Sir Oliver
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After finishing my reading of Pathfinder Chronicles Campaign Setting, I found myself mostly drawn towards Ustalav. I've been thinking about a gothic horror - themed adventures and campaign for couple of years and I even ran them for a little while in WFRP system. Ustalav seems as nice place for such things as the Old World while also giving me an excuse to stick with D&D rules and make PCs a bit more heroic.
But, despite four pages entry about the Immortal Principality, I found myself looking for some rather basic info which I could really use for a game. Aside of that, I started this thread to get my creative juices flowing once again. :-)
1) What should be typical races and nationalities of Ustalav? For now, the only ones that come to mind are Varisians and maybe some half-orc (from Belkzen) and Khellid (from Numeria) minority. But what about other ones like - for example - Chelaxians, Taldorans or Dwarves?
2) What deities should be appropriate and usual for Ustalav? OK, so we know people there mostly worship Desna, Pharasma and - from the evil ones - Urgathoa. But what other deities could be popular there, aside of these three?
3) Related to the previous question, how does this religious observance usually work? Do people run around with pitchforks and torches burning witches in the name of Desna (that seems kinda unlikely for that religion, at least to me) or do they simply stick to their own superstitions and religious rituals hiding in their houses?
4) Any interesting ideas for evil cults for Ustalav, aside of Urgathoa? Hidden monks of Norgober in the Monastery of the Veil are, for example, splendid idea, precisely because they're recognizably evil, while still avoiding the classic undead cultist schtick.
5) Finally, I'm trying to think of a nice thematic good organization set in Ustalav. So far, the best idea I've came to are the paladins of Iomeade... except that they're actually set in Lastwall and only occasionally patrol the SW Ustalav.
| F. Wesley Schneider Contributor |
After finishing my reading of Pathfinder Chronicles Campaign Setting, I found myself mostly drawn towards Ustalav.
Hey! Me too! Good taste. ^_~
Lets see if I can answer a few questions for ya...
1) What should be typical races and nationalities of Ustalav? For now, the only ones that come to mind are Varisians and maybe some half-orc (from Belkzen) and Khellid (from Numeria) minority. But what about other ones like - for example - Chelaxians, Taldorans or Dwarves?
Settled Varisians are the primary inhabitants. While you've still got a few honest-to-god gypsies that wander from town to town, the vast majority migrated to this region centuries ago and have largely abandoned their western brethren’s traditions. I don't want to create a new subrace here, but Ustalav's Varisians tend to be a bit paler than their kin in Varisia, owing to southern influences. Some folks of Kellid descent and several from Cheliax and Taldor (mostly along the shore) also live in the region, but its Varisian first, with Kellid a distant second. As for demihumans, you'll see all of them, but they're rare. Orcs are a constant threat and there might be a few half-orcs, but their outcasts. Half-elves might wander to the region, but they blend in easily. Elves and dwarves come as traders but few settle. Halflings and gnomes are curiosities and are likely to be driven off by superstitious or racist locals if they travel far from Caliphas, which is pretty cosmopolitan. Now, this is just in general. Certain areas/cities are going to be more welcoming. Karcau is very accepting of all races, Caliphas is a trade city and welcomes anyone with money, Lepidstadt has a small dwarven population, but Ardis is quite racist, as are most of the communities in Barstoi and Varno.
2) What deities should be appropriate and usual for Ustalav? OK, so we know people there mostly worship Desna, Pharasma and - from the evil ones - Urgathoa. But what other deities could be popular there, aside of these three?
Those are all spot on. Pharasma also sees a lot of worship as a preventative measure. People might have a small icon of her (or Pharasma) in their homes just to offer passing prayers to ward off ill fate. You might find the occasional priest of Erastil in the more rugged/folksy areas like Amaans and Barstoi, or even a missionary of Iomedae here and there. There's also Norgorber's influence in Ulcazar, Caliistria's worship in decadent places like Caliphas and Lozeri, Shelyn's faithful in Sinaria, and Abadar's faithful anywhere you want some religious intolerance.
3) Related to the previous question, how does this religious observance usually work? Do people run around with pitchforks and torches burning witches in the name of Desna (that seems kind of unlikely for that religion, at least to me) or do they simply stick to their own superstitions and religious rituals hiding in their houses?
Depends on the area. Most are pretty open, but Barstoi have a fervent lot quick to purge pagans. The people of Varno are highly superstitious and shun anything that might bring ill fortune to their farms and families. The people of Versex also fear the old ways, but are quicker to shut their doors and ignore things for a while before exploding into poorly directed mobs. You might also find villagers ready to burn witches and monsters in Canterwall and Vieland, but this is more out of fear than faith.
