The totally awesome N'wah Akiton Runelords Idea thread *spoilers*


Lost Omens Campaign Setting General Discussion

201 to 250 of 559 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Dark Archive

Pathfinder Rulebook Subscriber

NOW he tells me.

Dark Archive

Pathfinder Rulebook Subscriber

Well, crapola. Is there any other PFS scenarios touching on Akiton? I've still got a gift certificate, so I can buy a couple of 'em if I gotta.

Dark Archive

Pathfinder Rulebook Subscriber

Alright. The latest Player's Companion PDF becomes available Wednesday, so I can buy that and "Red Revolution" then without wasting my whole gift certificate on a four-buck adventure. Until then, info may be sparse, since I don't really want to ret-con even more stuff.

Grand Lodge Contributor

Sorry! I hadn't looked at this thread until today! Don't feed me to the sand worms!

As far as I'm aware it's only that PFS adventure. It's part of a series and the ones either side DO NOT take place on Akiton.

Dark Archive

Pathfinder Rulebook Subscriber

K, I've got the adventure. I'm gonna read it and I'll start up the RetCon Engine shortly afterward.

Dark Archive

Pathfinder Rulebook Subscriber

Yeh, it doesn't diverge TOO much from what I was writing up. The city's much smaller, but it still has a similar enough feel that I think the RetCon Engine can handle it with very little booze- er, fuel.

And worry not, my late-coming friend. The sand worms still slumber deep, their bellies full of traitorous scum from the last uprising. Your punishment is to keep reading up on whatever I end up throwing out here, and maybe throw some suggestions into the e-hat. It seems most folk are just content to take what I give 'em, but I am open to suggestions on what to expand into next (though I'm guessing Maro is where we're going after Arl gets polished up to semi-conform with canon).

Dark Archive

Pathfinder Rulebook Subscriber

So while I digest this adventure and take the precious bits from its twitching corpse, I think I'll do some stat blocks. Prolly do some sample Arl priests and some Blessed Scions so's groups can kick 'em in the ding-dings if they so desire.

Dark Archive

Pathfinder Rulebook Subscriber

Here's some stats for a typical, baseline priest of Arl. Lower-level clerics would be acolytes, and higher-level clerics obviously move up the hierarchy. I'm babbling up here so's the stat block isn't all shoved over by my profile picture.

Oh look! A bee!

False alarm.

Arlian Priest CR 4
XP 1200
Imperious Human cleric 5 (Advanced Race Guide)
LN medium humanoid
Init +1; Senses Perception +3
DEFENSES
AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 shield)
hp 26 (5d8)
Fort +6, Ref +4, Will +9
OFFENSE
Speed 30 ft.
Melee mwk light mace +3 (1d6-1)
Ranged mwk revolver +5 (1d8/x4)
Special Attacks channel positive energy 6/day (DC 15, 3d6)
Cleric Spells Prepared (CL 5th; concentration +8)
3rd—bestow curse (DC 16), prayer, protection from energyD
2nd—aid, calm emotions, enthrallD, hold person (DC 15)
1st—bless, command (DC 14), divine favorD, endure elements (already cast), shield of faith
0 (at will)—guidance, light, resistance, stabilize
D domain spell; Domains Nobility, Protection
STATISTICS
Str 8, Dex 13, Con 10, Int 12, Wis 16, Cha 16
Base Atk +3; CMB +2; CMD 13
Feats Alignment Channel, Persuasive, Selective Channeling
Skills Bluff +5, Diplomacy +15, Intimidate +10, Knowledge (religion) +8, Linguistics +4, Sense Motive +13, Spellcraft +5
Languages Akitoni, Azlanti, Low Arl
SQ inspiring word 6/day (+2 for 2 rounds), resistant touch 6/day
Combat Gear wand of cure light wounds with 41 charges; Other Gear mithral shirt, seabeast ivory light shield, masterwork light mace, masterwork revolver with 12 bullets, gold holy symbol worth 100 gp; priest's vestments, assorted jewelry worth 75 gp
Boon An Arlian priest can secure the PCs an audience with a higher-ranking priest or other official. They could also provide the PCs with up to 3 days' worth of free food and shelter within Arl by "fudging" their travel expense logs.

Dark Archive

Pathfinder Rulebook Subscriber

Yes, I imagine most, if not all, of Arl's priest caste being the Imperious Human variant from ARG.

