Clonge
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I'm using it for my group. The Narlmarshes just became a much more dangerous place.
In Rivers Run Red, I've substitued Howl of Winds and event 1 for the events Challenge of the Fang, using Howl of Wind as the would-be king of the wolves and the members of the Green Faith in the inn werewolf and vargamours) for the werewolf tribesman. I used the states of the tribesman, just because he was tougher. ;-)
My players are embracing the flavor and feel of it. As outsiders, strangers in a land they now have to rule, they need to learn the existing culture and 'Old Ways', so it makes it easier to introduce the material in bits and pieces.
I'll post more as they move on.
| Aureus |
I have played with the idea of introducing elements from Tales to our Kingmaker game making the Gronzi the Forest. The Gronzi Forest stretched far more down south in the old days and now the druids of the Stolen Lands are searching for ways as in rituals etc. to revive the spirit of the woods. But I haven't used anything yet.
So I am reading this thread very attentively!
Robert Brambley
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| 1 person marked this as a favorite. |
I have read half of the product so far - only the actual scenarios are left to read still.
My campaign is currently half way through book 2.
So far, I have layed groundwork that via the close ties to the "old world" in that region, that the forest has unpredictable behaviors.
I have further included mythology into the game that unicorns are the gatekeepers between the fey/shadow realm and that of the prime. With the Unicorn dead in book one this has created a thinning of the barrier between the two worlds, and the fey world has become coterminous to the plane in that region.
This layed the groundwork for making slight adaptations of Margreve and inserting them into the Nalmarches.
The following have become evident to the players so far....
1) the cleric has been noticing that his channeling of energy that has been done within the nalmarches has been creating/restoring life to the flora and fauna in the area - thickening vegetation etc.
2) a lumbermill camp in a forest hex has suddenly experienced a set-back. The axes and saws in the camp have been rusting at an unusual rate.
3) Tatzelford has started putting circles of salt around some of their buildings to ward off the evil fey spirits.
Other bizarre occurences will begin to occurr - including the forest taking steps to "favor" certain creatures encountered - depending on what they mean to the forest.
Once the PCs befriend (should they choose to) the old swamp witch Bedame, I am going to use her as a loremaster of the old world and will begin to solve some of these riddles for the PCs.
There are two PCs who had been very unkind to the woods early on - killing animals etc without regards to the balance of nature. They will be the target of the forests ill-will. Furthermore, I have heard the PCs talking about turning every forest hex into a lumber mill camp - which will not go very well. Eventually the PCs will have to find a way to repair their reputation with the woods and find a way to live amicably with it - or be doomed.
I am very interested in learning what other DMs have done with this. This could be a very good thread and forum for brainstorming and sharing ideas.
Robert
| Bofdm |
I have read half of the product so far - only the actual scenarios are left to read still.
My campaign is currently half way through book 2.
So far, I have layed groundwork that via the close ties to the "old world" in that region, that the forest has unpredictable behaviors.
I have further included mythology into the game that unicorns are the gatekeepers between the fey/shadow realm and that of the prime. With the Unicorn dead in book one this has created a thinning of the barrier between the two worlds, and the fey world has become coterminous to the plane in that region.
This layed the groundwork for making slight adaptations of Margreve and inserting them into the Nalmarches.
The following have become evident to the players so far....
1) the cleric has been noticing that his channeling of energy that has been done within the nalmarches has been creating/restoring life to the flora and fauna in the area - thickening vegetation etc.
2) a lumbermill camp in a forest hex has suddenly experienced a set-back. The axes and saws in the camp have been rusting at an unusual rate.
3) Tatzelford has started putting circles of salt around some of their buildings to ward off the evil fey spirits.
Other bizarre occurences will begin to occurr - including the forest taking steps to "favor" certain creatures encountered - depending on what they mean to the forest.
Once the PCs befriend (should they choose to) the old swamp witch Bedame, I am going to use her as a loremaster of the old world and will begin to solve some of these riddles for the PCs.
There are two PCs who had been very unkind to the woods early on - killing animals etc without regards to the balance of nature. They will be the target of the forests ill-will. Furthermore, I have heard the PCs talking about turning every forest hex into a lumber mill camp - which will not go very well. Eventually the PCs will have to find a way to repair their reputation with the woods and find a way to live amicably with it - or be...
I'm very interested to see how the Tales of the old Margreve can work out in Kingmaker. I've started reading through a little bit of the AP, and I plan on picking up Tales after the New Year when my wallet isn't quite so thin.
