Somewhere that doesn't produce adventurers?


Pathfinder First Edition General Discussion


Golarion is huge, and while I'm a big fan and trying to study up on every aspect of it that I can, I'm far from a master...
I'm going to start a side game with just 2 players and a GM. Both players have a ton of experience with roleplaying and the 3 of us are just looking for something to fill the void between our main game sessions.
I plan to run a very RP-heavy, lore-heavy, character focused game. I'll expand on elements of the character's backgrounds and make them feel more like important individuals rather than an imoortant adventuring party. (I'll probably also make use of automatic bonus progression, background skills, and give a free Leadership feat at 7th level.) I'd also like them to come from a region that isn't already flooded with adventurer hopefuls, or maybe a place under strict martial law that punishes heroes and prevents anyone from gaining any kind of status. Is there anywhere on Golarion that fits that? Or even somewhere close? All ideas are appreciated!!


The Emerald Spire module has a town near the main dungeon that is LE and does a pretty good job. No adventurer wants to hang around since there isn't much to do and the Emerald Spire isn't an amazing treasure trove for them.

The town is under a martial law of sorts. Hellknights are the guards and aren't exactly opposed. Merchants love this town since they pay some taxes (normal affair) and can be on their way, along with protecting from bandits. The town order doesn't see much of a difference between normal bandits and Adventurers iirc.


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Hermea would probably be about the only place that discourages adventures. Considering it is an island ruled by an ancient dragon there are probably not a lot of threats there anyway.

Another way to achieve your goal is to have the characters be part of a state sponsored organization. The state has laws against vigilantes (adventurers) because they interfere with the states agents. It is not a crime to be an adventurer but once the agents show up they are in charge and the adventures get nothing.

Use the ABP, but go a step further. All the gear the agents require is supplied by the state. Any “Loot” becomes the property of the state. The states gear is based on need and seniority of the agent. Basically use the wealth by level chart to determine how much gear the players get. The characters will always have appropriate gear (including magic items), but will have no need to worry about loot.

This approach would allow you to place your campaign in most places. Placing it in a lawful tending kingdom would probably work best.


Cheliax came to mind. A LE nation that sports a strong military. Sure, criminals still exist but I can easily imagine the law leaves them alone because they pay their bribes, I mean taxes. A group of "adventurers" running around solving the problems of low class citizens would probably find themselves on the "wrong" side of the law pretty quick. Intrigue would happen by necessity.


I don't think there is such a place.

From Piazo's point of view it seems unlikely that a place where there are no adventurers and no adventures ever happen would be worth publishing. Who would care.

I think though that that isn't exactly what you are asking, and I don't think you are being very clear about what you want when you say 'no adventurers' or 'heroes'

Possible meanings that I see:

1) In this area the PCs are the only ones with class levels
2) In this area the PCs are higher level than anyone else
3) If the PCs reach a certain level they will be outlawed

Personally, I'm not sure that any of them would help with the ostensible goal of 'make them feel more like important individuals rather than an important adventuring party' and I'm not sure that goal is a good one anyway. Even if it is just two players, the game will be more fun when the two are working and acting together then when they are doing their own thing.

In any event, I think that to make them feel 'important' it is the particular campaign you come up with and the narrative elements of it that will matter more than where you set it geographically.


Dave Justus wrote:

I don't think there is such a place.

From Piazo's point of view it seems unlikely that a place where there are no adventurers and no adventures ever happen would be worth publishing. Who would care.

I think though that that isn't exactly what you are asking, and I don't think you are being very clear about what you want when you say 'no adventurers' or 'heroes'

Possible meanings that I see:

1) In this area the PCs are the only ones with class levels
2) In this area the PCs are higher level than anyone else
3) If the PCs reach a certain level they will be outlawed

Personally, I'm not sure that any of them would help with the ostensible goal of 'make them feel more like important individuals rather than an important adventuring party' and I'm not sure that goal is a good one anyway. Even if it is just two players, the game will be more fun when the two are working and acting together then when they are doing their own thing.

I see what you're saying, and I agree with your points. Maybe outright outlawing adventuring was a bit too harsh. I was more so meaning somewhere unlikely to breed adventurers, or less likely than other places. Which, from a business standpoint makes no sense (why would such a place exist in a game about adventuring?)

And the player's will be working together. I just also want there to be a strong sense of individuality.


I hate to break it to you, but where there’s a will, there’s a way. If you outlaw adventurers, then 10s to 100s of vigilantes will arise. You can’t escape adventurers.


Speaking of Vigilantes, that might be a pretty good solution.

Give your PCs a few 'vigilante' powers in addition their regular class particularly dual identity and some social talents. You can use those to focus each characters relationship to the community.


Really unlikely locations for adventurers to pop up? Really peaceful, stable and very populated areas. If people don't generally fight and there is nothing to fight against why would you need adventurers?

Unfortunately such a location doesn't really exist. While you'd think a Lawful Evil run city like Erogian (capital of Cheliax) would be in contention, the truth of the matter is the culture promotes conflict and glorifies strength. The young and talented seek to become Hell Knights or other figures of authority. But adventuring would be looked down upon since it is in essence a chaotic activity.


I can actually think of one place that'd likely fall into this category. There's a good aligned city in Garund that as far as I can remember, doesn't have any major problems going on inside it. It's a safe, stable place that wouldn't likely have adventurers inside it. It likely would produce them (as I'm pretty sure it's where Ganzi come from), but they likely don't stick around long. I forget the name sadly.

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