Dark Archive

Pathfinder Rulebook Subscriber

Oops, forgot to add in the bonuses from his priestly garb. So +2 on Intimidate, and +1 on other Charisma-based skill checks. That's not including the bonuses and penalties from Arl as a city, which you can use either the one I whipped up or the one from Red Revolution, as you see fit. I'll be merging them sometime this week (by which I mean getting mine in line with the "official" version).

Though Ben Bruck has a point: "I say, go your own way with it. Don't worry about conforming to canon, I mean, it's PFS, it's only half-canon anyway. People are digging your stuff, so give it to them."

Thoughts, gang? How far should I be willing to break from the limited canon we got for Akiton?

Dark Archive

Pathfinder Rulebook Subscriber

Priest's vestments are the equivalent of courtier's outfits for cost and weight, BTW.

Dark Archive

Pathfinder Rulebook Subscriber

K, here's the Arl city stat block from Red Revolution, with some modifications due to it not being in revolution mode. The previous information, with the exception of the population numbers, that I wrote up works out pretty much fine; we'll just say that Arl's population is 44,000 within the city, and the total population of the "nation" (Arl and its holdings) is, oh, I dunno, 150,000 or so?

The big difference is that Princess Verrish is instituting reforms to separate the city-state from its crazy "Azlanti is our totes boss" situation. This will of course cause some major weakening of the priest caste, and they're fighting back politically when they can. It's getting more mercantile in scope, and while all transactions are still overseen by Abadarian priests, the visitors will pay the merchant/innkeeper/whatever directly in cash, and that cash then becomes part of the communal taxes.

So if you run Arl after the events in "Red Revolution", use the stat block below; it'll work just fine. I "fixed" a few things- changed up the government a bit, added the magic items section, and for some reason, Josh Frost wrote the princess as a LN barbarian so I made her a ranger. But most of it is canon, and it can easily be used, with the "old" write-ups being before the revolution, and the political changes as implemented being why, say, it has a Crime modifier of +2 (there's finally stuff to steal! And I'm a disaffected youth who sees opportunity for change!) and a Society modifier of +1 (actually having foreigners in the city is wigging the locals out a bit).

Arl, Capital of the High Plateau Thurokdom
LN metropolis
Corruption +0, Crime +2, Economy +5, Law +7, Lore +5, Society +1
Qualities academic, insular, magically attuned, pious, prosperous, strategic location
Danger +10
DEMOGRAPHICS
Government Thurokdom (Prince or princess plus cabinet of religious and secular advisors)
Population 44,000 (28,000 Akitonian humans; 5,000 Akitonian lizardfolk; 5,000 Ysoki; 2,000 Shobhad-neh; 2,000 Golarion humanoids; 2,000 other)
Notable NPCs
Princess Verrish (LN female human aristocrat 8/ranger 2)
MARKETPLACE
Base Value 25,600 gp; Purchase Limit 180,000 gp; Spellcasting 9th
Minor Items all; Medium Items 4d4; Major Items 3d4

Dark Archive

Pathfinder Rulebook Subscriber

"Golarion humanoids" is mostly Golarion human ethnicities (let's say, oh, 85%, or 1,700 people), with elves being second (at, say, 10%, or 200 people) and every other standard race eating up small bits of the remaining 100 people.

The 2,000 other includes, hmm... 500 aasimar and 400 tieflings, maybe? Pretty much every one is a member of the Blessed Scions (planetouched being "blessed" by several different gods in the pantheon, both good and evil).

Of the humans not from Akiton, well, you can decide their breakdown, but I'm seeing a solid percentage being Chelaxian or Taldan, with other ethnicities more or less equally represented. One quirk I'd like to implement would be having some actually pure-blooded Azlanti among them. Every Azlanti is just simply awesome-er than normal humans, being they get +2 to every stat, plus the usual human traits, so they've all taken high permanent positions in Arl's government. A few of the high priest may be Azlanti, and certainly Arl's best wizards are.

But they're a dying breed. If 5% of the non-native human population is Azlanti, that's 85 people. The bloodline is running thin. And some Azlanti purists might be getting up to some shenanigans to turn that around. What shenanigans, you ask? Well, if you ask for it, you just may find out...