You'll also find several temples in the larger cities, especially Caliphas, Karcau, and Ardis. Desna's worship tends to be more private, but there are occasional roadside shrines. I think we also mentioned there being a large temple in the city of Caliphas... but I forget to whom and where we mentioned that. I'll see if I can dig up more on that...
4) Any interesting ideas for evil cults for Ustalav, aside of Urgathoa? Hidden monks of Norgober in the Monastery of the Veil are, for example, splendid idea, precisely because they're recognizably evil, while still avoiding the classic undead cultist shtick.
I want to set Barstoi up as the place for "Puritanism" driven by a few evangelists of Abadar, Iomedae, or Erastil... not sure who yet. This is where you would have tall men in black hats shouting about the evils of magic, tossing out scarlet letters, and handing around torches.
Karcau or Caliphas (or even Ardis) might have an "Eyes Wide Shut" cult of debauched elite who get together to do terrible things. In Ardis this takes a turn for the creepy as the elite are all old and struggling to retain their nobility. Their cult would be a pathetic vestige of a time long past.
Versex is where you'd find eerie cults to things like the Moon, spirits of dead family members or hanged villains, The Lurker in the Woods, The Black Noll Witch, or The Drowned King. Wierd otherworldly, unnatural influences that may or may not be real.
Amaans probably has some fey, real witches, and druid lodges.
In Virlych you'll find your undead cults.
In Odranto you might find servants of lords who have been dead for centuries and may or may not returned. The Dracula's gypsies types.
Canterwall has some mean gypsies, the kind that might vex you with the evil eye.
And anywhere there's desperate people, or those who want power, or those whose desires turn to obsession you'll find fiendish cults, with those tied to devils probably being the most pervasive. Although I bet you could find a daemon cult/gang on/under the streets of Caliphas.
5) Finally, I'm trying to think of a nice thematic good organization set in Ustalav. So far, the best idea I've came to are the paladins of Iomeade... except that they're actually set in Lastwall and only occasionally patrol the SW Ustalav.
Although it has not been defined yet, Lepidstadt has a university, and quite a good one at that. Its interests are based in science, medicine, history, and real knowledge of the natural world. At the same time, Karcau's conservatory and opera is a bastion of education and elevation in a dangerous land. Amaans is a rugged land bordering a dangerous, haunted territory, and has a brotherhood of raucous knights protecting it. Canterwall faces a similar situation, having an established military force that patrols its western and southern borders, but these soliders face hard times since the palatinate took up self rule. There's also likely a group in Varno that regularly heads into the Furrows in an attempt to put to rest the ruined land and countless wayward souls haunting that wastelands. Also, for all Varno's superstition, the elderly women of that place keep many Varisian traditions, and the Harrow and is readers are respected members of society.
So, any of this help any?
Montalve
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i too liked ustalav... mmm most of the basic information would be useful... i think the humans are more Chelexian and Ul... i forgot how the viking ones would be called, i think they are the most common... with Varisians and halfings traveling often...
as you mentioned the most traditional and common deities are Desna, Pharasma and Urgothoa... but that doesn't meant there areno other religions... Asmodeous could have a cabal of devil worshippers trying to bring part of Ustalav under their domain or under the
trail of Cheliax or you could have
mmm i see morethe people from Abadar and Ioemdae as the ones with the pitchfork... or Sanrarae... when ther eis no redemption in life... fire purifies everything!
5) Finally, I'm trying to think of a nice thematic good organization set in Ustalav. So far, the best idea I've came to are the paladins of Iomeade... except that they're actually set in Lastwall and only occasionally patrol the SW Ustalav.
there are paladins of Iomedae in Lastwall but a few could have made their way to Ustalav... but i am thinking more in an organization founded around Erastil... with both rangers and paladins... rangers for hunting the things that go boom in the night, the paladins to be a figurehead and a icon of hope...
which could bring any of them to a grim death
Sir Oliver
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Hey! Me too! Good taste. ^_~
Cool! :-)
Did you perchance worked on it's entry for Campaign Setting? ^_^
First of all, thanks for the input. Now, just a couple of quick comments with my own brainstorming included.
You might find the occasional priest of Erastil in the more rugged/folksy areas like Amaans and Barstoi, or even a missionary of Iomedae here and there.
Calistria's worship in decadent places like Caliphas and Lozeri
Abadar's faithful anywhere you want some religious intolerance.
