keftiu |
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I'll admit, I'm surprised to see so much hullabaloo over an explicitly impious character not fitting the mold of their faith :>
Dubious Calistrian devotion aside, I hope folks like the Narland Charter! I wanted to try and land on something resembling a 'traditional' fantasy party; it was tough to restrict myself to CRB Ancestries.
keftiu |
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Coming back to this thread with a promised "Kingmaker successor" party, one that tries to imagine a group of adventurers from the former Stolen Lands, over a decade on from that AP's success. I've done my best to avoid major specific spoilers from that storyline, but I'm definitely gesturing at parts of it with our friends from the Tatzlford Promise here, who swore an oath to become famous together in that Narland town (not nearly as small as the borderland village it once was). The only thing I've really fudged here is the timeline; Kingmaker 1e was 12 years ago, but I'd ideally want Yennis to at least be 16.
(CG Kellid-Taldan Human / Nymph Bloodline Sorcerer)
(NG Iobarian Beastkin Dwarf / Animal Instinct Barbarian)
(CN Sootscale Kobold / Companion Inventor)
(N Kellid Human / Curse Patron Witch)
Yennis leads the group with unshakeable confidence and a romantic view of what a hero's life looks like, informed by the stories of her mother's founding adventures. Kodlak is dour and acts as if afraid he'll shatter anything he touches, but is slowly learning to smile again. Despite a fondness for bombastic inventions and sizeable explosions, Mekamik is surprisingly careful, always offering inherited Kobold wisdom about surviving in a world much bigger than you. Venta is quiet and seemingly forlorn, but takes incredibly dangerous risks to save her fellows from peril.
AnimatedPaper |
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I see no reason to not offer a 1st edition party. One of the points of this thread is so that we start thinking about the kinds of stories meta regions offer, not just individual countries. It's one of the things I am critical of with both Outlaws of Alkenstar and Blood Lords; each is very country focused instead of more widely regional. Admittedly, Alkenstar at least incorporated the Mana Wastes, so it's not totally missing, but I really had hopes for an AP that explored the entire Impossible Lands, not just individual pieces.
But that aside, as long as your PCs are hailing from the same meta-region, I think its within the bounds of the thread to have a Gentleman, Cavalier, Skald, and Mesmerist form into a group from Absolom or the Eye of Dread.
Not my thread, so take my words with a grain of salt, but speaking only for myself I wouldn't mind seeing what you have to write.
keftiu |
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Ahriman, master of the fiendish divs, is sworn to the task of seeing all mortal works turned to ruin. Rovagug, god of destruction, seeks the end of everything - the universe itself, unmade. Both masters of dissolution have scarred the history of the Golden Road; a palace for Ahriman, the House of Oblivion, blights Thuvia's desert, while the dreaming corpse of Rovagug's firstborn, Ulunar, resides in Osirion's capital city. Likewise, both are served by fervent, fevered cultists across the expanse of northern Garund, digging at the foundations of the Inner Sea's eldest civilizations.
No one but the four Sekh Madjed know they're working together. Something like fate gathered them to the side of the sphinx Nakhsedjer, a criosphinx in service to Osirion's state who first noted the links between both cults. Unholy assassins killed Nakhsedjer and drove the Sekh Madjed into the desert, but each of these hardened heroes is sworn to protect their world - their duty-name marked in glowing white tattoos of Ancient Osiriani and Celestial, the work of the sphinx's own hand.
(Sekh Madjed is, very roughly, "Pillars of Power" in Ancient Egyptian, with an erroneous space thrown in to make it a little easier to read; from sekhem, like in goddess Sekhmet, and djed, 'pillar.' They're a party anchored around Lawful Good, as fits the ideals of ancient Ma'at, and djed seemed like a good shorthand for Law standing against total chaotic destruction!)
NG Katapeshi Ifrit Gnoll / Dedicated Gate (Fire) Kineticist
(NG Spitespawn Tiefling Elf / Div Bloodline Sorcerer)
(LN Pahmet Dwarf / Monk / Living Monolith)
(LG Garundi Human / Paladin Champion of Sarenrae)
Meshet respects Zaratah's dedication to holy ideals, but is deeply embarrassed by the paladin's fondness for dirty jokes and tawdry tales; she, in turn, gently tries to get the monk to loosen up, both in the name of the team and out of a genuine regard for the stoic monolith. Lotus has a sense of humor and a vocabulary of Katapeshi swears that make Zaratah look like a nun, and enjoys poking the others with playful barbs more than any of them would prefer. Khamsa is the quietest of the bunch by far, mostly speaking up for the mission's sake... until Lotus snares them in yet another game of chance, their beloved cards bringing out rare smiles from the tiefling.