Dark Archive

Pathfinder Rulebook Subscriber

The People of Arl
A wee breakdown of what the folks in Arl are about.

Akitoni Humans
The overwhelming ethnicity of native Akitoni humans in Arl is Arlian- Akitoni natives who bred over generations with their Azlanti overlords. Many an Azlanti thurok took up a sizable harem, and their descendants look more or less like red-skinned Azlanti: prominent widow's peaks, dark brown, black, or red-hair, and varying shades of lavender eyes. Some even have taken on an odd, dusky olive to burnt umber or sienna coloration, but the people of Arl consider warm reds to be a sign of higher breeding, with the Azlanti physical characteristics adding the "touch of the divine" to such "noble" figures. Among the Arlians, some unusual hair colors do crop up, such as platinum or golden hair, usually due to latent heritage from interbreeding with aasimar.

Akitoni Lizardfolk
The red-scaled, iguana-headed lizardfolk of Arl are a curious inclusion into the city, but upon closer inspection it makes sense (to them, at least). Of all the city-states on akiton, Arl is most closely tied with its ancient barbaric past. Even its civilizing influence- long-lost Azlant- was not above human sacrifice when it seemed necessary, and the draconian, "eye-for-an-eye" laws handed down to Arl fit nicely with the bloody history of its denizens. Because of this, many a tribe of lizard-men has found city life in Arl to their liking, allowing traditional pursuits such as hunting as their caste role, while still enjoying the comfort and security of city life. In fact, Akitoni lizardfolk are some of Arl's most staunch traditionalists, eager to curry the favor of the higher castes and prove themselves to the Great tribe, as they consider Arl and her inhabitants.

Shobhad-neh
Some two-thousand "civilized" Shobhad-neh call Arl home, many of whom serve with distinction in the Blessed Scions (but never higher than the equivalent of sergeant in rank). The shobhad's cultural familiarity with a wide variety of weaponry meshes well with Arl's mandated military training, and even a humble shobhad farmer or porter can unleash their racial battle-fury when the time comes for it. Shobhad who don't serve in the Blessed Scions are often farmers, shepherds, and members of other rural castes, but some take up positions as artisans, and more than a few toil in Arl's government-owned Gunworks.

Ysoki
Where there's a city-state, there are Ysoki. The Ysoki find the close community of Arl to be inviting and familiar to their own internal culture, and their dedication, work ethic, and innate curiosity help them serve well as members of the artisan caste. That said, for all they provide to Arl, upward mobility in the city is even harder for a Ysoki than the average Akitoni human: positions in the churches for them are rare, and their genius in their chosen craft is outweighed by a subtle racism in Arl's society. Nonetheless, most ratfolk happily work at their professions for the meager returns the government provides, taking pride at being as good in their field as they can and relishing the companionship of their kin.

Dark Archive

Pathfinder Rulebook Subscriber

JUST FOR LAUGHS! Here's some sample available magic items available on Arl at a given time. I'm gonna randomly roll, but I may "fudge" some rolls (by rolling twice or more and picking the more favorable result) to better fit the flavor, and you're darn tootin' I'll modify some stuff so's there's some firearms, unusual materials, and maybe even a tech item or two in there.

HERE GOES!

Medium Magic Items
+1 mirrored breastplate- 4,350 gp
Headband of inspired wisdom +4 36,000 gp
Potion of bull's strength- 300 gp
Potion of protection from energy (cold)- 750 gp
Ring of wizardry I- 20,000 gp
Rod of cancellation- 11,000 gp
Scroll of righteous might- 1,125 gp
Sonic disruptor pistol (tech item- functions as a wand of sound burst; 30 charges)- 2,700 gp
Tome of understanding +1- 27,500 gp
Wand of heroism (11 charges)- 2,475 gp

Major Magic Items
Animate staff- 49,800 gp
Armored Vercite pressure suit (tech item- functions as a pressure suit, as well as the equivalent of a +1 mithral breastplate; armor bonus is still applied to firearm touch attacks)- 17,350 gp
Greater ring of energy resistance (cold)- 44,000 gp
Quicken metamagic rod- 75,500 gp
Spirit caller (UE 161)- 25,302 gp
Terror beam (tech item- functions as a wand of fear; 22 charges)- 9,240 gp

POST-MORTEM: These all came up from random rolls, surprisingly, with the exception of the armored Vercite pressure suit, which was my answer to a "GM's choice" armor.

