Interview and trip to the settlement


Ruins of Azlant

Scarab Sages

OK, I kinda want to roleplay the PC's interviewing to be on The Peregrine. I was kinda hoping we could all collaborate on the interview process.

Who is conducting the interviews? The Bountiful Venture or a government official from Andoran.

I'll tailor the questions to each PC, but aside from the obvious ( what can you provide the settlement, why are you interested in going, etc..) what kinds of questions would you ask?

I was also thinking a pirate attack, to let the players and other colonists interact might be a cool think. A little low level mayhem to get them invested.

Anyone have any good ideas?


Pathfinder Roleplaying Game Superscriber

I'd say both the government and BV will have representatives present for the interviews, though I'd lean more toward BV controlling since they have a fiscal stake in this. I was also thinking of some sort of encounter along the way.

Shadow Lodge

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This whole interview business never sat well with me. Nobody sends their best and brightest off to the colonies. They're needed at home, and they probably don't have the stomach for the hard living or for surviving and perpetrating the inevitable massacres. The scum of the Earth do, and they're expendable besides.


Pathfinder Roleplaying Game Superscriber

Except that countless stories are based on the very concept. Also, this is a commercial venture, and the company absolutely does not want scum of the Earth out there guaranteeing they'll lose money.


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They might not send the best and the brightest, but they will send the ones most qualified for the job, from those that are applying.

They don't send that master carpenter that has a successful business in the homeland, because he has a successful business, and doesn't apply for the job in the colony.
They do send the three people that apply for the job and have a decent knowledge of carpentry in general, and some strong arm, and the will to work for the settlement. Maybe even be a bit patriotic.

Shadow Lodge

taks wrote:
Except that countless stories are based on the very concept. Also, this is a commercial venture, and the company absolutely does not want scum of the Earth out there guaranteeing they'll lose money.

This commercial venture stands to make more money from graverobbing and plunder than from building a colony - the latter is a pretext to get government backing.


zimmerwald1915 wrote:
...[t]he scum of the Earth do, and they're expendable besides.

You mean the scum of Golarion :p


Pathfinder Roleplaying Game Superscriber
zimmerwald1915 wrote:
taks wrote:
Except that countless stories are based on the very concept. Also, this is a commercial venture, and the company absolutely does not want scum of the Earth out there guaranteeing they'll lose money.
This commercial venture stands to make more money from graverobbing and plunder than from building a colony - the latter is a pretext to get government backing.

Which is still a commercial venture, again precluding scum of the earth from being on their team, and likewise does not change what I said.

Shadow Lodge

taks wrote:
zimmerwald1915 wrote:
taks wrote:
Except that countless stories are based on the very concept. Also, this is a commercial venture, and the company absolutely does not want scum of the Earth out there guaranteeing they'll lose money.
This commercial venture stands to make more money from graverobbing and plunder than from building a colony - the latter is a pretext to get government backing.
Which is still a commercial venture, again precluding scum of the earth from being on their team, and likewise does not change what I said.

Who is more well-suited to graverobbing and plunder than the scum of the Earth?


zimmerwald1915 wrote:
Who is more well-suited to graverobbing and plunder than the scum of the Earth?

You call it 'graverobbing and plunder', I call it archaeological discovery and acquisition!

In all seriousness, Azlant represents the collective sum of humanity's past pre-Earthfall: it's an incredibly significant trove of relics and knowledge. The name has also been heavily romanticized in lore and history. It makes sense that both Andoran and the Bountiful Venture company alike would have real interest in a colony on Azlant for its own sake, besides potential mercantile lanes to Arcadia. That's not the kind of job you just trust to scum.


Pathfinder Roleplaying Game Superscriber
zimmerwald1915 wrote:
taks wrote:
zimmerwald1915 wrote:
taks wrote:
Except that countless stories are based on the very concept. Also, this is a commercial venture, and the company absolutely does not want scum of the Earth out there guaranteeing they'll lose money.
This commercial venture stands to make more money from graverobbing and plunder than from building a colony - the latter is a pretext to get government backing.
Which is still a commercial venture, again precluding scum of the earth from being on their team, and likewise does not change what I said.
Who is more well-suited to graverobbing and plunder than the scum of the Earth?

A trained archaeologist.