Trolls are always near some sort of bridge like structure, Werewolves can only be truly killed be silver weapons, there is a crazy old witch in the woods related to baba yaga, there's some sort of Fae that travels about the houses of children in the winter and leaves presents for them or steals them based on their alignment. (mostly joking about the last one but it would be fun to fight Fae santa claus)
In this way the laws of the First World could be bound by the rules of the 'story' or at least have one reflect the other. This would make the knowledge of Briar and the story of the Nymph Queen appropriately tragic in how she is attempting to stop the story from coming true and prevent her own death.
In regards to the middle parts of the AP that seem primarily based on Kingdom building and dealing with rival nations and powers as the kingdom grows stronger, there can still be "Fairytale" influences playing out but it would likely require a lot of research into the original influences for a lot of the classic Fairytales. Though really they don't even need to make a lot of sense, like the creation of the Vorpal Sword and the Jabberwock from Through the Looking Glass.
This is also my first attempt at spoiler tags. Hope they work.
Thomas Austin
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I'm sticking several of these 25 Reskinned Creatures of the Margreve in my Kingmaker campaign, as the flavor is well-nigh perfect.
| Ambrus |
In Rivers Run Red, I've substitued Howl of Winds and event 1 for the events Challenge of the Fang, using Howl of Wind as the would-be king of the wolves and the members of the Green Faith in the inn werewolf and vargamours) for the werewolf tribesman.
This strikes me as a great idea; a good way of fleshing out Howl of Winds and making him a much more dynamic threat. Similarly, it seems like Mother Babushka could be easily substituted for the Old Beldame since they fulfil pretty much identical roles. Best to flesh out a single existing old faerie-crone NPC rather than peppering the woods with nearly identical ones. Either that or have them be sisters of one another.
My own addition to the Beldame/Babushka character will be to make her a Harrower; using Paizo's Harrow cards to perform ominous readings for the PCs at the beginning of each module much as was done in the Curse of the Crimson Throne A.P.
I have further included mythology into the game that unicorns are the gatekeepers between the fey/shadow realm and that of the prime. With the Unicorn dead in book one this has created a thinning of the barrier between the two worlds, and the fey world has become coterminous to the plane in that region.
Nice idea! It'd seem easy enough to pepper a handful of additional slain unicorns at key points throughout the A.P. to ratchet up the tension and foreshadow the eventual breakdown of the barriers between worlds.
It seems like the last part of Kingmaker plays out very much like a Fairytale, but the summaries of the middle sections of the AP seemed to be decidedly less so. Has anyone tried playing Kingmaker as one giant extended Fairytale from beginning to end? Have those old scary true stories that all those legends are based off of live in the Stolen Lands?
That's what I'm considering doing myself. A prominent opportunity to highlight the faerie tale theme I believe lies in the Varnhold Vanishing; the midpoint of the A.P. During my first read-through of the module I was struck by its strong similarities to old world stories of the sinister fair folk who live beneath faerie mounds; who were sometimes described as being giant in stature. Consider, a timeless faerie lord of great power and stature who takes offence when a mortal man foolishly trespasses upon the ancient faerie mound beneath which he and his cohorts dwell. Seeking vengeance he emerges and, under cover of darkness, plays a enchanting tune on his magical flute/lyre to lure the bewitched humans out of their houses and make them to follow him back into his demesne where they will be enslaved forever or eaten; never to be seen again. Having the town being overrun by a band of unruly fey squatters is just icing.
Few changes would be needed to re-skin Vordakai as a faerie lord rather than a cyclops from a fallen empire. To further tie him into the campaign's larger plot, I'd even go so far as to substitue him for Count Renalc; the Eldest who's been exiled from the First World by his peers for his improper dalliance with Narissa. Instead of being sent to the plane of Shadow he could have been banished to the mortal world where he's been holed ever since; slowly diminishing in power due to his being away from the First World for so long. I'm still mulling over the details. Any feedback would be well appreciated.
| Cesare |
I think turning Vordakai into the Pied Piper of legend is a clever idea. Given that the Eldest are godlike beings, his power must have degraded immensely since being exiled from the First World. Maybe he needs to consume the souls of sentient creatures to prevent further decay? His dessicated appearance shows just how weakened he has become.
Perhaps the Eldest are beings of pure magic. They can function normally in the First World, but on the Prime, their life force begins to siphon away and seep into the surrounding countryside. Maybe the Varnhold region is blooming with plant and wildlife -- unnaturally so.