Abadar's faith definitely sounds most promising for a corrupted inquisitor villain. :-)
I want to set Barstoi up as the place for "Puritanism" driven by a few evangelists of Abadar, Iomedae, or Erastil... not sure who yet...
Karcau or Caliphas (or even Ardis) might have an "Eyes Wide Shut" cult of debauched elite who get together to do terrible things.
Versex is where you'd find eerie cults to things like the Moon, spirits of dead family members or hanged villains, The Lurker in the Woods, The Black Noll Witch, or The Drowned King.
Amaans probably has some fey, real witches, and druid lodges.
In Virlych you'll find your undead cults.
I'm not even sure where to begin with now – every one of these has a lot of potential! :-)
So far, I'm thinking of some kind of nature spirit worshiping cult that puts a strong emphasis on sadism and orgies. The cult is more sophisticated and decadent in the cities ("Eyes Wide Shut") and much more brutal and eerie in the wilderness (sort of like "The Wicker Man" or even "Straw Dogs"). Witches might be a nice additions to the cult. Hell, some sort of weird fey creatures and pacts made with them might be in order, too.
The simpler version would be to use a Urgathoa's cult working hand in hand with ghouls hiding in the city sewers and natural caves in the forests. Together, they might dream of building a ghoul-ruled kingdom, making the Immortal Principality, truly immortal.
Although it has not been defined yet, Lepidstadt has a university, and quite a good one at that. Its interests are based in science, medicine, history, and real knowledge of the natural world. At the same time, Karcau's conservatory and opera is a bastion of education and elevation in a dangerous land.
Lepidstadt sounds interesting, especially when combined with Vieland's mysterious stone monoliths and some nice geography – there are both mountains and large forest nearby. There are also orcs of Belkzen for a more conventional threats, but I'd probably ignore them.
Sir Oliver
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I'll throw in my two cents about interesting locations I was thinking of using in such gothic adventures.
1)We all heard about haunted houses or castles. Haunted monastery might also be a cool idea, but I fell in love with the concept of a haunted windmill after seeing this picture.
2) Stone circles and monoliths - pretty self-explanatory, really. :-)
3) Monastery on the lake - I like the image of a small monastery isolated on a misty lake surrounded by forest. This might be a great place to locate an order of wise, book-studying monks that fight evil. On the other hand, this could also be a good hideout spot for evil order pretending to be priests of a good or, at least neutral deity.
4) Cursed village - this is a great idea I stole from Warhammer. A village situated in the middle of the forest hidden by the bushes and trees that overgrew it. It's residents mysteriously disappeared decades ago, leaving the village temple's doors and windows barred and shut.
5) Dead Swamp - centuries ago, this was a field were barbarians buried their chieftains. Now, this is a forest half-flooded with swamp waters where scrags hunt the unwary and restless dead guard their ancient tombs.
6) Crossroads - old one but good one. Excellent place to make witches dance in the moonlight, people to sign their contracts with a Devil and road robbers to be hanged (except that sometimes they come back to life).
7) Caves - seemingly ordinary cave might hide tunnels leading deep into the Darklands. Maybe that passage was sealed centuries ago but a recent earthquake opened it once again. And now, there's a horrible underground monster mutilating the cattle and villagers, exiting the cave only during the moonless nights.
8) Sewers, tunnels and caves - great hiding spot for ghouls who secretly plot and scheme underneath unaware humans, preying upon them in the dark cellars and dreaming of the day they build their ghoul kingdom on the surface.
9) Cursed family - again, an old one. I'd make one of the their members a werewolf obsessed with hunting. His sister is a vampire seductress. Their father is an old wizened mad scientist - necromancer, maybe even a lich. His brother is an obese, slimy, decadent priest, possibly in a incestuous relationship with his vampire niece.
Krome
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Depends on the area. Most are pretty open, but Barstoi have a fervent lot quick to purge pagans.
What is considered pagan in Golarion?
I expect that Old Religion would refer to a druidic religion, nature and spirit worshiping. Would this be the pagan religion?
Ok... Osirion AP then Ustalav AP!
| F. Wesley Schneider Contributor |
What is considered pagan in Golarion?I expect that Old Religion would refer to a druidic religion, nature and spirit worshiping. Would this be the pagan religion?
Totally. Druidism, beast worship, tree huggers. The as of yet undefined Kellid faiths would probably be more earthy and thus shunned. Anything where a deity is an animal, a totem, or deity that has an animal head. Old Varisian ways might also creep folks out (which creates an interesting friction between the people of Barstoi and the "amoral" people of Varno where divination like the Harrow, reading the moon, and looking for signs in the wind, clouds, and stars still see a lot of use.
| F. Wesley Schneider Contributor |
So far, I'm thinking of some kind of nature spirit worshiping cult that puts a strong emphasis on sadism and orgies. The cult is more sophisticated and decadent in the cities ("Eyes Wide Shut") and much more brutal and eerie in the wilderness (sort of like "The Wicker Man" or even "Straw Dogs").
