| Arturus Caeldhon |
I am setting a homebrew campaign with heavy Golarion lore in the country of Isger. I am trying to find maps of the cities there, but Google is providing me with little aid. Are there maps of Elidir, Logas, Wolfpoint, and Saringallow anywhere in the Paizo family of products? Adventure Paths, Map Folios, Campaign Setting books...anywhere! Thanks!
| Captain Kuro |
That's about all I know of as well. Here are some ideas for ya though just to help brainstorm:
Isger was named for the Isgeri tribe of Kellids the Taldans conqured. You may wish to use this tribe either as a set of 2nd class citizens or even as hidden druid cables in the wild.
It's generally had the crap kicked out of it by Taldans, Chelixians, Andorians, Drumish, Hobgoblins, Normal Goblins, Undead, and in one module Extraterrestrials, so there are probibly ALOT of old ruined forts, standing stones, ghost towns, and other sites screaming for adventure.
The Maps in the Inner Sea World Guides don't detail all the lakes, hills, and small forests in the regions, only the biggest and most significant, and so while it may seem the Chitterwood is the only forest there I imagine there are probably a lot of smaller forests nearby.
If your players act up or lose motivation and they're still low enough lvl, remember the Gillamor Plauge. Nothing gets the campaign moving faster than Fast Brain-Eating Plauge Zombies.
While Asmodaeus is the default devil most citizens recognize, remember that THE High Presitess of Mammon is there, convinently nestled between the richest countries of the world. I would not be suprised if the larger towns and cities had more secret cults to Mammon (and some not-so-secret) than it has Asmodean priests.
Druma and Molthoume (sp?) hire bandit groups to raid the countryside and keep it unstable.
It is the base for Hellknight fanatics.
Some people who are descended from the original natives may still worship whatever gods or spirits they originally held sacred, like Erastil.
While it never mentions it, a poorly guarded country with lots of trade passing through and places to hide should attract the biggest and scaliest bandits of all: Dragons.
There is a self aware Red Mantis Mask Somewhere in the nation that possesses people so it can keep killing.
Have fun and go nuts. Unexplored spaces on the map are a DM's best friend!
| Haladir |
If you're looking for third-party adventures...
"The Bleeding Hollow" by TPK Games seems tailor-made for Isger. It's a wilderness sandbox adventure set in a countryside abandoned by the King's army and beset with organized bands of monsters. (IIRC, it's gnolls; you could easily substitute hobgoblins.)
If your taste leans more toward "dark fairy tales," a section of Chitterwood could be a great place to run "Tales of the Old Margreve" from Kobold Press.
| Llyr the Scoundrel |
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It's been a few months, I'm curious to hear what direction your campaign took. I say so, because I'm planning a campaign myself set in Isger as well.
I've always tried to take the cultural influence that inspired the land to spur the direction of my story. Looking at Isger I thought, "Hmmm, lorded over by the Roman/Taldans first, then by the British/Chelaxians... these people strike me as being Celts." So, that's the flavor I'm steeping the game in. The game is going to start with the party as a group of youngsters, gone afoul of the local law and having to join in with the Isgeri bandits. Working with a spy leaking them information and a mysterious supernatural benefactor setting them on missions to make Isger the free land it used to be.
It starts on the outskirts of Gillamoor, where they will see the beginning of the zombie plague. (Which started as a mistaken attempt by the local Chelaxian lord to kill off the bandits!) Over the course of the adventure the heroes will discover that the spy's help dries up as he's offered to join the Hellknights, and has to struggle with his conscience versus the needs of his family. They'll delve into ruins that will illustrate the land Isger used to be, and their supernatural friend is hoping it begins to resemble again. His nature, meanwhile, is revealed to be none other than the Lantern King himself, wanting to anchor a link from the First World to Isger. Allowing he and his brethren an influence that will disrupt that horribly boring order the Chelaxians have put over what used to be a fairly interesting plot of land. In the long run it might not make the land any safer for the Isgeri people... but it'll be more fun in his eyes.
The major curveball my players threw my way as I told them the initial pitch was two of them decided they wanted to play psionic characters... one a wilder, another a swashbuckler with a wild talent. While you don't normally think psionics and Celtic folklore, I'm putting a slight spin on it to say that such powers are akin to "second sight" and "the gift". For an extra dash I'm attributing to the Fey influence in the old days of the Isgeri tribes. An influence that happened when the Lantern King and his sort used to come across and have a bit of a poke around in this world. Which works well, describing their powers as being not truly arcane or divine, but something more primal.