Pathfinder Roleplaying Game Superscriber
3SecondCultist wrote:
zimmerwald1915 wrote:
Who is more well-suited to graverobbing and plunder than the scum of the Earth?

You call it 'graverobbing and plunder', I call it archaeological discovery and acquisition!

In all seriousness, Azlant represents the collective sum of humanity's past pre-Earthfall: it's an incredibly significant trove of relics and knowledge. The name has also been heavily romanticized in lore and history. It makes sense that both Andoran and the Bountiful Venture company alike would have real interest in a colony on Azlant for its own sake, besides potential mercantile lanes to Arcadia. That's not the kind of job you just trust to scum.

Absolutely. That's the angle I'll submit to my players when we get around to discussing our next adventure. Our Saturday group enjoyed that aspect in Mommy's Mask as well.

Shadow Lodge

taks wrote:
zimmerwald1915 wrote:
taks wrote:
zimmerwald1915 wrote:
taks wrote:
Except that countless stories are based on the very concept. Also, this is a commercial venture, and the company absolutely does not want scum of the Earth out there guaranteeing they'll lose money.
This commercial venture stands to make more money from graverobbing and plunder than from building a colony - the latter is a pretext to get government backing.
Which is still a commercial venture, again precluding scum of the earth from being on their team, and likewise does not change what I said.
Who is more well-suited to graverobbing and plunder than the scum of the Earth?
A trained archaeologist.

Hardly. They might have scruples. And might be squeamish about the necessary native-massacring.


zimmerwald1915 wrote:
taks wrote:
zimmerwald1915 wrote:
taks wrote:
zimmerwald1915 wrote:
taks wrote:
Except that countless stories are based on the very concept. Also, this is a commercial venture, and the company absolutely does not want scum of the Earth out there guaranteeing they'll lose money.
This commercial venture stands to make more money from graverobbing and plunder than from building a colony - the latter is a pretext to get government backing.
Which is still a commercial venture, again precluding scum of the earth from being on their team, and likewise does not change what I said.
Who is more well-suited to graverobbing and plunder than the scum of the Earth?
A trained archaeologist.
Hardly. They might have scruples. And might be squeamish about the necessary native-massacring.

But . . . you're going to an island whose only native population died over 10,000 years ago. There may be monsters there, or animals and the like, but otherwise this shouldn't be a problem.

So, essentially, you're looking to build up a stop-gap between you and an economically viable trade partner on another continent across the ocean, as well as be able to possibly dig up priceless relics from a millennia-old civilization that was magic intensive.

No, I don't want scum-of-the-Earth types doing this because I can't trust them to work in the best interest of my business or my country. They'd be in it for themselves only and would sooner work against me rather than with me. I want people I can trust. People who are reputable. People who won't simply do what's best for themselves, but what's best for everyone involved.


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taks wrote:
Absolutely. That's the angle I'll submit to my players when we get around to discussing our next adventure. Our Saturday group enjoyed that aspect in Mommy's Mask as well.

Honestly, this AP has a much stronger leg to stand on than Mummy's Mask ever did in this regard. To state the obvious, Azlant is an entire lost continent, effectively destroyed when the aboleth called down the Starstone in -5293 AR. Its fall ushered in a dark age in Golarion's history. If we do that anachronistic but somewhat necessary thing where we compare Golarion's nations to our own, it is the obvious Platonic Atlantis analogue: perfect and utopic at first, but doomed to failure as an antidiluvian society. Without trying to put too much of a romantic spin on it, Azlant is an entire world that was lost, and its place as a historic benchmark for most of humanity makes it a vital mission for anyone looking to study and illuminate that age. You could even make the argument that exploring Azlant - regardless of taking from lost treasure hoards - is important in and of itself, seeing how little modern day historians and cartographers really know about the continent.

The raiding of the various tombs of Wati and the rest of Ancient Osirion, by contrast, is a purposive and economically driven edict by the Ruby Prince. As per the books themselves, Khemet is trying to inject his flagging economy with a much-needed shot in the arm by opening his borders to foreign tomb-raiders and persuading them to sell what they find back to local markets. He's essentially selling out his own legacy, and making the PCs complicit in said transaction. While you can lean on the same 'historical archaeologist' angle, it's a lot harder to justify given the above context. Furthermore, the sites in question are actually tombs and graves, built to honour the dead - are nothing like Azlant, which was just out and out destroyed. If Osirion harkens at all to real-world Egyptian burial practices (which we can all agree it should), than all of the pharaohs, priests, and nobles whose tombs the PCs rob would be using those relics and magical items in their afterlife, making Khemet's decree all that more infuriating.

