rorek55 |
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The first is a more traditional grand fantasy campaign set in a "grimbright" style. Your more "old school/Traditional" type of fantasy. Set around a type of theocratic/oligarchy/militaristic government centered around an Order of knights. You would be a part of said Order (trainees starting out)
The other is heavily themed around an oriental stylization (largely that of China and Japan) set in a much more "nobledark"- "grimdark" style. Magic is practically outlawed (requires special permits), technology is set no further than feudal japan, and while "monsters" are very few and far between, they are exceptionally deadly due to very few people knowing how, or being capable of, dealing with them. It has influences from both actual history, and anime in its style. (Samurai Seven, without the technology is a decent example if you have seen it) Where "heroes" are far less numerous, and creatures of myth and legends are just that. Myth and Legend if even that. It is a mixture of historical culture, and pop culture media.
This is only an interest check, please if you are interested in the possibility of playing either one of these settings leave a dot saying which you prefer. You can simply designate by saying "1" or "2" or use the name in the spoilers. I will go into greater detail of the setting if and when a recruitment goes up for either one.
Aurulia is a large continent nation cut off by open sea on either side, and inhospitable mountain ranges to the north and south. The great metropolis city of Sparo is the capital and home to the Order's HQ. The kingdom is lead by a council, consisting of one councilman or leader from each prominent city forming a council of 9, and the head chairman, a person appointed directly by the Headmaster of the Order, or the Headmaster himself who's votes count double. As you see, The order has a lot of political sway. Or at least, has had. Lately the Orders goals seem to be given less and less time. This is due both in part to infighting, as cities try to gain advantages over others through laws, and due to a general growth of greed among many council members. Half-orcs are seen both with pity, and resentment. Some feel sorry for the fates that brought them to their fortune, others, only see them as orc filth. Kitsune are accepted, though only mildly, enough that marriage between a human, elf, or even dwarf, are not unheard of. But is usually a seen as a form of social suicide.
quick background on the Order- The order was formed in defense against the Dread lich Morzoth, who over ten centuries ago had attempted to conquer the entire continent in his mad lust for ever more power(at least, as history would claim it). As the small kingdoms of that time bickered and fought and seemed soon to break under the relentless undead assault, several hero's joined together to form this Order for the people to rally to. After their hard-won victory they, with more than popular support, instituted a new, single, government. For centuries, the order has protected the people, and served as a beacon of hope with many victories against evils, however, lately corruption has begun spreading throughout the government, less and less people come to join the ranks of the Order, while more and more knights never return from missions. Something brews in the dark places of the kingdom, and the Order must find out what before it is too late... Needless to say, the Order's founding is something that is very little is known about. Even by those leading it today. It is an organization who's goal and mission statement far outlived any person or dream. After the threat of the lich was dealt with, a new Theocratic militaristic style kingdom was founded. The leaders of the Order feared giving too much power to one group, even the Order itself. So instead set the foundation for a council lead government. Originally, There would be 6 members, one being the Headmaster of the Order, where his vote would count double. The others would be the leaders of the most prominent cities. This way, the order felt it had enough power to keep the normal corruption and greed from gaining a foot hold should it need to. But also kept in check the over zealous of the Order or, if the worst should happen kept the Order from too much power should corruption and rot ever set in. Over the centuries since, through some reason or another 3 more seats have been added to the council. The two newest being the Fortress city of Arrak, and the research center of Nasar.
The 8 other cities that comprise council spots are, in order of size and population.
The port city of Umber on the west coast- Main port where external trade used to occur, however due to a great arcane energy surge a terrible and huge Rift has appeared deep out at sea, cutting out all access to the other nations from this side. Many blame the powerful Dread Lich, though most hope that is not the case as the rift has occurred several centuries after his defeat. It is lead by a council of extremely wealthy merchants who report only to the Order. The cities influenced has slowly been waning over time. The rift cutting out large amounts of trade from flowing through its docks playing a large role in that.
The port city of Brandonsbrook on the east coast- More of a place where goods are gathered, to be shipped upriver towards the trade hub Balzir has since taken on the sole role of external trade, and is home to a large base of the order. As The council keep a tight grip on both visitors and and immigration. It has become the 2nd largest city to date. Surpassing Umber no more than a century ago.