Sometimes, the best use for an exciting setting is as a way to freshen up the over-familiar. Four brave heroes from wildly different, but classic fantasy backgrounds: a paladin of the sun, a haughty pyromaniac "wizard," a dwarf, and an elf. A divine patron tasks them with stopping not one, but two apocalyptic gods! It's all been done before, but the diverse inspirations of the Golden Road make it all novel and fantastical again.
I wanted to prove that I can grit my teeth and enjoy Osirion, and I think I've done a good job here! Not a mummy or slaver in sight - the Golden Road has so much more potential than folks realize! My only disappointment is not included a Maftet character somehow.
keftiu |
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With the Impossible Lands book imminent, there's been a lot of attention on the region: Alkenstar and Geb both enjoyed APs this year, while Jalmeray's chance to draw on awesome under-utilized South Asian inspirations and carry 4 of the 5 Ancestries in the book... leaving Nex surprisingly out of the spotlight. That might change on release day - the archwizard himself may be on the verge of returning! - but for right now, it mostly exists in how we daydream it.
Sky-tearing cities surrounded by blasted wastelands, bodies twisted beyond recognition with unrestrained science and otherworldly power, control firmly in the hands of an elite, inhuman few - Nex is cyberpunk with a magic coat of paint over it, and I think leaning into those noir stylings is the right way to tackle the country. When the demon lord of secrets operates openly in your capital, those alleys and smoky backrooms are bound to be extra sinister! Trapped in the mire are the four souls of Vantrian's Legacy, straining to keep themselves afloat in the wake of the eponymous mage's demise. None of them have the full picture of how the dead man's web has snared them, but the only way out of Quantium's intrigues is through.
Their resemblance is enough that Argent rightly fears for his life. Foreign memories and arcane formulae swim in his mind, endlessly vexing - and sometimes resolving into spells of incredible destructive power. If his fate is to inherit an Arclord's burdens, he figures, then why not enjoy an Arclord's power? Though he's only lived for a matter of weeks thus far, Argent already has the hubris of a much older mage, but his present peril helps stifle that somewhat.
(CN Human Reflection / Imperial Sorcerer / Spell Trickster)
Calix loathes living as a corruption of nature, but is determined to cure their condition, and that requires the talents of the vicious folk in Quantium. Survival requires cooperating with the alien within, their vines twisting into unnatural bark and thorns in battle while monstrous songs thrill in their mind... what Vantrian did to Calix was worse than a thousand deaths, and so they refuse to die, doing whatever it takes to prevail.
(N Ghoran / heavily reflavored Animal Instinct Barbarian / (Aberration) Living Vessel)
Incensed by her confrontation, Vantrian bewitched Raziya - a spell that only recently broke, some four years later, with the Arclord's murder. Her memory of that time is blank; she doesn't know this city, but it most definitely knows her, most notably with the demonic library of Scrivenbough greeting her as an old friend. Raziya's past is a mystery, as is the murder of her "master," and she's still no closer to her brother's trail than she was the day she first entered Quantium. Raziya needs to solve all three if she has any hope of staying alive in the greatest city of the Impossible Lands.
(LN Garundi Human / Empiricism Investigator / Pactbinder)
Vantrian was one. The last thing Zadow thought was that it all felt too easy. When the extraction teleport never came, it hesitated; when the other assassins struck, it understood. Zadow doesn't understand its betrayal because it never truly knew the ones who held its leash, but something deep within their stitched chest refuses to die without a fight.
(NE Fleshwarp / Flurry Ranger/ Assassin)
They couldn't be more different, other than their painful bonds to a monster of a man who's far beyond any vengeance now. Argent bristles at the looks he catches from Calix and Raziya, but inevitably returns to try their company after growing bored of ever-grim Zadow. Calix remembers all too well what Raziya did to them during her lost years, but understands that both of them are victims; the other two are unfortunate necessities they'd sooner be rid of. Raziya is sympathetic to all three, but treats them with the same wariness her amnesia demands of everyone, and she tries to temper Argent's worst impulses wherever she can. Zadow says little, but hasn't left yet.
keftiu |
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While we've seen faces from all around the Inner Sea, this time I'd like to take us beneath, to the forbidding Darklands! Far from the sun's burning light, closer to the heartbeat of Golarion and the prison of Rovagug, empires rise and fall in the sightless depths - and strange heroes delve on quests far more harrowing than any surface-dweller has ever known...