Maybe the countryside is swarming with rats of all shapes and sizes. They act as reminders of the foolish bargain the people of Varnhold made with Vordakai before themselves being taken away.
As you can plainly see, I've been inspired by the Old Margreve thread. :)
| Bofdm |
I think turning Vordakai into the Pied Piper of legend is a clever idea. Given that the Eldest are godlike beings, his power must have degraded immensely since being exiled from the First World. Maybe he needs to consume the souls of sentient creatures to prevent further decay? His dessicated appearance shows just how weakened he has become.
Perhaps the Eldest are beings of pure magic. They can function normally in the First World, but on the Prime, their life force begins to siphon away and seep into the surrounding countryside. Maybe the Varnhold region is blooming with plant and wildlife -- unnaturally so.
Maybe the countryside is swarming with rats of all shapes and sizes. They act as reminders of the foolish bargain the people of Varnhold made with Vordakai before themselves being taken away.
As you can plainly see, I've been inspired by the Old Margreve thread. :)
That's awesome. +1!
| Ambrus |
I think turning Vordakai into the Pied Piper of legend is a clever idea.
Thanks.
Given that the Eldest are godlike beings, his power must have degraded immensely since being exiled from the First World.
Agreed. Although I imagine that the passage of time and his lost ties to the First World have done a great deal to diminish him, I'd say that most of his power was stripped from him by the other Elders during their initial censure long ago. Being crippled by their intervention would explain why he could be bound to his faerie mound. I imagine that the mound might have been originally intended to serve as his prison. The nomen centaurs (who may have initially been sent by the Eldest to the mortal world for just this purpose) had been charged ages ago to guard the mound and ward away would-be trespassers.
Maybe he needs to consume the souls of sentient creatures to prevent further decay?
Not just to prevent further decay but as the means for him to regain some measure of his former power. This value placed on mortal souls reminds me of the western european folk tales regarding the tithe of souls which the faerie court must pay to hell every seven years to maintain its standing. Perhaps Vordakai has been collecting/consuming/trading-away souls in the area for a long time and the Varnhold Vanishing is simply his greatest and most recent power grab. It might have been presaged by centuries of low-key soul snatching in the form of the traditional stealing of newborn mortals from their cribs and switching them with sickly changelings (either disguised wicker constructs or tiny fey servitors). It's only through these activities that Vordakai has finally gained the power needed to leave his mound and has used the opportunity to enact the Varnhold Vanishing. One or two earlier encounters with changeling "infants" could serve to alert the PCs to the kidnappings and so foreshadow the Varnhold Vanishing. The sprigans left behind in the wake of the vanishing would be a congregation of these fey changelings who've dropped their mortal guises and are simply revelling in their master's greatest triumph.
His dessicated appearance shows just how weakened he has become.
Exactly. It's not even necessary to change Vordakai's type; his undead nature reflects quite well how crippled he's become.
| Cesare |
So, do you plan on RAW?
I still like the whole Pied Piper/rats angle. (Maybe because I was always creeped out by that fairy tale as a kid). Luckily, I still have months before I get to that point.
My wife's PC is a paladin of Erastil and I am actually thinking about retconning her smite and channel energy abilities to be able to affect fey. (I'm running a solo campaign)
| Ambrus |
So, do you plan on RAW?
You mean keeping the creature write-ups in the module? As much as possible. I believe the majority of the locales and creatures can be used straight from the book with only the fluffy parts changed to reflect the faerie tale nature of scenario along with Vordakai's altered origins and slightly different motivations.
To foreshadow the existence of soul-stealing fey in the area I'm thinking of having Svetlana fall pregnant early on thanks to the special moon radishes she had had collected for Oleg; they being a traditional male fertility aid. ;)
As the PCs watch Svetlana's pregnancy and even aid in the child's delivery (the PC druid of Erastil has a background as a midwife) they'll hopefully develop a bond to the newborn baby. Imagine the horror of later discovering that the baby has been stolen away by one of Vordakai's henchmen and replaced with a changeling. >=]
I still like the whole Pied Piper/rats angle.
I can see the appeal of it. So is it your intention to have Vordakai approach Maegar Varn and offer to rid Varnhold of a rat infestation?
My wife's PC is a paladin of Erastil and I am actually thinking about retconning her smite and channel energy abilities to be able to affect fey. (I'm running a solo campaign)
As long as they're evil, wouldn't her smite ability affect the fey normally?