The Fortress-city of Arrak (pronounced Arr-rak)- This was the Fortress where the band of hero's led by the champion Arrak first withstood, and defeated the undead armies of The Dread Lich. It is one of the least populated of the major cities, and is lead by a direct appointee of the Order. It is nestled along the only path that leads into the southern mountains, and acts as a bastion against raids from the south lands outside the kingdom. Lately, it has taken on tourist like attraction, as raids have not happened for decades.
The Trade city of Balizir- where most goods of the nation pass through. It is home to the only real "black market" in the kingdom. Despite the Orders best efforts to put an end to such things. Officially it is lead by a council of three merchant factions. However, in recent years rumors abound of a group or faction pulling strings behind the shadows.
Nasar (pronounced Naa-sar)The town of science and invention- Best known for their work on something they call, an airship. Has found a use for blackpowder and has several prime researchers looking into steam and clockwork machinations. - shares similar culture to workers quarter in Sparo (industrial British, cockney accents for the poor, canes, top hats and monocles for the wealthier people you know). Its lead by a well to do elven gentleman known as Malum who likes to get his fingers in all the pies and is known as a schemer. However, these schemes, and his inventions, have aided the Order greatly in recent times.
Frontier town Aldune (borders the great forest in the north)- Town closest in proximity to the Great Forest in the north that stretches all the way to the northern mountains. All kinds of Fey, beast, and monsters roam the dark woods, and more than one ghost tale has been spun about it. However, the great oaks and other trees provide high grade wood, and Aldune is the largest town in the region that supplies high quality, highly sought after wood. It is lead generally by a senate of sorts, voted for by the people, who themselves vote in two others to act as conventional "leaders" and decisive decision makers in times of threat.
Valen, home of the most renowned Arcane school in the kingdom(pronunced Vay-lin)- Valen is home to the most renown school of the arcane arts in the nation, The Grand Academe, Where only the brightest and best arcane users can enter. Due to the close proximity to powerful magic, many feel safe, however several accidents have caused many to move to other areas. Especially since the last caused quite the fire. Many who live here worship gods of magic or none at all, though the academe is partly funded by the Order, so many of its best and brightest are recruited to the Order at some point. It is lead by the current headmaster of the arcane school, who himself is "elected" by the Academe council.
The Capital, Sparo
Sparo is a huge city, a metropolis rivaling that of Absolm in scale, and far surpassing it in population, with about 1 million residents. divided into several quarters, you have the Inner quarter, built on a large hill with stone foundations, it rises above most of the rest of the city. At the city's center sits the Order's HQ, designed by the best dwarven masons and built with a variety of precious stones and ores. surrounding this, and after taking one of many makeshift elevators (or the 3 story stair ways) you enter the housing quarter. Here, most knights, government officials, merchants, or others that are well off reside. This district also holds the guard hall and armory. (Guardsmen are those that either failed the trials to join the Order, or wished for a less mobile, simpler and safer career)
outside this ring stands the merchant quarter, where the second largest amount of trade goods often reside in the Nation. If it is in the kingdom, you can almost be sure at least one of the items in question is here.
the final district is formally known as the Worker's district, though as of late it is often referred to as the slums. While buildings and housing in the other districts are made from stone, or the finest wood and kept in good condition, lately the buildings in the Worker's district have started to fall into disrepair. While the guards at least pretend to attempt to enforce the laws, it is apparent that most of the time they are only enforced when a knight of the Order patrols the area. Gangs have started to spring up, and with food around causing the farmers to raise prices, city cleaners, and many other more menial and less glamorous workers find food hard to come by save for old or out-dated foods thrown out by vendors in the Merchant quarter. Several campaigns have been launched by the cleric's wing of the Order to help alleviate this, with varying degree's of success, but their funds are limited, and reforms have been "stuck" in discussion for decades in the council of 9.
society and culture- Many in the Capitol have a distinct industrial British feel. With those in the worker(slums) district having something of the cockney accent and taking their profession as their surname. (IE, someone working in an inn my have the last name of "Brew" or "Inn")
The rest of the Nation is almost as varied as Golarion, with the port cities tending towards culture more similar to Venice in the west and London/english type in the east and the inner cities such as Aldune resembling German. One can often tell from which city one comes, but an outsider may have trouble telling the difference.