These four souls met in a wretched pit, captives intended as sacrifices to the great god of the ghouls and food for his loyal flock, and made a quick oath to stay alive together - something they're still doing today, years later. Garhiz named them the Meat Rejects, as they're all both outcasts from their peoples and because they refused to be eaten.
Garhiz is not known for their wit.
If Alembeth's devotion wavered, then apparently Nocticula's did something far worse.
She fled the city and her family in the chaos that followed, her old talents finally put to selfish use in the name of survival. Alembeth's faith almost broke in the ghoul pit, but her heart sang when glowing moonlight flowed from her hands to split undead flesh. With her goddess having changed so much and her old life in ashes, Alembeth wonders who she is now, but keeps moving forward.
(CN Drow / Inquisitor of Nocticula)
Matching their raw fury against the monsters of the Darklands proved to be everything clan life hadn't been. It felt exhilarating and true. Garhiz became a hunting thing, and found joy in purpose realized until ghoul magic laid them low. Garhiz hungers for a return to that simplicity almost as much as they crave to crush their old kin, to prove how much greater they've grown, and their allies are a key part of that.
(CN Xulgath / Superstition Instinct Barbarian)
More than anything, she refuses the indignity of an anonymous death. Ydersius squirms eternally, unworthy of worship, while the humans thrive across distant sunlit lands. The old ways have failed - something new must be built if the Sekmin are to ever rise above their millennia of shame, and that means the same cooperation that saved Haashterith from a ghoul's dining altar. Treat others fairly and honestly when your interests align; nudge their emotions and stir their memories when things prove difficult. It's easy, really, which just makes her all the more mad no one else has done it yet.
(N Sekmin / Silent Whisper Psychic)
Narakaas appeared to her in a dream, understanding that her undeath was not by choice, and offered to cleanse her soul in exchange for service - a deal she gladly took. Her heresy saw her confined to the pit, but granted the very power she used to set the group free. Already strong in life, her undead body now easily hefts a mighty Osirian shield and a divine executioner's axe, clad in the regalia of an avenging psychopomp. Until her blessed death claims her, Palm gladly fights to slay the wicked and to keep her fellows breathing - but secretly holds out hope of finding a 'cure' that will return her to life.
(NG Gnoll Ghoul / Redeemer Champion of Narakaas)
Obviously, the group have strong opinions on Nemret Noktoria and the undead, but beyond that the Darklands are their oyster. Garhiz is content to test themself against whatever challenges come their way, but both Alembeth and Wilted Palm follow fleeting visions from their deities - visions that clash as often as they align. Haashterith's ambitions are no secret; she works to make friends and earn favors with major factions the group finds in their travels, a tendency that's saved them all more than once.
UnArcaneElection |
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Wow, these are getting even more interesting than they started.
I didn't mean to be out of action on these boards all the way since October 25. Having to work late and get up early has been putting a crimp in my activities . . . and only going to get worse next week.
Edit: If you're wondering why nobody is posting, see here (and the post above if it ever becomes visible) for a possible reason.
keftiu |
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Wow, these are getting even more interesting than they started.
I didn't mean to be out of action on these boards all the way since October 25. Having to work late and get up early has been putting a crimp in my activities . . . and only going to get worse next week.
Edit: If you're wondering why nobody is posting, see here (and the post above if it ever becomes visible) for a possible reason.
Oh, do you have an invisible post?
keftiu |
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Until recently, the cruel Technic League held Numeria tight in their grasp, ruling by proxy and demanding total control over that land's wonders - and perhaps cruelest of all, many living beings were deemed the property of the League by the circumstances of their otherworldly origins. Lady Altouna, master of trade city Hajoth Hakados, is secretly an alien herself, and employs a vast network of troubleshooters meant to save those with ties to other worlds - then, under the Technic League, and now still in this strange new era.
Arrogant technologists consider Androids to be lesser than "true life," treating them as one would a mindless golem. Many aliens find themselves deemed monsters by those who've never seen their like before, or else wind up on the dissection tables of madmen. Certain Kellid tribes react with fear to what they deem "the unnatural." Even free from mortal persecution, Numeria's harsh landscape and vicious predators (robotic and natural!) claim many lives, and Altouna grieves each as an avoidable tragedy.