Lot of cold resisting magic; looks like someone in Arl was planning a trip to the poles. :D

Dark Archive

Pathfinder Rulebook Subscriber

I was kinda hoping for more face and head items. Oh well. Guess all the priests bought 'em.

Dark Archive

Pathfinder Rulebook Subscriber

The sonic disruptor pistol, BTW, is a tiny phaser-like thing, and should weigh 1 lb.

The terror beam I imagine being a heavier one-handed gun-like thing, so let's go with 3 lbs.

Dark Archive

Pathfinder Rulebook Subscriber

A brief reprieve from all this writing to self-pimp my Indiegogo fundraising project. Feel free to check it out, guys.

And'...

/END PIMPIN'

Dark Archive

N'wah wrote:
A brief reprieve from all this writing to self-pimp my Indiegogo fundraising project. Feel free to check it out, guys.

But why is the goblin wearing a tiara? Is it a goblin homecoming queen?

Dark Archive

Pathfinder Rulebook Subscriber

It's my girlfriend's daughter's goblin rogue, Gora, from a game I run from time to time. I'd bought the Beginner Box and she was having fun playing Merisiel, and then she pawed through my Goblins of Golarion and fell in love with the little guys, particularly the silly illustrations on status effects. So we converted her over to a goblin. When I asked her what she wanted her character to look like, she wanted to be a goblin princess or a queen- it changes all the time, since she's nine and those words pretty much just mean "you are wearing a crown".

Dark Archive

Pathfinder Rulebook Subscriber

The other folks in the illo are the IT dretch, a dwarf gunslinger/Hellknight I made for a one-shot high-level game, GERALD! (an NPC from my old Savage Tide game that everyone loved and ended up traveling with the group through the whole AP), the Shobhad I drew, and an Acolyte of Hex (robot servitors of an old space-ship's AI from a homebrew I made that no one loves but me). Backdrop is a pentagram from an eidolon mini I did for a local PFS player combined with part of the backdrop from my "House of the Beast" PPM set. Since the compy that I art with is dead, I basically recycled an illustration I did for my 30th birthday's Facebook invite thing.

I've got no issue with using all of those minis in the set, but they're just a small part of all the minis that will be in the set. If I'm picky, I can pull maybe 60-70 minis off my dA that I can look at without throwing up, plus maybe 10-20 on my compy from dead projects. If I throw out all my picky artist issues and throw everything into the pot, it's prolly something closer to 200 minis before we even talk commissions.

Dark Archive

Pathfinder Rulebook Subscriber

So I'm gonna do some brain-stewing on Maro, since I'm pretty much solid with Arl until I do a map, and I can't do a map until I get the new computer, and I can't get the new computer until the Indiegogo is done.

So. Maro. Yeah. Get ready to feel what it's like when cities go vertical.


Wait! N'wah what is this Acolyte of Hex? If it was for pathfinder please show me stats...robots! I love robots!

Dark Archive

Pathfinder Rulebook Subscriber

I never got around to statting him, but yeah, the latest update was for Pathfinder. I could prolly stat it up pretty quick, but it was basically a thing that followed the group around and gave them planet/plane-hopping "inoculation" shots (so they could breathe or get around without freezing/boiling to death).

I'll add it to my list of "things to do". :D

Dark Archive

Pathfinder Rulebook Subscriber

Since I also used him in my home "girlfriend and wee one" game, it also administered healing when the group got whooped on too hard. It had an internal cache of healing potions that in a game with all adults and experienced gamers I would let them fill and customize, but I just kinda had it with GM fiat-quantity potions of whatever was needed.


Awesome :D I've had a medic bot appear in my Blackmoor game in a similar manner except it was haywire and squirting toxic juices :3 I love robots and my players hate them.

Dark Archive

Pathfinder Rulebook Subscriber

Stat block pulled out my backside in a matter of minutes. Hopefully it works for you. They're not super-powerful as villains in their basic form, but one with alchemist levels or one in a group could be pretty potent indeed.

Space.

Being wasted.

For ease of stat-reading.