Races: Dwarves, elves, halfings, gnomes are all widely accepted, with most larger towns having a fair amount of all these races.
The Dwarves have two main clans, each situated in opposite mountains, the Northern Clan or, Clan Ironmug, are your more traditional D&D dwarves. While the Southern Clan, Clan Bronzebeard, have a much larger inclination to experimenting and creating technology. Each clan has several smaller clans that split from the main over time. The southern clan obviously has strong relations to Nasar and often will exchange students in their engineering schools.
Gnomes: Most live in Nasar, aiding the engineers there in their research into clockwork and steam work and in general causing more than a few explosions. The latest fruition of their work is a large "air ship" so far they have tested its flight 4 times, with only one crash landing! Gnomes are much more of the tinkerer variety here, often using personally crafted firearms or similar weaponry to "even the odds"
Elves: are pretty much the same as D&D elves, save they perhaps are a bit more prideful and shorter lived(few elves live over 500). They don't have a city of their own, living among humans in a similar fashion to that of halflings. Stories abound of "wild elves" living in the Great expanse of woods in the north however.
Halflings: Same as D&D/PF
NO full casters will be playable, and only 1-3 6th level casters will be accepted.
This one is filled with spoilers, so I cannot go into great detail. As a large part of the story is discovering ancient history as it were. The world as all players will know it, is a Pangea of sorts, however there are a few islands dotting the edges that people may come from. (If one wanted to be different than the norm/feel of generic citizens. Likely a good place for someone magically inclined via studying to come from)
Magic is extremely rare, and 90% of the time comes from Kami(spirits). Of which there is little evidence left. 90-95% of everyday folk see spirits almost as one would in our world. They see nothing to show evidence and so many disregard statues or the like. While others will give offerings or "go through the motions" out of fear the stories may be true. Even when magic is used, no sign of spirits is really shown. Using magic openly in this setting in most places will get you exiled socially at best, shown the Salem treatment at worst (burned as a witch, for those unfamiliar) The races more or less live together, with no one race keeping their distance. However there are no Gnomes and few halflings. Halflings draw attention like one would in the world today, if not mistaken for a child.
It is a time of Peace, it has been a time of peace for over 500 years. However, tensions are rising and despite the relatively long peace and prosperity dark winds seem to carry the stench of blood. Something moves in the shadows, war is coming. At least, so some rumors say. 80% of people never leave their town of birth, and many of those who do, do so either as traders and merchants or soldiers.
There are 4 provinces, 3 of which are ruled by Diamyo's, the 4th and largest ruled directly by the Dragon Emperor. These provinces are all quite large. For example, Ichi province alone would take anywhere from 6-9 months to travel across its width and 3-5 across its thickest section. Depending.
The province of Ichi- Is the largest of the 4, and under direct rule of the Emperor. The main food stuff is rice/noodles, with the towns on rivers/coasts eating a lot seafood and those more inland eating chicken. Lately, bandits and Yakuza have been brazen, and the Emperor is losing the support of his people (and heaven) due to being either unable or unwilling to protect his people. The larger cities are, or were, centers of culture and architecture. The capital even more so. The castle/Emperors seat a work of the ancients, extending along the side of a lone mountain to pierce the heavens. The means of building have been lost to time. It is one of two cities to sport anything other than dirt roads and is surrounded by 2 story high walls atop which stone guardians stand a constant vigil. Its people are as varied as the world.
The Province of Kotetsu- one of the two more western provinces boarding Ichi. It is the most northern of the 3 remaining provinces and deals little with the others. It is the most unstable province, or has been until recent years. Most of its "exports" being tribute to the Emperor. It is a fierce land, home to many ronin seeking to make a name for themselves and keeps a "savage" populace of horse nomads that are known to cause trouble those that govern from time to time. Its people are often brash, acting first before thinking and often look out for their own interests. They are known for sometimes being "emotional", quick to anger and quick to befriend.