The stone circles in Vieland should totally feel like those seen in The Wicker Man! Versex or a small mountain community in Amaans would also be a good place for that kind of insular cult plot.
Witches might be a nice additions to the cult. Hell, some sort of weird fey creatures and pacts made with them might be in order, too.
Totally, I'd set something like this in Amaans or eastern Versex/western Varno. Or, if you want it to take on a more rugged angle and maybe throw in some wolves, Lozeri would be a great fit too.
| Charles Evans 25 |
You'll also find several temples in the larger cities, especially Caliphas, Karcau, and Ardis. Desna's worship tends to be more private, but there are occasional roadside shrines. I think we also mentioned there being a large temple in the city of Caliphas... but I forget to whom and where we mentioned that. I'll see if I can dig up more on that...
Might the mention of a temple in Caliphas have come during a Pathfinder Chat?
Golbez57
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After doing some preparatory re-re-reading of "Seven Days to the Grave" earlier in the night (well before bedtime!), I dug back into the Campaign Setting to read up on Ustalav. I love it. I know it's probably too much to hope for given that the first two were heavily tinged with horror, but a full-on gothic Adventure Path set in Ustalav would rock my socks. Conte Tiriac is already set up as a baddy. Perhaps he believes--correctly or not--that the cure to vampirism lies in Gallowspire. Other ripe fruit: an "opera scene" in Kareau paying homage to Final Fantasy IV, Khellid werewolves, ghostly warfare in The Furrows, revisiting the scenario from one of my favorite Dungeon adventures, "Shut In", with any of the various impotent noblewomen... cool place, Ustalav.
Have fun with your campaign, man!
| F. Wesley Schneider Contributor |
After doing some preparatory re-re-reading of "Seven Days to the Grave" earlier in the night (well before bedtime!), I dug back into the Campaign Setting to read up on Ustalav. I love it. I know it's probably too much to hope for given that the first two were heavily tinged with horror, but a full-on gothic Adventure Path set in Ustalav would rock my socks. Conte Tiriac is already set up as a baddy. Perhaps he believes--correctly or not--that the cure to vampirism lies in Gallowspire. Other ripe fruit: an "opera scene" in Kareau paying homage to Final Fantasy IV, Khellid werewolves, ghostly warfare in The Furrows, revisiting the scenario from one of my favorite Dungeon adventures, "Shut In", with any of the various impotent noblewomen... cool place, Ustalav.
Are you trying to make me blush. :P
Ustalav Adventure Path, huh. Sounds like just a matter of time...
Sir Oliver
|
I'd be perfectly satisfied with a single module taking place in Ustalav while a gazetteer in the the vein of the upcoming guides to Taldor or Osirion would be a dream come true.
Just today I borrowed a copy of "The Skinsaw Murders" from a friend of mine. I'm seriously thinking of adjusting it's plot a little and simply dropping the entire adventure into Ustalav. From what I've heard of "Carnivale of Tears", it would also fit nicely.
| F. Wesley Schneider Contributor |
Yup. A campaign arc of 1-2 (or 3) modules set in Ustalav, would rock. Also, IIRC, there was some talk about mega-adventures of about 128 pages worth of Paizo goodies...
Well, we are planing on heading to some new lands with our modules next year. We love Varisa and have done a lot with Darkmoon Vale so it's totally time to do some wandering. Now, just speaking personally, no promises here, but if I were to put out an Ustalav adventure it seems like around October would be the perfect month for it...
| Charles Evans 25 |
golem101 wrote:Yup. A campaign arc of 1-2 (or 3) modules set in Ustalav, would rock. Also, IIRC, there was some talk about mega-adventures of about 128 pages worth of Paizo goodies...Well, we are planing on heading to some new lands with our modules next year. We love Varisa and have done a lot with Darkmoon Vale so it's totally time to do some wandering. Now, just speaking personally, no promises here, but if I were to put out an Ustalav adventure it seems like around October would be the perfect month for it...