Acolyte of Hex CR 1
XP 400
N Tiny object (robot) (Dungeons of Golarion 49)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +5
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 11 (2d10); Vulnerable critical hits, electricity
Fort +0, Ref +2, Will +0
Defensive Abilities hardness 5; Immune construct traits
OFFENSE
Speed 30 ft.
Melee slam +4 (1d3-2) or injection +4 touch (1 plus hypo)
Special Attack hypo 3/day (DC 13)
Space 2 1/2 ft.; Reach 0 ft.
STATISTICS
Str 6, Dex 14, Con —, Int 17, Wis 10, Cha 1
Base Atk +2; CMB +0; CMD 12
Feats Improved Initiative, Weapon FinesseB
Skills Climb +7, Disable Device +7, Knowledge (engineering) +8, Knowledge (nature) +8, Perception +5
SQ difficult to create, hypos, intelligent, potion reservoir
Combat Gear potion of cure light wounds (2)
ECOLOGY
Enviornment Hex or any
Organization solitary or with sentient living creatures
Treasure gear
SPECIAL ABILITIES
Hypo (Ex)- An acolyte of Hex can produce a hypodermic injection, known as a hypo, and inject it into a foe. This attack is a melee touch attack that deals 1 point of damage and functions as Small centipede poison, but can instead be replaced with a poison or similar substance contained within the Acolyte's internal storage (see Potion Reservoir, below). The DC is Intelligence-based. At the GM's discretion, different Acolytes of Hex may instead produce another contact or injury poison, disease, or other similar substance. The Acolyte of Hex may produce a hypo a number of times equal to its Intelligence modifier.
Potion Reservoir an Acolyte of Hex includes an internal storage space that can be used to store potions, extracts, elixers, poisons, or similar consumable fluid substances. The total size of this reservoir is equal to the Acolyte of Hex's total Hit Dice. An acolyte of Hex with alchemist levels gains bonus internal storage equal to their total daily allotment of extracts, mutagens, and other class abilities that relate to consumables.
As part of an attack action, one of the consumables within the Acolyte of Hex's internal storage can be transmitted via a melee touch attack, or as a standard action to touch an ally. This provokes an attack of opportunity for requiring the Acolyte of Hex to enter another creature's space, as normal, but does not provoke an attack of opportunity for the touch attack or standard action itself.


I would love to play a Alchemist with one of these bad boys following me around! They're so awesome! I might toss them in my Expedition to Red Redoubt game tending to captured 'test' subjects. :3

Grand Lodge

Pathfinder Lost Omens, Rulebook Subscriber

SO MUCH TO GET CAUGHT UP ON! Ok, time to start from the top. Thanks to N'wah for giving so much of his time for this. Hope someone upstairs notices. :)

Dark Archive

Pathfinder Rulebook Subscriber

See whatcha get, Brian, when you go off to do things? :P

Grand Lodge

Pathfinder Lost Omens, Rulebook Subscriber
N'wah wrote:

Oops, forgot to add in the bonuses from his priestly garb. So +2 on Intimidate, and +1 on other Charisma-based skill checks. That's not including the bonuses and penalties from Arl as a city, which you can use either the one I whipped up or the one from Red Revolution, as you see fit. I'll be merging them sometime this week (by which I mean getting mine in line with the "official" version).

Though Ben Bruck has a point: "I say, go your own way with it. Don't worry about conforming to canon, I mean, it's PFS, it's only half-canon anyway. People are digging your stuff, so give it to them."

Thoughts, gang? How far should I be willing to break from the limited canon we got for Akiton?

I think you have done a good job of staying close to cannon and bending things here and there. I like the direction your going so my vote is stay around that path. So Arl is danger +10? are the stats from an alien perspective?

Grand Lodge

Pathfinder Lost Omens, Rulebook Subscriber
N'wah wrote:
See whatcha get, Brian, when you go off to do things? :P

I had a PFS game night to run the day after I got back fro the convention. I had been dying to run Golden serpent and it just had to get done but be sure, I talked to a ton of people about Akiton.

Grand Lodge

Pathfinder Lost Omens, Rulebook Subscriber
N'wah wrote:


Akitoni Humans-

I think we need new alternative racial traits.

Dark Archive

Pathfinder Rulebook Subscriber

Alt racial traits as in, something other than the stuff humans get or the stuff posted up in the ARG, or alternate racial traits as in, "I live in Arl, so I picked up the War Trained trait for one of my two starting traits?"