The province of Hainan- The furthest west province, has the 2nd largest coast line and is 2nd largest province and rivals Ichi province for population as well. It is known for its seafaring people and large agriculture and merchant class. It is home of the "Empires" navy. Its people are often savvy, calculating and pragmatic.
The province of Chu-han- The second province bordering Ichi province to the west. It is the southern most province and is known for being one of the most stable. It's city gardens are the constant talk of traveling merchants speaking of the cherry blossom trees and other beautiful wonders. The populace speak of enlightenment and peace often, but tales speak of their power during times of war. Home to many Dojos, and rumored to have various ninja clans in its southern mountains. Its populace are known for their serenity and calm demeanor when dealing with others as well as their scheming nature. Be careful here, as people in this province are not always what they seem. The 2nd largest population of elves reside here, after Ichi province.
"The wild"- A large expanse of untamed wilderness that no one knows anything about. Boarding Ichi province to the east, its wall of trees loom ominous and foreboding to any that near it. It is uncharted, and only the oldest of maps have records of its lands.
To the common citizen, there are no such things monstrous races. Common people do not know of monstrous creatures outside of myth, and many of those myths have been lost to time. As such, race selection will be limited. The following races are those allowed-
Human
elf
Half-elf
Teifling - only one will be accepted, if any
Aasimar- only one will be accepted, if any
Halfling- only one will be accepted, if any
Dwarf- Only one will be accepted, if any
half-orc- only one will be accepted, if any
Note, that any natural racism one would expect in a normal pathfinder game will likely be given 10fold for those of half-orc or teifling ancestry.
Knowledge skills likewise will be harder to use/impossible to use when trying to determine a creature, for certain creatures or enemies the PCs would have no way of knowing at all. I'll always allow the check, just be ready to come back empty handed or with nothing but a myth or legend. Other application of knowledge skills will be used as normal.
Grumbaki |
I've long thought that it would be great to have an entire party themed around an order of knights. When I was toying around with the idea, my thought was that everyone gets the same free cavalier order to represent their knighthood.
Anyways, if you do run that campaign I'll certainly put a character in.
Plastic Dragon |
Huge fan of the Arthurian legends and the whole knighthood concept, in it's many layers and varieties. You don't often get to see/play these themes in pathfinder games, as individual char backgrounds rarely sync up around knighthood and whatnot.
Would be interested in something like that in the Order of Dawn.
rorek55 |
he first isn't exactly arthurian. There will be elements, but the Order has more or less become a military so to speak. This brings in all sorts of different backgrounds and bands them together with a commonality. As such, mercenaries seeking steady income and higher social status are likely to seek to join.
People purely out for personal gain have joined, as if one reaches a higher ranking position within the order not only do they receive compensation, free housing and meals, access to free health magic and the like. They also gain social power and sway. Many higher ranking officers have retired wealthy merchants or land owners.
That's not to say that those who champion the causes of good are not there, contrary, the larger portion that end up in the order are those that are seeking to do good. So plenty of noble knights abound.
Grumbaki |
You know, have to say...with Option 1 it would be *really* interesting to have an entire mounted party. Can't really be called a knight if you aren't mounted. I don't think that I've ever heard of a party like that before.
Off the top of my head, the options for mounted characters:
Druid (animal companion can be mounted)
Cavalier (of course)
Paladin (Shining Knight Archetype)
Inquisitor (Chivalry Inquisition)
Oracle (animal companion from mystery)
Cleric (animal domain)
Barbarian (Mounted fury archetype)
Bloodrager (Blood rider archetype)
Fighter (Rough Rider)
Hunter
Summoner/Spirtualist (I think)
Or any other class if they take nature soul as lvl 1 or 3 feat and Animal Ally at lvl 5. It would be faster though to just VMC cleric and take either animal domain or chivalry inquisition at lvl3. There would actually be alot going for a sorcerer with cleric VMC. Lvl 3 get a mount, which lets you ride around. Then go with Phoenix bloodline and focus on fire spells. A very mobile blaster with channel energy (cha based) for heals, and who can turn any fire spell into a heal.
rorek55 |
Both campaigns would see the PCs having higher levels of power. Gestalt isn't off the table, however I'm hesitant to use it in either. So please don't get your Hope's up. If used at all, it would be with a preselected class by me.