For those of us in Europe, please make it the end of September, to allow for shipping time.... :D
| F. Wesley Schneider Contributor |
For those of us in Europe, please make it the end of September, to allow for shipping time.... :D
In my totally made up fantasy version of the UltraMechaPaizo 5000-X9 release schedule, not only would the 1,800-page Ustalav Sourcebook and Mega Adventure Path be teleported to all interested parties in Europe, Barsoom, and Middle Earth exactly at 1:01 AM on October 1st, it would be available in a bejeweled, dragonscale edition that only increases the price from $5.89 to $5.95. Have no fear. I look out for our friends across the lake in all my fantasies.
| Charles Evans 25 |
Charles Evans 25 wrote:For those of us in Europe, please make it the end of September, to allow for shipping time.... :DIn my totally made up fantasy version of the UltraMechaPaizo 5000-X9 release schedule, not only would the 1,800-page Ustalav Sourcebook and Mega Adventure Path be teleported to all interested parties in Europe, Barsoom, and Middle Earth exactly at 1:01 AM on October 1st, it would be available in a bejeweled, dragonscale edition that only increases the price from $5.89 to $5.95. Have no fear. I look out for our friends across the lake in all my fantasies.
Ye gads! Six volumes of Ustalav data. Is there enough leather in all of China to bind that print run?
Thank you for the generous humour, however, and the reassurance that your thoughts are with us over on this side of the Atlantic. Now if you could just see your way to answering my query which I recently posted on the Campaign Setting thread regarding the small matter of who exactly is the current Count of Ulcazar, if a recent Count gave up his title to go into the church?.... :D
Sir Oliver
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Now if you could just see your way to answering my query which I recently posted on the Campaign Setting thread regarding the small matter of who exactly is the current Count of Ulcazar, if a recent Count gave up his title to go into the church?.... :D
From Campaign Setting:
"Although he’s forsaken one title for another, Bishop Senir rules the sparsely populated county of Ulcazar, discouraging all visitors"
The way I say it, there are three explanations for this:
1) Historically, medieval Church used to own and govern lands and cities. Having an entire county ruled by Pharasman monks and clerics, in such a Slavic/Central Europe inspired country wouldn't be much of a stretch. Just call it bishopric instead of county.
2) As a cleric of Norgober, Senir is quite used to lies and duplicity. He could easily pretend to abdicate the noble title in favor of one of his cousins only to keep him firmly under his thumb, ruling in all but a name.
3) Finally, Ulcazar is the least habitable and least populated part of Ustalav. For the most folks, it probably doesn't even matter who rules it and what is his official title.
Sir Oliver
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I'm just reading again a bit about Karcau in Campaign Setting:
Known for the widely respected Karcau Opera, the canal-riddled Village of Voices has a tradition of musical genius. Built on the site of a vast underground lake, the city stands upon a labyrinth of submerged tunnels and underground channels.
Errr... I'm not sure what does this mean. Is Karcau like Venice - built on hundreds of small islands and in shallow water? Is it like Venice, but there is another lake underneath the first one? Or is it built on solid ground like normal cities but the sewers underneath it connect to the vast natural network of caverns, tunnels and underground lake? :-o
| Charles Evans 25 |
I'm just reading again a bit about Karcau in Campaign Setting:
Known for the widely respected Karcau Opera, the canal-riddled Village of Voices has a tradition of musical genius. Built on the site of a vast underground lake, the city stands upon a labyrinth of submerged tunnels and underground channels.
Errr... I'm not sure what does this mean. Is Karcau like Venice - built on hundreds of small islands and in shallow water? Is it like Venice, but there is another lake underneath the first one? Or is it built on solid ground like normal cities but the sewers underneath it connect to the vast natural network of caverns, tunnels and underground lake? :-o
:D
I saw that entry and thought 'Phantom of the Opera' (or even the Ravenloft vignette along those lines in one of the 'Children of the Night' collections).| F. Wesley Schneider Contributor |
Now if you could just see your way to answering my query which I recently posted on the Campaign Setting thread regarding the small matter of who exactly is the current Count of Ulcazar, if a recent Count gave up his title to go into the church?.... :D
Nope. Can't be bothered. I'll answer it here, though.
Bishop Yarsmardin Senir. Although he does not use the title he did not give up the authority of count. The state, the people, and the Monastery of the Veil still acknowledge him as lord.
| F. Wesley Schneider Contributor |
Errr... I'm not sure what does this mean. Is Karcau like Venice - built on hundreds of small islands and in shallow water? Is it like Venice, but there is another lake underneath the first one? Or is it built on solid ground like normal cities but the sewers underneath it connect to the vast natural network of caverns, tunnels and underground lake? :-o
It's both. It's THIS on the surface with THIS and THIS below. Overall, Karcau is a terrible spot to build a city, but ages of tenacious building and clever architecture have channeled the waters of the nearby lake and underground water into channels both underground and on the surface, though the nearby lake and its underground reservoir still exist.
| Charles Evans 25 |
Charles Evans 25 wrote:Now if you could just see your way to answering my query which I recently posted on the Campaign Setting thread regarding the small matter of who exactly is the current Count of Ulcazar, if a recent Count gave up his title to go into the church?.... :DNope. Can't be bothered. I'll answer it here, though.