Below is one team of many in her nameless organization, working to deliver justice to the cruel and freedom to the captive. Each of them owes their life to the organization's efforts, and rewarded their rescue with loyal service in the hopes of paying it forward.
I'm trying something different here: a party of 3, not 4, and with character options not currently in PF2... yet, anyway! Numeria was my first Pathfinder love; I hope you enjoy this trio of characters, as they're deeply self-indulgent.
Faith-1 (CN Android Inquisitor of Casandalee) first awakened as a crew of Technic League works dragged her from a stasis pod, her mind a blank before that moment; she spent the next three years as disposable fodder, digging out buried ruins and sent ahead to trigger any lingering traps. Despair wound tight around her soul until a golden voice, synthetic and pure, spoke to her - and told her to seize freedom with both hands. Razor-honed wits and a bag of Casandalee's blessings have kept Faith ahead of death ever since, the stealthy android capable of passing unseen until the time for judgment arises, and Altouna gladly aims her at the work of liberating other Androids in peril.
Tariu Veinburn (CG Kellid Fleshwarp Bloodrager) fell into a secluded chasm while foraging for their clan, the fall shattering their body but not quite killing them. Desperate, Tariu crawled until they found a puddle in the dark, and as its taste lulled them into sleep, they accepted death; none could recognize the creature that woke up, hale and hearty and changed, at the next dawn. A team of Altouna's people found Tariu desperately outmatched in a clash with Technic League-employed mercenaries and saved them, the lonely berserker eager to find a place in the world once more.
Vesh Lhameth (NG Lashunta Shaman) has never known Castrovel as anything other than a green star in the night sky. Her people were borne to this world in an age long past, and have considered it their home for generations beyond counting, tending to the blighted land of Numeria. Vesh was trained as an apprentice to their current shaman, but was wracked with visions of the spirits across the region and granted leave to pursue such a clear calling. The young spirit-speaker hopes to heal Numeria's people by starting with the ground beneath their feet, trusting in the rest to follow after.
Faith is full of an iron dedication to her personal crusade, with little room for softness at the edges for softness... which is why she's confused at her fondness for these comrades, and recent dreams of a life beyond fighting. Tariu's tribe was especially conservative, raising them full of fear for the strange, but they've come to find a deep kinship with the other "freaks" of their scarred homeland; it healed something within them to be called a hero for the first time. Vesh shares Faith's vision for Numeria as a homeland for aliens, but is more concerned with the long view of what that might be, where the android focuses on how to most swiftly get there.
keftiu |
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A terrible little voice is trying to make me throw together an Arcadian party out of the scraps we know about that continent - but what kind of epic quest would bring them to the "exotic" shores of the Inner Sea?
I think it might be good fun to have these heroes be gawking at all of the things we find so familiar... while also saving the day and having cool powers.
Evan Tarlton |
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A terrible little voice is trying to make me throw together an Arcadian party out of the scraps we know about that continent - but what kind of epic quest would bring them to the "exotic" shores of the Inner Sea?
I think it might be good fun to have these heroes be gawking at all of the things we find so familiar... while also saving the day and having cool powers.
Hmm. A group of (mostly?) gun wielders who have heard about Alkenstar and want to see it for themselves. The route determines how long the trip is, and how fun it could be. For a given ue of fun, anyway.
keftiu |
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Four gunslingers once met at a mountain summit in the Crownpeaks, each a wanderer drawn by an impulse to climb none could quite explain; they greeted each other warily, suddenly aware that they were ensnared in the workings of fate. As the group took in the vista of Arcadia's beauty sprawled out beneath them, an object fell from the heavens - a rifle, its make unlike any the trio had ever seen before. Each looked skyward to see an eagle circling high overhead, seemingly having carried the strange gun to them. It cried out a single, piercing note, then flew straight east until none could see the bird any longer.
The path for the Four Triggers is clear, and it leads over the sea to distant Garund. None know who sent the eagle or why they seek Rifle's Home (what they've come to call Alkenstar, not yet knowing its name), but each is resolved to become the latest Arcadian hero.