I will say, neither of these are particularly openworld, however both are fairly "open" in how you deal with issues or problems that arise or you come across. Of the two, the 2nd setting would be "open world" of the two.
The Archlich |
That's kind of what I meant on E6 - I like because of the extra flavor that it presents, especially for a world without much magic.
rorek55 |
E6 is a bit much for me. I have a hard time keeping up with official material. I have my own house rules, some will be used. Some will vary depending on setting, so I don't want to list all the ones for each. I'll least most of the ones that will apply to both settings.
Power attack- now gives flat bonus of -1/+2 whether one or two handed.
Nat 20s auto crit for PCs and BBEGs. All other critical threats must be confirmed normally.
Double slice, point blank shot, and intimidating prowess are removed. Add either your charisma, or your strength to intimidate.
Combat maneuvers are consolidated per elephant in the room.
All PCs get one class skill of their choice free.
Ninja gains all unchanged rogues new abilities, however only gains half the amount of skills for rogue's edge.
DeX to damage feats are removed. Rogue still gains his from finesse training. Considering allowing a feat for half dex to damage in addition to strength.
The Archlich |
E6 just limits player's level to 6, and after that point they basically get one feat per level. Well, it's a little more complex than that, I guess, so to each its own :)
Considering allowing a feat for half dex to damage in addition to strength.
Just make Shifter's Edge work for weapons you have weapon focus on, instead of shifter's claws... That should do the trick.
Swashbucklers, gunslingers and some other variations of classes/archetypes also gain dex to damage - I'm assuming you're suppressing it?
Plastic Dragon |
The first isn't exactly arthurian. There will be elements, but the Order has more or less become a military so to speak. This brings in all sorts of different backgrounds and bands them together with a commonality. As such, mercenaries seeking steady income and higher social status are likely to seek to join.
People purely out for personal gain have joined, as if one reaches a higher ranking position within the order not only do they receive compensation, free housing and meals, access to free health magic and the like. They also gain social power and sway. Many higher ranking officers have retired wealthy merchants or land owners.
That's not to say that those who champion the causes of good are not there, contrary, the larger portion that end up in the order are those that are seeking to do good. So plenty of noble knights abound.
Perfect, and all the better for the variety. Keep me in mind for a spot. :D
Robert Henry |
Hey rorek55 a couple of good ideas, thanks for thinking about running a game. I would love to see an eastern style game, so # 2 would have my vote.
Any chance you'd consider some of the more eastern exotic races like tengu or kitsune? They just seem more thematic than some of the 'traditional' fantasy races. The Kitsune can look human and so could the tengu with the "Long nose form" feat.
rorek55 |
Hey rorek55 a couple of good ideas, thanks for thinking about running a game. I would love to see an eastern style game, so # 2 would have my vote.
Any chance you'd consider some of the more eastern exotic races like tengu or kitsune? They just seem more thematic than some of the 'traditional' fantasy races. The Kitsune can look human and so could the tengu with the "Long nose form" feat.
Its a possibility, however due to certain aspects of the setting it would be highly unlikely and hard to make happen for various reason. If I run the 2nd campaign we would have to discuss it heavily.
Robert Henry |
Robert Henry wrote:Its a possibility, however due to certain aspects of the setting it would be highly unlikely and hard to make happen for various reason. If I run the 2nd campaign we would have to discuss it heavily.Hey rorek55 a couple of good ideas, thanks for thinking about running a game. I would love to see an eastern style game, so # 2 would have my vote.
Any chance you'd consider some of the more eastern exotic races like tengu or kitsune? They just seem more thematic than some of the 'traditional' fantasy races. The Kitsune can look human and so could the tengu with the "Long nose form" feat.