Robert Brambley
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Personally I think Irovetti would make for a better fey creature.
Vordakai could work too - but not sure if the loss of the true story of the cyclops and history is worth it - that so rich in Golarion lore.
Perhaps V is/was cursed by fey however.
I do like the stealing of souls idea; a Harvester of Sorrow. And the idea w/ Svetlana and baby is delicious!
Robert
| Ambrus |
but not sure if the loss of the true story of the cyclops and history is worth it - that so rich in Golarion lore.
I've likely missed earlier mentions of this ancient empire, and so remain ignorant of its glorious history, but within the context of the A.P. it seems largely tacked on and superfluous to me. There's no earlier mention of the empire before the vanishing, none after, and nothing much beyond the contents of Vordakai's tomb to highlight the lich's origins. To me at least, it seems easily disposed of with little being lost in the tradeoff.
On the other hand I'd welcome the opportunity introduce the romantic relationship of the BBEG and her exiled Eldest paramour and how it has come to influence events in the mortal world before the final module of the A.P. Just my ¢2 of course. YMMV.
| Ambrus |
Back to the O.P.; I've been reading more of the Tales of the old Margreve and I've some concerns regarding its suitability as written. I'm curious to hear other people's thoughts on the matter.
The Narlmarch Wood seems the most obvious sylvan locale to act as a stand-in for the Old Margreve; it's the largest wooded area in the Stolen Lands, is smack dab in the middle and is the center-point the of the early modules. Thousand Voices might make more sense, it being closely tied to the First World and all, but it being relegated to the final two modules makes it much less accessible and so less desirable to me overall.
Naturally, some key locales, NPCs and events from the Narlmarches must be kept so as to ensure the integrity of the A.P., but others could be easily substituted for those of the Old Margreve. Where my concern first surfaces however is with some of the Global Margreve Powers; specifically the Aura of Rust, Aura of Wildness and Siphon Magic extraordinary abilities. Although the aura of rust can be easily managed by PCs with at-will access to the mending cantrip, the aura of wildness makes having trained mounts and dogs (and to a lesser degree familiars and animal companions) all but unsustainable within the bounds of the forest. This would be a tough sell for my group of players who've focused a lot of their background and resources on their mounts and mounted combat abilities. Similarly, the siphon magic effect, although not crippling, will certainly be a big turnoff for the party's casters. "-1 caster level? On every spell I cast with no way to circumvent it? No thanks." Instead of making the forest mysterious and a lure to adventure, it would instead seem to make it that one place in the campaign that the players dread to visit because of the hassle it entails.
Another concern is how these powers would influence the pivotal kingdom-building aspects of the campaign. The inability to maintain domestication of animals or the use of metals within the forest make it anathema to a fantasy-medieval civilization. I'm afraid it would make the Narlmarches a big barrier cutting a prospective Stolen Lands kingdom cleanly into two.
It'd seem necessary to either nerf these abilities severely or to remove them altogether to make the campaign work. Thoughts?
| Erik Freund RPG Superstar 2011 Top 16 |
Not to sound creepy, but I'm watching this thread very carefully. I'm pretty sure I'm not the only one, either.
Sadly, I cannot contribute at this time, as I do not own the book. (And honestly, whether or not I will purchase it will be determined by the discussion herein.)
Please, continue. You have an attentive audience.
Therabyd
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Ambrus,
Those are good points about the global Margreve powers. I'd look at them more as reasons for adventure, though, then hindrances. For instance, maybe the reward at the end of one of the later adventures
could be an incantation to "attune" the PCs' whole kingdom to the Margreve, allowing inhabitants to ignore one of the global powers. That would give the PCs a reason to return to the Margreve at higher levels and would make the forest feel like part of their kingdom instead of an interloper.
At lower levels, where the scale of the adventures doesn't quite match such a reward, siphon magic and aura of wildness are potential PC disincentives. Maybe you could reserve the global powers for deeper in the forest, so PCs on the outskirts don't have to worry about them ... but once they're drawn into an adventure they'll be motivated enough to put up with the issues.
Robert Brambley
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Back to the O.P.; I've been reading more of the Tales of the old Margreve and I've some concerns regarding its suitability as written. I'm curious to hear other people's thoughts on the matter.
...
Ambrus; I too have had these concerns over the same reasons you listed.
Here's how I feel:
Using Margreve "as written" for its full intent would indeed significantly hinder the campaign of Kingmaker.