Denkoro's travels across Arcadia filled dozens of codices with information, and done a great deal to blunt the silent terror that once filled their limbs. Humanoids, it turns out, are often plenty kind - and Denkoro has a skymetal gun for the rude ones. They feel a certain kinship with their weapon, a marvel of artifice and the arcane from distant Heyopan, and often wonder at the porous lines between life, magic, and technology. Ascending the Crownpeaks was meant to enable some cartography; the chance to document Garund fills them with a curious thrill.
That no one currently knows her name is proving an impediment to Iyera's goal, but one she firmly believes in temporary. Empty-handed and delirious with hunger, she climbed the Crownpeaks in a fugue, and seized upon the foreign firearm as her mythic birthright. If she can find Rifle's Home, Iyera is certain, they can build her a new star gun that will let her seize the Briarbough throne - or perhaps make her their new queen.
The Star Code and the honorable hunt were all Nonkwah had for years, her life a haze of wilderness chases and brief tavern stays. A part of her hoped some direction - or failing that, some peace - might come to her atop the Crownpeaks; she's torn between bitter skepticism and breathless hope at the apparent sign that more than mere survival might await her in the future.
An older, wiser Pelín returned to his mountain home years later, eager to catch up and reflect for a time before returning to his wanderings. The Crownpeaks climb was a fluke (he was nostalgic for the view!), but relishes the chance for the next chapter of his life to be an important, intentional one. His bird (who named itself something that sounds like three hoarse squawks) is always close at hand; Pelín dreams of flying alongside it someday.
All of these are built with canon lore from Guns & gears and 1e sources, with no real extrapolation other than making up their names. I talk a big game about loving Arcadia, but only have one character (Vibrant Huetzca, my Aasimar boundball star) actually from the continent - so this was a blast! I wanted these to really feel like the different kinds of player characters you might see exploring a "new" continent; I'd love to know if I succeeded :>
keftiu |
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Jalmeray is a land of wonders and mysteries, the impossible made real thanks to the seemingly boundless magic of distant Vudra, but few are as deadly - or as inexplicable - as the Murmur Dome, a strange site that appeared overnight in the coastal city of Prada Hanam. Its people are keenly aware that they live in the shadow of something they cannot explain, one that kills anyone who attempts to breach its vault and calls to rakshasa like a lighthouse beacon.
These four intend to rob it. They're pretty sure they have a plan that works: Raktaab knows fell rakshasa rituals, and believes Zathani's purity can fuel blood magic capable of protecting the whole group. Once inside, Khash and Raktaab hope to handle any security, while Buwa believes he can kill anything lurking inside, especially with Zathani's spear at his side. All are keenly aware their motivations diverge, but each needs the others to stay alive... until a certain point, at least.
Raktaab bears the fearsome visage of a Lakghyan Vanara, but while the majority of those folk can merely trace their heritage to the Red Face; few would believe that they are a rakshasa, humiliatingly bound in mortal form for a failed gambit against their 'betters.' The Murmur Dome surely holds power enough to restore their body and destroy those impudent fools... but secretly, they fear this endeavor, too, will end in failure. (Vanara Tiefling (Beastspawn) / reflavored Diabolic Bloodline Sorcerer)
Striped Khash struggled from an early age with two burdens; their Sunghari heritage, which opened a gulf between them and the Vudrani majority, and their lycanthropic bloodline, marking them as shamefully impure. They steal enough to survive easily enough, but it's hardly living - Khash hopes the Dome contains a cure for their condition, so that they can finally live a normal life. (Sunghari Human Beastkin (Tiger) / Thief Rogue)
Zathani is doubly-blessed by the waters; her blue skin marks Obari's favor, while her heart has sang with Matravash's truth from her first spoken word. As a warrior and judge, Zathani is incorruptible; she intends to ride the efforts of these others into the Dome, and destroy whatever evil lurks within - forever. (Vudrani Human Undine / Paladin Champion of Matravash)
I loved Prada Hanam's writeup in the new Impossible Lands book! I'd been meaning to get this party written for about a week now, but it only just now came together; I hope you like this ill-fated heist crew.
keftiu |
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Jotting this down so I don't lose it: the Shory Seekers - or in their language, Chaosheng Kho, the Pilgrims of Kho - have come to the distant Inner Sea, seeking the knowledge of Garund's long-fallen Shory Empire.
Probably a Tian-Yae Kineticist aeromancer, some sort of sturdy Tian-La character, and the other two... are open questions for tomorrow's me.
keftiu |
3 people marked this as a favorite. |
Jotting this down so I don't lose it: the Shory Seekers - or in their language, Chaosheng Kho, the Pilgrims of Kho - have come to the distant Inner Sea, seeking the knowledge of Garund's long-fallen Shory Empire.