The latter I have planned. The former, well, the ones in ARG are pretty good at covering any human anywhere.

Grand Lodge

Pathfinder Lost Omens, Rulebook Subscriber

Racial Traits like the ones from the APG & ARG
Starting traits are known as Race Traits.

Dark Archive

Pathfinder Rulebook Subscriber

Just confirming. I shall consider it.

Dark Archive

Pathfinder Rulebook Subscriber

K, so I'm estimating I'll have the Maro basic write-up thrown up here on Monday. This last week's been hella busy, what with the Indiegogo thing, helping the lady get her house prettied up, and a wee one with a bad fever, and this weekend's got Pathfinder Society and Skull & Shackles.

But I'm prolly gonna be bored outta my gourd as usual during the next week, so I'll get some work on Maro, the Lower City barbarians, Thousand Lights, and all the rich folks up on the hill (well, plateau) playing at nobility. From there, I'll get into the Edaio Rift, prolly making a Random Encounter table with easily-modified critters (nothing new, I don't do new monster design and Ben's too busy to do it for me) and a few landmarks.

From there, well... do people want:

1): Hivemarket
2): A brand-new city-state (or other community)
3): A write-up on one of the poles (pick one, plz)
4): Some sorta dungeon (I got thoughts on a few)
5): New/revised Akiton deities (Arl being the main place where Golarion deities are worshiped under Golarion names)
6): Bacon, eggs, hash browns, sourdough toast, large OJ, and a peek down the waitress' cleavage, or
7): Something else?

GOOD COMMAND OR FILENAME, BRO
N:\_


I'll take a number six and a number 3 or 4 depending on how long it would take to brew.

Excited to see the results.

Grand Lodge

Pathfinder Lost Omens, Rulebook Subscriber

I'm waiting for Edaio Rift but out of the list above I vote for cleavage.

Dark Archive

Pathfinder Rulebook Subscriber

How did I know this nineteen-year-old fresh-faced single mom's ample bosom would draw so much attention?

Oh, wait, of course: I've seen her total daily tips.

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

The Ysoki demand Number 5!

I just want the food. I just woke up and I'm starving.

Dark Archive

Pathfinder Rulebook Subscriber

This list of gods will be expanded upon, revised, and all that other crap soon enough. I just want to chuck it out there.

Shobhad/Witchwyrd Deities
Banshura (Bahn-SHU-rah) LN- Goddess of trade, obsession, and magic
Shuwhyr (SHOO-weer) N- God/dess of home, tribe, and family
Anchok (Ahn-CHAWK) CN- God of war, revolution, and savagery

Ysoki Deities
Tchieki (Tetch-SEE-kee) NG- God of scavenging, discovery, and innovation
Lowshu (LAOW-shoo) NE- Goddess of night, vermin, and thieves

Lizardfolk/Behir Deities
Slunarkiet (Sloo-NAR-kyet) LN- Goddess of fertility, treasure, and self-defense
Rhek (WRECK) N- God of the hunt, hunger, and envy

Human Deities
Saelas (SAY-luss) LG- Goddess of city-states, civilization, and plenty
Khaeluum (Kay-LOO-um) NG- God of the common folk, the downtrodden, and equality
Desna CG- Goddess of stars, travelers, and luck
Brigh N- Goddess of machines, craft, and technology
Haradahm (Hah-RAD-uhm) CN- God of drugs, poison, and excess
Huowan (Hoo-OWE-hahn) LE- God of ownership, slavery, and wealth
Fueha-Re (Few-HAH-ray) NE- Goddess of hubris, failure, and death
Vesk Armillas CE- God of cannibalism, conquest, and desire

I hope I get to sleep now.

Dark Archive

Pathfinder Rulebook Subscriber

BRIEF AKITON REPRIEVE: My Indiegogo is FUNDED! Still plenty of room on the Sand Ship of Plenty, though, so don't be afraid to get your copy (and maybe some sweet commissions) as well.

Dark Archive

Pathfinder Rulebook Subscriber

Alright, gonna work on the Maro entry today. I'll be starting up quite soon. Hope you like stairs.