If one wanted to use Margreve as written, it would be best to simply have a campaign focused on the forest itself; that way it's "part of the campaign setting" much like Ravenloft and the mists are synergistic. It in fact has a very Ravenloft flavor to it and responds to its inhabitants much like the lands of the demi-plane of dread do.
Having the Margreve as an ancillary part of a larger campaign such as Kingmaker is not going to be easily meshed.
I am thinking that Margreve may possibly be used more robustly in the upcoming AP (can't remember the name) that has a Ravenloft feel.
To encompass Margreve into Kingmaker, I believe one needs to significantly lessen the potency of it.
I do not intend for it to syphon magic to the point of hindrance to the casters. The rusting happens, but not overnight. Mostly the forest is a more of a slight haunting/poltergeist entity than an overwhelming bully.
The cleric has been noticing that his channelling is significantly being used and enjoyed by the forest. Slowly the players are learning there's more to this forest. Their saw blades and axes at their lumber mill have become dulled and rusted.
How you can use it in the campaign is that characters must learn to embrace the woods and be respectful of it; lest it conspire (subtley) against them.
Perhaps it rises waters in creeks/rivers when they're trying to cross. Perhaps their farms are affected. Their animal companions act like the they are enemies, irritating or stinging vermin are attracted to the PCs, paths in the woods alter, prey is scared off, wood arrows etc warp quickly, tracks disappear; all these things should be happening intermittently until the PCs catch on that they are "interlopers" and must pay homage to the living woods.
The bottom line is that the forest acts as a living entity that must be appeased and respected by the PCs, or it will and can make life harder on the PCs. If they care little about expansion, lumberjacking, destructive spells in the woods etc, can bring ill-fate upon them.
Once the PCs have formed a good healthy relationship with the forest, things may begin to easier for them. Animals come to their aid, an army of treants assists them, creeks lower to allow crossing.
What the PCs must do to appease the woods (ie what sacrafices, etc) is up to each DM and how they wish to proceed. Perhaps an ancient crone speaks with the woods and gives them "quests" to do to help the woods - building reputation with the forest.
I do not however intend to make it a given that casters are hindered and animals are unfriendly. The PCs must warrant the forests displeasure.
On a side note, using the Kariv as a Varisian caravan, and adding the griffons, and some crones and some of the fey encounters are perfect for sprinkling into the campaign.
The adventure hooks that are written for each of the locations in Margreve, as well as some of the adventure scenarios, have been great for inspiring additional sand-boxy type encounters to add to the game.
Robert
| Ambrus |
Using Margreve "as written" for its full intent would indeed significantly hinder the campaign of Kingmaker.
Agreed. As you said, it might be a fine locale as is if it were the venue for the entire campaign, but it being only one of many locales to be explored within the scope of the Kingmaker A.P., its daunting powers risks making it one of the least hospitable and less enjoyable ones that the PCs must explore.
For the global powers of the Old Margreve I believe I'll either temper the Aura of Rust or ignore it entirely. I'll limit the Aura of Wildness to wild animals born within the Old Margreve. It also won't affect animals who were never wild to begin with; those who were born into domestication like my PCs' horses and dog. Still not sure what I'll do about the Siphon Magic ability of the forest.
The PCs' exploration of the Narlmarches is likely to be largely complete by the end of Rivers Run Red, so a GM has to plan to wrap up whatever Margreve related threads he's introduced before the PCs achieve 7th level. After that, they'll be turning their attention to other locales within the Stolen Lands so as to continue with the A.P.'s greater plot. Wrapping up the Margreve by 7th level also seems like a good idea since, by then, most adventuring groups will soon acquire the magical resources necessary to either deal with or ignore most of the Margreve's challenges. Best to leave the mysterious forest before it stops being mysterious.
Since the PCs' kingdom must, to some extend, incorporate the Narlmarches, it'd also seem necessary that, by 7th level, the PCs have either tamed the Old Margreve or at the very least made peace with the forest somehow. Otherwise there's a risk that the continuing kingdom building aspects of the game will suffer, along with the overarching plot of the campaign which would be negatively affected by a forest that continues to antagonize the PCs.