Bishop Yarsmardin Senir. Although he does not use the title he did not give up the authority of count. The state, the people, and the Monastery of the Veil still acknowledge him as lord.
Thank-you; I'll copy & paste this over to the Errata/DM reference thread for the CS.
Sir Oliver
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It's both. It's THIS on the surface with THIS and THIS below. Overall, Karcau is a terrible spot to build a city, but ages of tenacious building and clever architecture have channeled the waters of the nearby lake and underground water into channels both underground and on the surface, though the nearby lake and its underground reservoir still exist.
Awesome! I heard about Paris underground before, but I didn't know that their system of underground tunnels was so vast!
So, basically, on the surface we have artificial canals that channel the swamp waters into the lake Prophyiria. But, underneath the cellars and canals themselves are tunnels, reservoirs, sewers, catacombs and natural caves. I can totally see tihs as a metting place for Urgathoa's cultists or a hiding spot for the entire underground "kingdom" of ghouls plotting revenge on the surface world.
I love the contrast of beautiful city and fetid swamps around it. This could also mean Karcau has a brutal history in the vein of Sankt Peterburg: Soividia Ustav's mad dream of building an Oppara of the North, a City of Canals smack middle in the swamps just so that Ustav can show those filthy Khellid barbarians how superior Ustalav's culture truly is.
Also, Karcau now reminds me a bit on Jeff VanderMeer's city of Ambergris from his story collection "City of Saints and Madmen". The only thing missing from it is Festival of the Freshwater Squid, wars between factions representing various philosophical and artistic beliefs, and evil myconids skulking in the back alleys and deserted palaces overgrown with plants and mushrooms.
Ooooh, I'm so going to use Karcau now! ^_^
| F. Wesley Schneider Contributor |
I love the contrast of beautiful city and fetid swamps around it. This could also mean Karcau has a brutal history in the vein of Sankt Peterburg: Soividia Ustav's mad dream of building an Oppara of the North, a City of Canals smack middle in the swamps just so that Ustav can show those filthy Khellid barbarians how superior Ustalav's culture truly is.Also, Karcau now reminds me a bit on Jeff VanderMeer's city of Ambergris from his story collection "City of Saints and Madmen".
Whoa. Yeah. Both of those are awesome. Saved for future reference!
Sir Oliver
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Whoa. Yeah. Both of those are awesome. Saved for future reference!
Glad you liked them! :-)
The whole story of establishment of Sankt Peterburg is in the best tradition of mad European kings: Peter the Great invited engineers from all over Europe to help him build his new capitol while thousands of serfs worked and died draining the marshlands. Using all this for Karcau could mean adding a bunch of unmarked graves and hundreds of really, really angry undead.
As for "City of Saints and Madmen", grey caps gave me a whole new perspective on Myconids, using weird biotechnology to mutate and kill existing population of Ambergris with spores, mushrooms and underground creatures.
Krome
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OK darn it, enough with the fantastic amazing ideas for places and games. There are only so many games I can get in for the remainder of my life. I believe we are well past that quantity. Please stop posting great ideas, otherwise I must use the Lich ritual so I can keep playing.
Besides the more great stuff posted on here, the better Paizo will make their products and the more money I will spend. Mmmmm can my chunk of the $700BILLION go directly to Paizo instead of Wallstreet silk pockets?
| Charles Evans 25 |
I haven't noticed you haunting the Campaign Setting thread, oh great black dragon(:D), so I've copied the following query about one of your favourite countries from it to here, in the hope of an answer:
(All page numbers given being Campaign Setting hardcover page numbers, unless otherwise indicated)
DM Reference question:
P. 140
…In the face of civil war, the country was divided into 16 counties, formally establishing the domains of the land’s most influential families…
I can only find reference to fourteen counties in the Ustalav entry, at best: Amaans, Ardeal, Barstoi, Caliphas, Canterwall (palatinate, formerly county of Tamrivena?), Grodlych (now part of ‘Virlych’), Lozeri (palatinate), Odranto, Sinaria, Ulcazar, Varno, Versex, Vieland (palatinate) and Virholt (now part of ‘Virlych’). As far as I can make out, from the Count Aericnein Neska subentry on Page 143, the area now known as ‘The Furrows’, was part of the counties of Ardeal and Barstoi before it was laid waste in the recent civil war.