Yeah I was just thinking about the fairytale creatures in the east, compared to the ones in the west. But I'd be super interested in #2 even if we were just playing humans...
rorek55 |
E6 just limits player's level to 6, and after that point they basically get one feat per level. Well, it's a little more complex than that, I guess, so to each its own :)
rorek55 wrote:Considering allowing a feat for half dex to damage in addition to strength.Just make Shifter's Edge work for weapons you have weapon focus on, instead of shifter's claws... That should do the trick.
Swashbucklers, gunslingers and some other variations of classes/archetypes also gain dex to damage - I'm assuming you're suppressing it?
Also, Apologies, I missed the question here.
No, I stated my initial post poorly. If a class gains dex to damage intrinsically, they retain that class ability. I only remove feats that give dex to damage.
rorek55 |
rorek55 wrote:Yeah I was just thinking about the fairytale creatures in the east, compared to the ones in the west. But I'd be super interested in #2 even if we were just playing humans...Robert Henry wrote:Its a possibility, however due to certain aspects of the setting it would be highly unlikely and hard to make happen for various reason. If I run the 2nd campaign we would have to discuss it heavily.Hey rorek55 a couple of good ideas, thanks for thinking about running a game. I would love to see an eastern style game, so # 2 would have my vote.
Any chance you'd consider some of the more eastern exotic races like tengu or kitsune? They just seem more thematic than some of the 'traditional' fantasy races. The Kitsune can look human and so could the tengu with the "Long nose form" feat.
As stated, The majority of the population is human/half-elf/elves. Teiflings (or, oni or oni-spawn, as they are called thematically in the setting) are rare, and usually unwelcome. While being a teifling isn't enough to see a mob run you out or lynch you, in part due to most commoners being to afraid. It does see people try to pay you less for work, or refuse to sell/acknowledge your existence. More dubious members of society may come to you for "wetwork" jobs.
Dwarves Are only common as traders, and the general population looks at them as kami-cursed or deformed. Some act with pity towards them, other with contempt.
Orcs and half-orcs are around as well, though, the orcs only live on the fringes of the empire at the foot of and in the mountains. Half-orcs are viewed with slightly less ill intent than teiflings.
while most people on the surface do NOT know about it, their is an expansive underdark housing extensive... groups. Its just as dangerous as the underdark in D&D/PF but for slightly different reasons in some cases.
For the setting purpose, people believe there are no such things as Kitsune, Tengu, dragons, etc. Because no one has seen any evidence of them for over a thousand years.
If you enjoy learning about the history of the world you are playing in, with twists, turns and eye widening revelations, I think setting 2 would be right up your ally.
I can't say a lot more without potential spoilers, and I Fear I've said too much already.
Grumbaki |
With the dwarves, how do Clan Ironmug and Bronzebeard react to the kami-cursed image? And how did said idea come about?
Also with the second game setting, you said no more than 1 dwarf allowed. The first thought that I had was that any dwarf in Tears of the Dragon would end up being a mini Zhang Fei or Guan Yu.
Robert Henry |
For the setting purpose, people believe there are no such things as Kitsune, Tengu, dragons, etc. Because no one has seen any evidence of them for over a thousand years.
If you enjoy learning about the history of the world you are playing in, with twists, turns and eye widening revelations, I think setting 2 would be right up your ally.
I can't say a lot more without potential spoilers, and I Fear I've said too much already.
So the other races are 'normal' not 'Fairytale' but 'Asian Fairytale race are. That makes sense.
No you haven't said "too much" just whetting peoples appetites'. Still voting for #2. Thinking about what dwarf samurai would look like...
Grumbaki |
rorek55 wrote:For the setting purpose, people believe there are no such things as Kitsune, Tengu, dragons, etc. Because no one has seen any evidence of them for over a thousand years.
If you enjoy learning about the history of the world you are playing in, with twists, turns and eye widening revelations, I think setting 2 would be right up your ally.
I can't say a lot more without potential spoilers, and I Fear I've said too much already.
So the other races are 'normal' not 'Fairytale' but 'Asian Fairytale race are. That makes sense.
No you haven't said "too much" just whetting peoples appetites'. Still voting for #2. Thinking about what dwarf samurai would look like...
He would look like this