Probably a Tian-Yae Kineticist aeromancer, some sort of sturdy Tian-La character, and the other two... are open questions for tomorrow's me.
I'm quite fond of this bunch, who really came together once I figured out their Ancestries and Classes. Tian Xia gets so many fun new toys to play with, and I wanted to make sure I got away from the usual faux-China and Japan for this bunch of world travelers.
Jochitai (LN Tian-La Fighter) grew up alongside Mhepa, but the blessed girl was always especially kind to the unlucky, fatherless child; they became best friends, and Jochitai swore always to protect her. Growing strong enough to make that promise true became their guiding principle, and they wrestled every man who had ever bullied them as a child in the weeks before they departed on their grand journey, humbling them all. In truth, Jochitai doesn't understand Mhepa's dream, but would die to see it realized.
Yanwu (CN Hungerseed Hobgoblin Alchemist/Inventor) has the bright red skin of his Oni mother, but preferred to serve Kaoling with his mind, not his muscles - a shame the bellicose Fire Yai found unacceptable. Exile suits the hobgoblin tinker just fine; his gadgets and tinctures sold well enough in Hongal for him to live, but being hired by [YAE] is the first problem that's ever felt worthy of Yanwu's genius - the pay matters less than the challenge, and the chance to fly through the heavens aboard a great machine. Yanwu is not overtly cruel (when he bothers to speak at all), but has little patience for pleasantries, indirect communication, and "inefficient" courses of action - though he'd rather grumble than actually be in charge of making any decisions.
Insun (NG Samsaran Psychic/Bard) came into this life with the psychic potential of the hundred before it, and Zi Hi's greatest ascetics sought to mold her into a creature of mental enlightenment - so, naturally, she ran away as soon as she could. Agents of the newly-formed Lantern Lodge took in the wandering samsaran girl, and in their boundless curiosity for this world, rather than ephemeral truths beyond, she found a true purpose. Now grown into a confident adult Pathfinder, Insun is giddy at the chance to document the peoples and history of distant Garund, and privately hopes to recruit her current companions after their inevitable success.
UnArcaneElection |
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Jotting this down so I don't lose it: the Shory Seekers - or in their language, Chaosheng Kho, the Pilgrims of Kho - have come to the distant Inner Sea, seeking the knowledge of Garund's long-fallen Shory Empire.
Probably a Tian-Yae Kineticist aeromancer, some sort of sturdy Tian-La character, and the other two... are open questions for tomorrow's me.
Would love to help keep this thread going, if only I didn't keep getting slammed with new deadlines at work . . . .
Jotting down a couple of thoughts so I don't lose them seems like a good idea, although I have to tell you up front it's going to be a LOT longer before I can actually get to them (and even then it's a matter of If, not When). Note: Still thinking in 1st Edition terms here.
For Old Cheliax: The Banned That Played On: In Old Cheliax, art is much appreciated, but revolutionary art is banned. So I'm thinking of a performing Troupe, composed mainly (maybe even entirely) of Bards/Skalds, but nothing is set in stone yet. One possible non-Bard/Skald member is an Unfettered Devil Eidolon, freed by their Summoner's death at the hands of the State, followed by a botched Raise Dead ritual performed by the rest of the party, who is now trying to quit being a Devil.
Evil party for Old Cheliax: The Demagogues: If democracy proves to be easily enough corrupted, even House Thrune might end up having a use for it. This idea is also mostly in flux, but it MUST include a character that is REALLY DUMB, not the common Big Dumb Fighter/Barbarian type, but a political type (like Demogogue Bard into Noble Scion, maybe with a dip into Mysterious Stranger Gunslinger for the Mad Cowboy vibe), who somehow, inexplicably, gets people to go along with stupid ideas ever more the stupider they are (making heavy use of the Dopeler Effect). This group has disturbing parallels to modern Earth.
For the Saga Lands (central western): The Outsized, But Not Outclassed: Cheliax is just BAD for Halflings, and it's Hell to escape and stay escaped -- while the first choices for most would-be escapees would be Andoran or Nirmathas, they'll take Varisia if that's what they can get. An all-Halfling or almost-all-Halfling party, that has honed their abilities to fight against enemies who like to pick in people smaller than them.