If there's any AP that is actually out to enlist scum and villains, it's Mummy's Mask.


Also the point of setting up a colony in Azlant is so that it can be a colony. If they just wanted to explore ruins and find artifacts they wouldn't have sent farmers and craftspeople.


Pathfinder Roleplaying Game Superscriber
Captain collateral damage wrote:
Also the point of setting up a colony in Azlant is so that it can be a colony. If they just wanted to explore ruins and find artifacts they wouldn't have sent farmers and craftspeople.

Yup. Their commercial goals are much larger than zimmerwald1915 wants to believe. It's his right to do so, but it seems like an awfully narrow view of what this is about.

@3SecondCultist: I wasn't really making any qualitative judgements between the two, just pointing out a similar concept I know my players (well, one of them) enjoyed.

Shadow Lodge

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Sub-Creator wrote:
zimmerwald1915 wrote:
taks wrote:
zimmerwald1915 wrote:
taks wrote:
zimmerwald1915 wrote:
taks wrote:
Except that countless stories are based on the very concept. Also, this is a commercial venture, and the company absolutely does not want scum of the Earth out there guaranteeing they'll lose money.
This commercial venture stands to make more money from graverobbing and plunder than from building a colony - the latter is a pretext to get government backing.
Which is still a commercial venture, again precluding scum of the earth from being on their team, and likewise does not change what I said.
Who is more well-suited to graverobbing and plunder than the scum of the Earth?
A trained archaeologist.
Hardly. They might have scruples. And might be squeamish about the necessary native-massacring.

But . . . you're going to an island whose only native population died over 10,000 years ago. There may be monsters there, or animals and the like, but otherwise this shouldn't be a problem.

So, essentially, you're looking to build up a stop-gap between you and an economically viable trade partner on another continent across the ocean, as well as be able to possibly dig up priceless relics from a millennia-old civilization that was magic intensive.

No, I don't want scum-of-the-Earth types doing this because I can't trust them to work in the best interest of my business or my country. They'd be in it for themselves only and would sooner work against me rather than with me. I want people I can trust. People who are reputable. People who won't simply do what's best for themselves, but what's best for everyone involved.

A land without a people, hmm? Except for the skum and other sundry wrecks of Azlanti civilization, aquatic elves and others who've also encroached on the place over the years, and other peoples that I can't call to mind right now but that I'm sure Paizo's had no trouble imagining.

Or would you prefer to write these all off as monsters?


Which presumes the initial non-water-breathing not-gifted-with-significant divination magic scouting expedition that cased the site found any evidence of occupation other than eons-abandoned ruins ... until things inevitably go pear-shaped.


zimmerwald1915 wrote:

A land without a people, hmm? Except for the skum and other sundry wrecks of Azlanti civilization, aquatic elves and others who've also encroached on the place over the years, and other peoples that I can't call to mind right now but that I'm sure Paizo's had no trouble imagining.

Or would you prefer to write these all off as monsters?

Well, skum are pretty much the definition of monsters, yes. They don't even try to play nice with others and seek the general destruction of any sentient beings they come across. There may be exceptions, of course, and if the skum of the islands that are left of Azlant happen to be those exceptions, it would certainly be a better alternative to send someone capable of working with them rather than just slaughtering them.

Likewise the aquatic elves, though in both these cases we're talking about races existing below the waves and not above them, which pretty much puts them beyond the reach of a colony being constructed on the island rather than under it. Additionally, the possibility of trade with aquatic elves would be more beneficial than utterly destroying them with scum-of-the-Earth types that have no acumen at all.

So, thus far, I apologize, but I still don't see the viability of the point you're making.


zimmerwald1915 wrote:

A land without a people, hmm? Except for the skum and other sundry wrecks of Azlanti civilization, aquatic elves and others who've also encroached on the place over the years, and other peoples that I can't call to mind right now but that I'm sure Paizo's had no trouble imagining.

Or would you prefer to write these all off as monsters?