Dark Archive

1 person marked this as a favorite.
Pathfinder Rulebook Subscriber

Maro, City of the Trench
N metropolis
Corruption +4, Crime +3, Economy +6, Law +3, Lore +5, Society[/b] +7
Qualities insular, prosperous, racially intolerant (barbarian tribes in the Arsis Holdings, nobles in the Old City), rumormongering citizens, strategic location, tourist attraction
Danger +10
DEMOGRAPHICS
Government Council (league of rich merchants and self-styled nobles, and alliance of barbarian tribes)
Population 126,400 (101,120 Akitonian humans; 10,050 Ysoki; 8,860 Akitonian lizardfolk; 2,560 Shobhad-neh; 3,810 other)
Notable NPCs
Kendor Vallurish the Alabaster Prince, current head of the Edaio League (LE male human aristocrat 5/fighter 6)
Anduros Baelian, drug kingpin (CN male human rogue 8/alchemist 3)
Lady Praetishia, Head of City Security (LG paladin 13 of Saelas)
Gurrm, leader of the Allied Tribes of Old City (N male lizardfolk druid 5)
MARKETPLACE
Base Value 25,600 gp; Purchase Limit 150,000 gp; Spellcasting 8th
Minor Items all; Medium Items 4d4; Major Items 3d4

Fabulous Maro is a city rendered vertically, with the simple adobe and hewn stone dwellings of the trench floor's humble tribesman building upward into the vast walls of the Edaio Rift, leading to the city's surprisinghly large middle class whose homes just from the walls and ledges of the canyon, and the homes of the wealthy sitting atop the plateaus at surface level. Built untold aeons ago by unknown hands, it seems that Maro has always been there, and despite regular upheavals in governance and continuous tensions in the city's social strata, it always will be. The city itself stretches the full three vertical miles of the Edaio Rift's northern chasm wall, across large swathes of its floor, and even into the southern wall, accessed by enormous bridges of ancient design. Access to higher reaches is provided by plentiful stairways and, at higher levels, lifts both magical and technological in design. The sheer daunting task of climbing a full three miles helps increase the social tension, as generations of Maro citizens live, work, and die without ever traveling to the city's glorious heights.

For all of its recorded existence, Maro has been a city divided between the simple tribes eking out a harsh existence upon the Edaio Rift's vast trench floor and the wealthy plutocrats ho continually build their homes ever skyward across the city's chasm walls. This fragile alliance has been put once more to the test with the Arsis Holdings, the vast chambers of the ultra-wealthy who have built upon the Edaio Rift's northern plateau. Constructed some 27 Akitoni years ago, the self-titled nobility of the Arsis Holdings look upon the literal lower class as a nuisance to be avoided and ignored at best and a scourge to be wiped out at worst. The lowlanders, for their part, return the scorn, leaving the middle sections of the city to broker any interactions with the two groups.

There is majesty in Maro's lowest depths, however, for it is there that the famed Thousand Lights eternally burn: strange, glowing orbs of flame in a variety of colors, emanating from the deepest chasm of the Rift's bottom. The Thousand Lights have been studied by countless generations of scholars, scientists, and mages, with none agreeing on what exactly causes the Light, except that it seems to be a combination of natural and magical emanation. A few brave folk even attempt to plumb the depths of the chasm, but of those who have, none have returned, for the chasm itelf is a deep home to many strange, otherworldy creatures. These horrors crawl from the depths during the darkest months of the year, absconding with wayward tribesmen or other unfortunates, some of whom return as horrid abominations or unsalvageable wrecks of both mind and body.

One of Maro's other fabulous attractions is the Evercrossing, an enormous bridge of rock that crosses the Rift's entire span. Other smaller bridges exist along the lower reaches, but the Evercrossing dates back to the city's mysterious first builders and is an engineering marvel even by modern standards. The bridge is able to cross the dozens of miles without external supports aside from the gentle curves that attach it to either wall, and it has withstood time and the harsh elements with surprising durability. Most scholars are certain ancient magic keeps it aloft, though what potent magic can cause such a wonder is shrouded in mystery. The people of Old City whisper that dark gods oversee its span, as occasionally, travelers across the bridge go missing. Merchants and nobles publicly scoff at the notion, though they do quietly urge their caravans to proceed with haste over the bridge lest something unfortunate happen to their precious cargo.