However, I do find, in the Lastwall entry, on Page 90, the following quote:…Commandeering the Ustalavan town of Vellumis, the forces of Taldor, aided by the dwarven kingdom of Kraggoddan and the knights of Ozem…
The town of Vellumis, if accurately placed on the world map, seems to be well over fifty miles from the current Ustalav border, as the crow flies. Were either one or both these ‘missing’ Ustalav counties incorporated into Lastwall?
Edit:
Some more Queries on Ustalav which have been unanswered on the Campaign Setting thread so far:
P. 142
…Aside from the bustling town of Rozenport…
Error/DM Reference Question:
Help! There is no town of Rozenport marked on either the country map or the world map. Versex does contain the settlements of Thrushmoor, Illmarsh, Hyannis, and Carrion Hill according to the country map. Is one of these the former/current name for Rozenport? (Carrion Hill already gets a separate mention, so it seems likeliest to me that it is one of the others; for what it’s worth, Illmarsh seems the most handily placed for river/sea access if the country map is accurate.)Query:
Tamrivena, besides being the name of a town, was also the former name of the county of Canterwall before it was ‘refounded’?
Query:
On page 143, 'Gasterhall, the Palace of Travesties' is mentioned in the Virlych subentry, but is not marked on the Ustalav country map. Approximately where was it, or is the location still awaiting official determination?
| F. Wesley Schneider Contributor |
DM Reference question:
P. 140“Ustalav” wrote:…In the face of civil war, the country was divided into 16 counties, formally establishing the domains of the land’s most influential families…I can only find reference to fourteen counties in the Ustalav entry, at best: Amaans, Ardeal, Barstoi, Caliphas, Canterwall (palatinate, formerly county of Tamrivena?), Grodlych (now part of ‘Virlych’), Lozeri (palatinate), Odranto, Sinaria, Ulcazar, Varno, Versex, Vieland (palatinate) and Virholt (now part of ‘Virlych’). As far as I can make out, from the Count Aericnein Neska subentry on Page 143, the area now known as ‘The Furrows’, was part of the counties of Ardeal and Barstoi before it was laid waste in the recent civil war.
However, I do find, in the Lastwall entry, on Page 90, the following quote:
“Lastwall” wrote:…Commandeering the Ustalavan town of Vellumis, the forces of Taldor, aided by the dwarven kingdom of Kraggoddan and the knights of Ozem…The town of Vellumis, if accurately placed on the world map, seems to be well over fifty miles from the current Ustalav border, as the crow flies. Were either one or both these ‘missing’ Ustalav counties incorporated into Lastwall?
Nope. Ardeal was formerly a smaller province comprised of little more than the land around Ardis. As you can see it has expanded. The other is currently undetailed.
P. 142“Ustalav(Versex)” wrote:…Aside from the bustling town of Rozenport…Error/DM Reference Question:
Help! There is no town of Rozenport marked on either the country map or the world map. Versex does contain the settlements of Thrushmoor, Illmarsh, Hyannis, and Carrion Hill according to the country map. Is one of these the former/current name for Rozenport? (Carrion Hill already...
Rozenport was the design name for Thrushmoor. That is an error.
Set
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With Desna, Pharasma and Urgathoa being popular goddesses in Ustalav, I could see a syncretist faith springing up that reveres all three as different aspects of the same primal force of destiny and transition (representing the boundaries between flesh and spirit / the material world and the endless night above, etc.).
Given the dislike that Pharasmists have for Urgathoa, this particular church would be regarded with horror by the mainstream Pharasmic heirarchy, but probably wouldn't bother Desna or Urgathoa too much, as they have such different interests that they'd rarely come into conflict.
The dogma of the tripartate church would see life as a journey, and only a small part of the total journey that a soul makes, which is looked over by all three aspects of 'the three-faced goddess.' The combined church might use an eclipse (a ring of stylized fire surrounding a circle of blackness), with a star twinkling in the center of the black circle, as a symbol. The church would tend to be very fatalistic, believing that the mortal life is only a single step in the journey, and, taking from both Desnian and Urgathoan insect-imagery, might regard mortal life as a larval stage, with the true self only taking flight into the starry heavens as an immortal spirit creature resembling a glowing butterfly upon death. One side-effect of this aspect of the faith is that they are extremely tolerant of physical deformities, regarding the body as merely a host for the soul, which will be beautiful no matter how twisted a limb or milky an eye the faithful displays in life.