Our group had its fifth session recently and I had Oleg, who's warming up to the PCs since their original defeat of Happ's bandit group, tell them more about the nearby forest that they're considering entering soon. I've decided that he used to be a hunter with many years of experience with and a deep respect for the forest. He told them that it was only known as the "Narlmarches" to the people of Brevoy because of it being on their frontier. The people of the forest, however, know it properly as the Old Margreve and refer to it in the feminine. I then had him recount the story of Mikhail the Woodcutter from the intro of Tales of the Old Margreve.
I'm thinking of taking the Lonely Barrow (location F in Rivers Run Red), possibly relocating it within the forest and having it be the tomb of the legendary Mikhail. The weapon which the PCs can recover from the tomb would be Mikhail's axe Woman's Scorn; gifted to him by the Moonlit King. Seeing as how its reputed to be able to "cleave anything that stands before you, whether 'tis wood, flesh or stone, as if you cleft the air", I'd say it should be made of adamantine in addition to its other properties.
I'd also have Scorn be the axe which, when claimed from the tomb, sets into motion the Challenge of the Fang adventure, having Howl-of-the-North-Wind (from encounter E from Rivers Run Red) as the prospective king of wolves and the Old Beldame (from encounter J from Rivers Run Red) as a stand in for Mother Babushka. I figure that, in the background of the campaign, the previous Challenge of the Fang (and possibly others before it) was won by the wolves; which helps explain why mortals have proven unable to successfully settle the Stolen Lands within recent memory. If the bearer of the axe succeeds in defeating Howl-of-the-North-Wind during this challenge, then this adventure can serve as the catalyst which mystically grants the PCs the means by which to finally tame the Old Margreve for at least the next three generations; allowing the PCs to safely incorporate it into their growing nation.
I believe I'll also have the "Moonlit King" from Oleg's tale about Mikhail the Woodcutter turn out to be the exiled Eldest I'd mentioned in an earlier post; my faerie lord stand-in for Vordakai the lich. In the tale it's described how he keeps mortals as slaves and that he and his court dwell "in Shadow"; well in keeping with Vordakai's demeanor. His failed relationship with Nyrissa the nymph and subsequent exile from the First World also explains why he considers there to be "nothing so sharp in all the world" as a woman's scorn. It'd be particularly ironic if the PCs end up defeating him with his own axe.
Robert Brambley
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***Lots of Good stuff***
I really like what you've written here. Good stuff indeed.
As for animals belonging to the PCs never being subjected to "aura of wild"; While I agree that it would be too much of a hindrance to use it carte blanche on the PCs, I'm of the opinion that you can still allow them to be affected to a much smaller degree. Perhaps not outright hostility (at first), but certainly an uneasiness, an outward sign of displeasure towards the owner, if/when the animal detects or is influenced by the forest if/when the forest sees the PCs actions as harmful/detrimental to her.
Essentially I think Margreve is more playable as part of the Kingmaker AP if the forest doesn't "hate all interlopers" but instead is "loves the natives of course, but is neutral on interlopers" Being swayed on the latter on whether or not the interlopers are respectful/kind to the forest or not. That above all else forges her opinion on an individual. And using the wildlife and fey within her borders to carry out her justice on those who don't, or carry her blessings if they do.
Jhod Kavken is also a great resource for one who is wise to the Old Margreve. Don't miss the opportunity to have him tutor the PCs on the ways of Old Margeve.
Also I designed Roy and Latricia Lezbin (book 2) as followers of Jhod's congregation; so the town of Tatzleford has taken on some of the "old ways" of the Margreve in their behaviors and customs.
As for 7th level - you're right that as PCs they will have moved on - but the Old Margreve should have at least one - probably two settlements (the elven keep being another logical location to Tatzleford), that will be directly affected by Old Margreve throughout the campaign; and the people living there.
You can continue to find "events" etc that occur there throughout the campaign, AND, will continue to play a roll for how the forest is treated well beyond 7th level.
Finally, based on the info you provided and the flavor and stories you've putting into this, I strongly urge you to see the Pathfinder modules "Realm of the Fell Night Queen" and as a capstone to the AP, "The Witchwar Legacy".
Both of which make prime tie-ins withe fey/witch/margreve angles of the AP you (and I) are running).
Robert
| Cesare |
I really liked the list of Greenbelt rumors at the end of Stolen Land. Has anyone devised a rumor list about the Old Margreve in general? I find that rumors and stories are an excellent way to amp up the atmosphere and foreshadow/highlight important elements of the setting.
Oh, I took a cue from this thread and had Oleg relay the story about Mikhail the Woodcutter and the Midnight King (with a Russian accent to boot). My player liked that immensely.