merchants deal in more than just silks and herbs. The taverns are filled with shady characters looking for discreet men to carry out one plan or another. Adventurers returning with rare treasures are always able to find interested buyers in the city’s bazaar and trading district.
The Circus Code, note the two additions at the bottom:
(1) The Ringmaster has the final word in all decisions or instructions among the Circus. Performers owe their loyalty and allegiance firstly to their fellow Performers; secondly, to the Ringmaster; thirdly, to the well-being and safety of all others outcast by society; and lastly, to any other group with which the Circus becomes associated. A Performer may not place loyalty to any group or person above that which they owe to the Circus. If any conflicts of loyalty arise the Performer must stand on the side of the Circus or face the Circus Court.
(2) The Circus Court has the sole authority to remove a person from the Circus. Anyone found guilty by the Circus Court loses all protection from the Circus.
(3) Only the Ringmaster may appoint or choose their successor and Fortune Teller.
(4) No Performer without good and provable cause, may cause harm or danger to another Performer. To do so will result in facing the Circus Court.
(5) Performers are family. In order to become a Performer, a person must travel with the Circus for a time observing Circus law, or be sponsored by a member of the Circus. The Performers will then vote whether to accept the candidate into the Circus.
(6) Those travelling with the Circus who are not Performers (whether they intend to be or not) are to be treated with full respect but recieve no voting power in official matters.
(7) Any fellow caravaneer is welcome to the hospitality of the Circus whenever there is need.
(8) Any outsider who is named a friend by the Ringmaster or Circus is considered an honorary Performer and is welcome to the hospitality of the camp and the loyalty and protection of the Circus.
(9) New laws may only be instated by unanimous vote.
(10) The dying wish of a Ringmaster is law.
Deities:
Arden, God of the Sun (NG; Air, Good, Sun, War)
Arn, Lesser God of the Sun (NG; Sun, Healing, Good)
Bacchus-Dionysus, God of Wine and Madness (CN; Chaos, Animal, Plant)
Belon the Wise, God of Travel, Wanderer in White (NG; Travel, Magic, Knowledge)
Bowbe (CN; War, Chaos, Strength, Vengeance)
Crocutus, Demon Lord of Gnolls (CE; Animal, Chaos, Destruction, Trickery)
Da-Jin, God of Death (N/NE; Darkness, Death/Repose, Evil/Knowledge)
Dame Torren, Goddess of the Four Winds (N; Air, Animal)
Darach-Albith, High God of Elves ( CG; Plant, Animal, Magic, War)
Dre’uain the Lame, God of Craft and Smiths (N; Earth, Creation, Fire, Knowledge)
Dwerfater (LG; Earth, Good, Strength, Creation, Dwarves)
Freya, Goddess of Love and Fertility (NG; Animal, Good, Healing, War)
Gromm the Thunderer (CG; War, Air, Water, Destruction)
Grotaag, God of Orcs (CE; Death, Destruction, War, Evil)
Hecate, Goddess of Evil Magic (LE; Law, Evil, Magic, Knowledge)
Hel, Goddess of Death, Lady of Pestilence (NE; Evil, Death, Plant, Animal)
Horgrim (LE; War, Evil, Law, Magic)
Jamboor, God of Death, Knowledge, and Magic (N; Knowledge, Magic, Repose)
Jubilex, The Faceless Lord, Demon Prince of Slimes and Oozes)
Kakobovia, Hobgoblin Demigod of War (LE; War, Death, Evil, Law)
Kamien, Goddess of Rivers, Streams and Springs (N; Water, Travel)
Kel, Goddess of Self-Sacrifice, Lady of Protection (LG; Good, Healing, Law, Protection)
Kunulo, God of Pirates and Evil Sea Creatures (NE, Evil, Water, Destruction, Death)
Mirkeer, Goddess of Shadows and the Night (NE; Evil, Shadow, Magic)
Moccavallo, God of Disguise and Treachery (CN; Chaos, Trickery, Diplomacy)
Muir, Lady of Justice, Goddess of Virtue and Paladins (LG; Law, Good, Protection, War)
Narrah, The Lady of the Moon (N; Darkness, Protection, Travel)
Note, God of the Harp (NG; Good, Travel, Luck, Protection)
Oghma, God of Song and Bards (NG; Creation, Good, Travel, Knowledge)
Orcus, Demon-Lord of the Undead (CE; Chaos, Evil, Death, Destruction)
Pekko, God of Ale and Spirits (CG; Plants, Chaos, Good)
Rhiaan, Goddess of the Air and Birds (CN; Air, Animal, Chaos, Travel)
Riale-Aibaru, Lost Goddess of the Elves (LG; Law, Good, Travel, Magic)
Sefagreth, God of Commerce, Trade, Cities ( N; Luck, Travel, Diplomacy, Trickery)
Set, God of Evil and the Night (LE; Law, Evil, Knowledge, Death)
S’surimiss, The Rat Queen (NE; Animal, Evil, Vermin, Destruction)