A downside to this tolerance is that other churches can find fuel to accuse them of 'harboring monsters', being 'physically corrupted by their evil' or being secret bastions of wickedness, perhaps even churches to Lamashtu, celebrating all that is tainted, twisted and hideous!
'Cause that's a very 'Ravenloft' image, a desperate priest trying to stop a mob of villagers from lynching someone who has taken refuge in his church, with the person finally dragged free, unmasked to reveal some deformity, and burned as a 'monster,' along with the helpless priest and his church...
Matthew Morris
RPG Superstar 2009 Top 32, 2010 Top 8
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Set, I love the merged deity idea and would love to see that.
I'm hoping that Osiron doesn't give us a bunch of new deities, so much as a mix of current and old deities with merged aspects like that.
So Anubis (to use the portfolio in Hamanuaptra) has Portfolio: Anpur, death, doorways, judgment, spirits, vigilance
I'd like the Osirian Anubis to be a mixed aspect of, say, Kols, Pharasma, and Alseta. Which would drive non Osiron characters crazy "That which you call Pharasma is but an aspect of Anubis, your foreign ways pay homage to but a shard of the great god."
Set
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I'm hoping that Osiron doesn't give us a bunch of new deities, so much as a mix of current and old deities with merged aspects like that.
So Anubis (to use the portfolio in Hamanuaptra) has Portfolio: Anpur, death, doorways, judgment, spirits, vigilance
I'd like the Osirian Anubis to be a mixed aspect of, say, Kols, Pharasma, and Alseta. Which would drive non Osiron characters crazy "That which you call Pharasma is but an aspect of Anubis, your foreign ways pay homage to but a shard of the great god."
That sounds very neat. I was recently wanting a diety to fill a 'Set' (pre-Grecian association with Typhon, darkness and serpents) niche for Golarion, and was noodling around with how I could kludge together a faith of war, storms, etc. without inventing a whole new diety.
Matthew Morris
RPG Superstar 2009 Top 32, 2010 Top 8
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Here's the text from Hamunaptra describing how the mortals create it.
The second way in which demigods would be created is when the gods (or the people themselves) would combine compatible aspects of two different gods in order to create a single deity whom they could worship as the embodiment of whatever combined concept or ideology engendered the god to begin with. An aspect of the air god Shu, for example, might be combined with a compatible aspect of the god Horus, thereby creating a “new” deity — Shu-Horus — for the followers of both aspects to revere as one. In these two ways did a static pantheon of 27 gods swell to ridiculous proportions; as far as the masses were concerned, each new god, however it came to be, was a unique divine entity.
| Charles Evans 25 |
Some Ustalav related discussion from Last Tuesday's chat. The discussion started off with whether or not Vellumis was ever an Ustalav city, which is what Wes is commenting on at first:
‹Wes Schneider› Actually I don't think it hurnts anything to say that it was in the way back, before the Whispering Tyrant screwed with the whole region. Since there's not really an honest to god country east of Ustalav - esspecially in that time period - its possible Virholt or Gradluch extended that far south. Even if that seems like a bit of a stretch, it's possible it was just settled by Ustalavic folk.
21:42:37 ‹Wes Schneider› I suspect Ustalav's western borders got a major revision after the wars with the W. T.
21:45:19 ‹Charles Evans› Wes Schneider: Is it possible that Ustalav might once have extended as far south as the river which currently marks the northern boundary of Nirmathas? (since rivers make for fairly popular national bundaries?)
21:47:40 ‹Wes Schneider› C.E.: Doesn't sound unreasonable. I don't think any place else was claiming it.
There was also some discussion of the two 'unnamed' counties of Ustalav, and Wes commented (if I recall correctly) that he thought one of them had been incorporated into Ardeal, but I cannot currently provide a quote regarding that.
| F. Wesley Schneider Contributor |
Carrion Hill has no sane or logical right to be as populated as it is in the region it occupies. Something is wrong about the city, which spills across an eerie hillock in one of the most desolate regions of Ustalav. Many people who visit the place tell of strange sounds and colors; eerie ancient buildings; awkward, evening frightening, natives from old and clannish families; alleys that seem to shift and disappear, taking their sagging buildings and occupants with them; and dreams of plazas and avenues beneath the cobblestones trod upon by unnatural, long-limbed creatures. Others come to Carrion Hill and find themselves unable to leave, compelled to stay by deeply rooted yet formerly hidden infatuations and obsessions seemingly unleashed by the hilltop city. The people of Versex don't go to Carrion Hill, for those who do, might not come back.
How's that for ya?