Monsters to me... and a bunch of human colonists doesn't change that!

Elves forever!!!


zimmerwald1915 wrote:
Sub-Creator wrote:
zimmerwald1915 wrote:
taks wrote:
zimmerwald1915 wrote:
taks wrote:
zimmerwald1915 wrote:
taks wrote:
Except that countless stories are based on the very concept. Also, this is a commercial venture, and the company absolutely does not want scum of the Earth out there guaranteeing they'll lose money.
This commercial venture stands to make more money from graverobbing and plunder than from building a colony - the latter is a pretext to get government backing.
Which is still a commercial venture, again precluding scum of the earth from being on their team, and likewise does not change what I said.
Who is more well-suited to graverobbing and plunder than the scum of the Earth?
A trained archaeologist.
Hardly. They might have scruples. And might be squeamish about the necessary native-massacring.

But . . . you're going to an island whose only native population died over 10,000 years ago. There may be monsters there, or animals and the like, but otherwise this shouldn't be a problem.

So, essentially, you're looking to build up a stop-gap between you and an economically viable trade partner on another continent across the ocean, as well as be able to possibly dig up priceless relics from a millennia-old civilization that was magic intensive.

No, I don't want scum-of-the-Earth types doing this because I can't trust them to work in the best interest of my business or my country. They'd be in it for themselves only and would sooner work against me rather than with me. I want people I can trust. People who are reputable. People who won't simply do what's best for themselves, but what's best for everyone involved.

A land without a people, hmm? Except for the skum and other sundry wrecks of Azlanti civilization, aquatic elves and others who've also encroached on the place over the years, and other peoples that I can't call to mind right now but that I'm sure Paizo's had no trouble imagining.

Or...

You sir are an epic troll. Well played. Well played.

Sovereign Court

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I will be running my Azlant campaign from the perspective that, while they may not send the very best and brightest, neither is this intended to be a penal colony of murder-hobos. The Bountiful Venture Trading Company is investing to make money and they are going to prefer colonists whom they believe will advance that aim for them. Additionally, Andoran is a co-signer on the whole affair and wouldn't willingly sponsor obvious criminals or malcontents.

Additionally, I have decided that there is great interest in this venture and so the Company is using a lottery system to choose from the hundreds of potential applicants before conducting more detailed interviews (which are time-consuming overall) until they have selected the correct number of colonists with what they believe is the best distribution of skills.

Feel free to disagree with either of those two premises and run your own campaign according to whatever assumptions best suit you and your group.

To kick off my campaign, my players will be getting a letter from the Company, something along the lines of the text below. Steal any portions of it that you find helpful.

Application Letter:
Congratulations, applicant!

The Bountiful Venture Trading Company would like to thank you for your initial interest in the Andoren colony of Talamandor’s Bounty and we are excited to tell you that your name has been selected in the lottery draft for consideration to join the second wave of settlers. At this time, you are formally invited to submit your full application to be reviewed for advancement to colonist selection interviews.

The thriving new colony of Talamandor’s Bounty is located on the lush subtropical island of Ancorato, approximately 1000 miles due west of Mediogalti Isle in the Arcadian Ocean. This proud colony will be a bastion of Andoren ideals of freedom and the benefits of democratic leadership. Ancorato boasts a treasure trove of natural resources and a favorable climate for raising a variety of crops, including some luxury resources, year round and the ever-present ocean provides a rich bounty for fishing, whale and shark hunting and diving endeavors. It is even believed that a few remnants of ancient Azlant may eventually be found by industrious archeologists, especially those that can succeed on aquatic expeditions. The colony’s eventual success will mean land grants and profit-sharing for all of the early residents of Talamandor’s Bounty!

We are seeking hardy, resourceful and determined applicants who can contribute to our foundling community. Skills and experience related to: utilizing natural resources, farming, animal husbandry, fishing, hunting and carpentry are especially desirable at this stage. We are also seeking individuals who can provide goods and services to the colony such as: weaving, pottery, medicine, furniture-making, weaponsmithing, fletching, basic alchemy and other crafts. Musicians, scribes and storytellers will provide welcome distractions from the rigors of island life and should also expect to contribute in other areas. Trustworthy and capable explorers or scouts will be carefully selected to help map the island’s interior and deal with any minor natural threats that may be found in the wilderness.