Dark Archive

Pathfinder Rulebook Subscriber

A few other notes on Maro:

1): A popular method of assassination is known as "Nudging," i.e. bumping or bodily tossing someone off one of Maro's many stairs, ledges, and balconies to a flailing death. This isn't common in the higher reaches, however, as the wealthy have magical protections to avoid that fate (rings of feather fall are big up there), and they usually travel with a pack of armed guards.

2): The Arsis Holdings' most scandalous act of flaunting their wealth is the use of water for decoration. Entire village's worth of water rations are pumped into vast fountains and pools for the rich to admire, cavort, and bathe in, only to be drained and given to the lower class on Water Days (monthly festivals and trade days where water is provided free to the poor and travelers). The upper crust does a poor job of covering up the source of the water, and the recipients, for their part, try to ignore the rumored source.

3): It is said that if you drop a bouncy ball off the topmost plateau of Maro, you'll never get it back because those kids down there will take ANYTHING. :P

Dark Archive

Pathfinder Rulebook Subscriber

Also, the lower classes refer to themselves when they're well into their cups as the Spit Upon, seeing as for all they know, the people of the Arsis Holdings are wasting precious spit just to give them one last insult, with the spit evaporating long before it can rain down upon them. Some refer to a more offensive word that rhymes with "spit" for their self-imposed moniker.

Dark Archive

Pathfinder Rulebook Subscriber

Another city, another randomly rolled set of magic/tech items.

Medium Magic Items:
+2 breastplate
+2 rifle
+2 seabeast ivory club
Arcane scroll of break enchantment
Cap of the free thinker
Headband of counterspelling
Potion of cure light wounds
Ring of intermittent discorporation (tech item; treat as ring of blinking)
Ring of wizardry I
Staff of understanding

Major Magic Items:
+1 holy spear
+5 balanced chain shirt
Divine scroll of spell immunity
Greater lingering metamagic rod
Gunman's duster
Ring of three wishes
Rod of thunder and lightning
Shadowform belt
Unholy staff

In addition, an example item of some rich noble's brilliant party idea:

Immovable Divan
Price 12,500
Aura moderate transmutation; CL 10th; Weight 200 lbs.
Seven years ago, notoriously eccentric Baron Halmurk threw a grand fete literally above the vast trench city of Maro. Each guest of the party was magically teleported upon one of these fantastically expensive (and mostly useless) bejeweled ivory and embroidered cloth divans, held in place by two immovable rods built into the divan's frame. Each divan featured a built-in small table to hold the guests' plates, glasses, and flatware, delivered by servants equipped with hands of the mage. The party was an astounding success, with only 3,000 gp worth of food and drink lost to spillage, and only one unlucky guest falling 260 feet before being caught by the Baron's vizier's telekinesis spell.
The party is long past (but not forgotten among the Arsis Holdings), and some of these divans have found their way into the marketplaces of Maro's middle reaches. The divans are, by themselves, works of art, but more pragmatic buyers might purchase one, remove the immovable rods, and sell the remains as fine, if now torn and tattered, precious materials for 500 gp.

Dark Archive

Pathfinder Rulebook Subscriber

Behind the Scenes:
I personally see Maro's middle and upper reaches being very Art Deco, with the buildings of the Arsis Holdings having a strong Frank Lloyd Wright look. The lower areas look like one of the cities from Morrowind. The higher reaches include a lot of magically-hardened glass in elaborate panes, and highly-stylized four-armed gargoyle-like ornamentation jutting from towers.

The wealthy drape themselves in fine silks and wear jewelry almost as clothing in and of itself. The weight for courtier's, noble, and royal outfits represent this garish and gaudy display.

Dark Archive

Pathfinder Rulebook Subscriber

This is where another Paizo contributor informs me that Maro is written up in Secrets of the Unpublished Sourcebook: Classic Communities Revisited of Golarion and Beyond Maybe.

It's a Lawful Chaotic Thorp made entirely of Clan Steve with a population density of one person per every half-square-mile in that book. Everyone has exactly 6 gp ,19 sp, 56 cp, a lamp, and a hat worth 71 platinum, because it's made of 71 platinum coins.

"Platinum" is Maro-speak for "hat-stuff".

1 to 50 of 559 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Pathfinder / Lost Omens Campaign Setting / General Discussion / The totally awesome N'wah Akiton Runelords Idea thread *spoilers* All Messageboards

Want to post a reply? Sign in.