Snuurge, Father of Goblins (NE; Evil, Magic, Trickery, Earth)
Solanus, Goddess of the Sun and Healing (NG; Good, Sun, Strength, Healing)
St. Abysthor, The Warden (LG; Law, Good, Protection)
Surter, God of Fire Giants (LE; Fire, Evil, Destruction, War)
Telophus, Lord of Crops and the Seasons (LN; Animal, Air, Earth, Plant)
Thrym, God of the Frost Giants (CE; Chaos, Evil, Cold, Trickery)
Thursis, God of Battle (NE; War, Death, Destruction, Evil, Magic)
Thyr the Lawgiver, God of Law and Justice (LG; Good, Healing, Law, Knowledge, Protection)
Tsathogga, Demon Frog God (CE; Chaos, Evil, Water, Destruction)
Tykee, Goddess of Luck and Good Fortune (CG; Good, Luck)
Vanitthu, God of the Steadfast Guard, (LN; Law, Protection, War, Healing)
Vionir, Goddess of Light (LG; Good, Healing, Sun)
Yenomesh, God of Glyphs and Writing (N; Protection, Knowledge, Magic)
Zors, The Fortune’s Fool, Demigod of Luck, The Hanged Man (CN; Chaos, Luck, Trickery)
Too many gods get detailed in these books for me to do a full write-up of all of them, thus I have provided the above list with more information available on any of the deities at request.
Just beyond the pinky finger of the empire's civilizing grip lay the free cities of Bard's Gate (formerly Westgate) and Endhome (formerly Freegate (formerly Eastgate (formerly Westgatesucks-gate))). Snaking north from Bard's Gate, the Stoneheart mountains cut a wide isolating swathe through the landscape. Likewise, the Gulf of Akados flows forth from Endhome, it's dark cerulean depths just as perilous as the highest peaks of the Stoneheart. However, the real heart of our story lies beyond these two gatekeeper cities, choked between mountain and coast. For it is these wild lands where heroes are inexorably drawn, where beasts which cannot be dreamed of roam, where treasures not even the king is fit for hide. It is here that adventure is soon and sure to unfold - here in
THE LOST LANDS
Now that we've got all the fluffy bits out I the way, I propose we get down to business. My name is Steve, I am a cat, and I promise I have no ulterior motives whatsoever.
I'm looking for - a gang, band, posse, litter, whatever you call it - but a group of 6 adventurers to brave the Lost Lands.
When I say Lost Lands I do mean the entirety of the Lost Lands - Bard's Gate, Stoneheart Valley, Lost City of Barakus, Slumbering Tsar, Rappan Athuk, Sword of Air, you get the picture.
Will we ever even touch upon all this content? Definitely not, it's far too massive. Will it be the most awesome game ever run by a cat? Only time will teJUST KIDDING ABSOLUTELY.
Before I give out any character creation bits however, I must confess that I find myself in need of a good plot hook and just a bit more catnip. So in true sandbox fashion, I'm hoping you can help me figure out some of the starting details. Consider the game to still be in sort of an interest check (as I understand you humans say) phase at the moment.
Below are my current thoughts. None of these options will lock players into one particular path, and any ideas about alternate starting locations are more than welcome.
Bard's Gate:
Perhaps the "default" starting location, Bard's Gate is a bustling and cultured trade hub located around the Stoneheart Valley area, although excitement can be found in any direction. Of course, if urban adventure and intrigue gets your whiskers in a bunch there's that too.
Endhome:
As an alternate to Bard's Gate, Endhome is much heavier on the wealthy merchant front and slightly less so on the artsy types. The Lost City of Barakus is rumored to be somewhere around here.
Fairhill:
Those looking for a quieter start might enjoy Fairhill or a small town even further down the road such as Reme. Fairhill is located in the Stoneheart Valley and features a nice little road leading straight to Bard's Gate.
Zelkor's Ferry:
Past the twin cities and deep in the Forest of Hope, Zelkor's ferry is a small outpost within the actual Lost Lands that offers a direct line to the action. It is a popular stopping point for adventurers hoping to plumb the depths of the legendary dungeon of graves, Rappan Athuk.
P.S. I've noticed at least two other Lost Lands campaigns on these forums so I'm sure you're wondering why a third. First of all, this one's run by a cat, but secondly and more importantly, this campaign will feature content from The Sword of Air megaadventure, making it the most complete one yet.