For the Broken Lands (central -- specifically, the Stolen Lands): The Founders: A party of mostly martial types that are at home outdoors, including a Battle Herald. They come originally from different places, and will have ongoing debates about what form of government the new Stolen Lands nation should have, but they (at least mostly) won't be holding secrets from each other, but having their debates out in the open (at least, in those parts of the open where they don't think enemies will be watching).
For the Broken Lands (northeast): The Monstrous Liberators: Robot problem? Monster Solution! This is a group of monstrous characters who are trying to claw their way to Good. Includes Darien Usher-Tessadril (who I had wanted to be a PC for Wrath of the Righteous), a Qlippoth-Spawn Inquisitor who doesn't actually know who he is Inquisitor for who worries that his powers may actually stem from Rovagug, and Wreck-It Rafaela, an Annis-Spawn Rage Prophet (with the Wrecker Curse) who has a knack for breaking objects and other constructed things.
For the High Seas: The Liberty Privateers: What their name says -- technically a group of Shackles Pirates, but ones who have constrained their depredations to be against those who would deprive others of their freedom. They're trying to get a Letter of Marque from Andoran. Concepts mostly fluid, but includes an Oracle (with reskinned Dual Wasting/Haunted Curse) who is a Sylph that wasoriginally Human, acquiring Sylph nature shortly after birth due to a Varisian blessing gone horribly awry, who was exiled from Rahadoum not for casting divine magic, but for unbearable flatulence.
For the Golden Road and the Shining Kingdoms: The Andoran Geographic Society. Founded in Almas, Andoran as a competitor to the Pathfinder Society, by people who like the Pathfinder Society's goals of exploration but don't like its acceptance of Evil and otherwise amoral people or its plundering of treasures. Got its big break from its archaeological expedition in Wati, Osirion. Feeling vindicated after meeting a whole bunch of gung-ho Indiana Jones types almost immediately upon arriving. Includes an Archaeologist Bard who tries very hard to stay legally on good terms with the legal authorities there, who has a siblingn (Leadership Cohort) who arranges for safe transport of archaeological artifacts to Andoran.
keftiu |
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Would love to help keep this thread going, if only I didn't keep getting slammed with new deadlines at work . . . .
I appreciate the reply! :D
For the Golden Road and the Shining Kingdoms: The Andoran Geographic Society. Founded in Almas, Andoran as a competitor to the Pathfinder Society, by people who like the Pathfinder Society's goals of exploration but don't like its acceptance of Evil and otherwise amoral people or its plundering of treasures. Got its big break from its archaeological expedition in Wati, Osirion. Feeling vindicated after meeting a whole bunch of gung-ho Indiana Jones types almost immediately upon arriving. Includes an Archaeologist Bard who tries very hard to stay legally on good terms with the legal authorities there, who has a siblingn (Leadership Cohort) who arranges for safe transport of archaeological artifacts to Andoran.
You might be interested to know a few 2e lore tidbits here: the Pathfinder Society has closed the door on Evil members and largely tried to clean up its act (though they're certainly still imperfect!), and Khemet III, the ruler of Osirion, has strictly pulled back on how much foreign archaeology he allows. Both might make for interesting wrinkles!
I'm certainly curious to see how Andoren folks can avoid being yet another set of foreign colonizers.
UnArcaneElection |
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. . . But as far as I know, both of these had not yet happened at the time of Mummy's Mask, when the archaeological lotteries were being held.
As for Andoren folks avoiding being just another set of foreign colonizers, it would be at least worth a shot for them to be fully transparent to the relevant authorities about what they are taking and where they're putting it(*), and at least give a general good plan for keeping the items safe.
(*)Would help to have an Andoran Geographic Society Museum brochure to hand out.
Of course, one of the wrinkles could be that this backfires . . . .
Nice to hear about the Pathfinder Society closing the door on Evil members, but what about all the ones that already entered the door? That might make cleaning up their act very difficult. Also, aren't the Pathfinders still under the control of the secretive and unaccountable Decemvirate? (This would be another motivating factor for the Andoran Geographic Society, which would prize openness as much as possible.) And the hunting down of Shadow Lodge members that refuse to rejoin sounds really suspicious -- especially with them somehow getting their former leader Grandmaster Torch to be in on it.
UnArcaneElection |
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Given the elemental themes in the Pathfinder Campaign Setting, I'm thinking of a Fantastic Four (although Sekh Madjed comes close) . . . .