Regardless of specialty, prospective colonists should demonstrate a commitment to cooperation and community. Organizational, communication and leadership skills are desirable and willingness to abide by the rules of the colony is a must.

We sincerely hope that you can see yourself in the description above and that you can help us see you as a second-wave colonist bound for Talamandor’s Bounty! Applications are due by Gozran 15 to post office box #52499, Liberty District, Almas. Thank you again for your interest, we are looking forward to hearing from you.

Sincerely yours,
The Bountiful Venture Trading Company and
The Andoren Council

Disclaimer: Although there are no known major threats present on the island of Ancorato, colonists assume all risks associated with participation, including the approximately 10-week sea voyage which departs from Almas on Desnus 5, weather permitting. There is no guarantee made, express or implied, of the eventual success of this endeavor and loss may be incurred by colonists, up to and including loss of life, which is not reimbursable in any way by The Bountiful Venture Trading Company (the Company) or the nation of Andoran. Applicants will sign the colony charter upon selection and work according to their ability for the best interests of Talamandor’s Bounty, Andoran and the Company. Supplies from the mainland will arrive by ship approximately every three months and prospective colonists should be prepared to make do with the colony’s stores and resources found on the island between shipments. Upon signing the charter, applicants will officially become colonists and will be granted Andoren citizenship and be bound by the laws of this great nation. By signing the charter, you will agree to indemnify and hold blameless the government of Andoran, her citizens and/or the Company and its employees. Colonists who are not aboard the ship provided by the Company when it departs, will forfeit their colonist status and will be liable to the Company for a 150gp re-processing fee. The Company will make selections for interviews and colonists at its sole discretion and all decisions are final. By submitting your application, you agree to abide by the terms laid out in this letter.
.


Listening to Raiders of the Lost Continent podcast for their roleplay with the tribes of nonhumans they find and thinking about the actual history of colonization of "empty" continents, I tend to side with Zimmerwald1915 on this one.

BUT I'll set that aside for actual interview questions for the purposes of this thread. For these purposes, the questions could be designed to weed out or select for graverobbers and religious extremists, as you prefer.

Easy/generic:
What do you like about the expedition you are applying for?

What skills do you have to contribute? Why should we select you rather than someone else?

What groups of people do you enjoy working with the most?

What preparation do you feel is required to succeed for the expedition applying for?

What challenges do you anticipate entering an unknown area lost to history?

Stress test questions:
What do you dislike about yourself?

How do you handle stress?

Why are you leaving all that you know? Do you have other options?
OR: Why do you want to leave our great nation?

How many copper pieces would be as tall as myself?

Do you have any regrets?

What is your greatest achievement? Why wasn't that enough for you?

How would you deal with a conflict with a fellow colonist?

When is violence justified?

Give me an example of when you showed you were a leader and when you showed you could follow one.

Quizzes!
There should also be skill challenges: quizzes for the knowledge skills, obstacle courses for the physical ones, and close observation of how they interact with the others in their cohort for the social skills.


Other questions: Psychological tests

Do you speak to others before they speak to you?

What was the last book you read?

What was the last play/concert you attended?

What was the last physical contest/game you viewed?

How would you describe your own personality?

How do you feel when you are interrupted by another in a task?

When did you not act, when you wish you had upon reflection now?

Background questions:

Can you tell me about your childhood--what was it like growing up?

Tell me about your relationship with your mother? What was (is) she like as a person, and what was she like as a parent?

Could you tell me about your relationship with your father? What was (is) he like as a person, and what was he like as a parent?

What were your friendships like when you were a kid, and what are they like now?

Can you tell me about your romantic relationships--what have they been like?

Can you tell me about your relationship with your religious leader?

Do you ever get overwhelmed by your feelings? Are there times when you try to shut off your feelings entirely, or when you just feel numb?

Have you ever had trouble with alcohol or drugs?

Do you ever feel like you don’t know who you are, or like the different sides of you don’t fit together?

Do you ever feel like you’re outside your body, or that you’re somehow separate from the things around you, like you’re looking at them through a pane of glass?

I’ve asked you a lot of questions. How has this been? Is there anything we haven’t covered that’s really important in understanding you as a person?

source: https://swapassessment.org/wp-content/uploads/2013/04/CDI-patient-version.p df

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