Archpaladin Zousha |
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I dunno if that fits quite right with the timeline of the Firebrands as we know it: the general vibe I got was that before the simultaneous revolution of Sargava and the events of Hell's Rebels (and to a certain extent both Skull and Shackles and Hell's Vengeance, if only because they explain why Cheliax lacked the manpower and materiel to crack down on both) the Firebrands as an identity or organization didn't really exist. You had individual pockets of revolutionary-minded folks, but they lacked the kind of name recognition the Firebrands now have...that's just my reading of the text, though, so take it with however many grains of salt you deem necessary!
UnArcaneElection |
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For some reason I've been wanting to make an ORC Paladin (a mechanical chassis I made for this before this mysterious inspiration currently resides the second entry here). And I've also been (again before the latest mysterious inspiration) been thinking of an All-Paladin party. And the Eye of Dread is the perfect microregion for them to be based in -- after all, Tar-Baphon isn't just a quasi-divine Lich, he's a very powerful and very EeeeEEEeeeviiiL Wizard, although he has apparently managed to honk off some of the Dragons he wanted to dominate (who would have guessed?). So, here's another entry in my above list of thoughts to jot down for this thread:
For the Eye of Dread: The Beacon in Night: An All-Paladin party, including the Orc Paladin mentioned above and a Human (or maybe Half-Elf) Combat Medic (mechanical chassis currently resides just above at the same link). Also includes a Dwarf Tortured Crusader. Haven't yet decided on the 4th member (if any).
UnArcaneElection |
^A little more thought on the above -- Orc Paladin just barely managed to escape being entrapped by an Infernal Contract drawn up by one of Tar-Baphon's more diabolically-inclined lieutenant Wizards (based in a tower at the shoreline of Lake Encarthian) who had been disguised as an innocuous mentor (something that might be hard for the Whispering Way members to pull off, but since it would be a juicy opportunity for them, they would surely try hard at it if they thought they had a chance).
CrusaderWolf |
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I have an adventure I'm working on (hoping to publish on Infinite before the end of the summer) involving open warfare against an increasingly well-organized undead presence in the Gravelands. Their main opposition is the Encarthan Coalition (Oprak, Nirmathas, Molthune, Kraggodan/Janderhoff, and the Knights of Lastwall). The adventure is intended to open in the face of a Coalition defeat at undead hands, and the party must struggle to keep the fractious alliance together while still halting the undead counterattack. While it does have a strong military theme, I'm trying hard to make certain that it doesn't feel narrow in its options, and it seems like a great chance to utilize the vehicle rules to boot.
Still working on the party itself, but I'll try to post something by tomorrow!
GM CrusaderWolf |
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(Sorry for how long this took me!)
For the past three years, a powerful lieutenant of the Whispering Tyrant styling himself as the Lord of the Charnel Forge has been asserting his power over the aimless undead of the Gravelands, bringing col discipline to the unliving hordes and posting an existential threat to the remaining Knights of Lastwall. In response, the Encarthan Coalition was formed--the knights were joined by forces contributed from Nirmathas, Oprak, Molthune, Kraggodan, and Janderhoff (and funded by generous loans from the Kalistocrats of Druma). When the Charnel Legion drove the Knights back and laid siege to Vellumis, the Coalition acted, mustering at Three Pines Ford on the Nirmathas/Gravelands border before crossing the river to lift the siege.
They never got to Vellumis. An undead host ambushed the Coalition Army near the ruined town of Kerholt, driving the tattered forces of the living into headlong flight. A small band of mid-level officers from the various factions have escaped to Three Pines Ford and are determined to rally the survivors they can pull together, even as the undead hordes close in. Drawing inspiration from the original Shining Crusade and the past triumphs of the living, these commanders have taken up the moniker of The Shattered Shield--like their namesake, they will guard the nations of the Coalition from the Tyrant's armies, even if it destroys them.
Hjurek, blackpowder commando
Long familiar with the military applications of alchemy--and possessing an artifact that allows them to travel quickly and safely even to places half a world away--Oprak quickly established relations with Alkenstar, trading considerable mineral wealth for blackpowder weaponry, and becoming the premier wielders of firearms in the Encarthan region.
Few in Oprak pushed for this doctrinal shift harder than Hjurek, who received command of a company of fusiliers when the Coaltion was mustered. Armed with a musket-axe and trained in crafting a variety of custom munitions, Hjurek seethes with rage and wounded pride at the Coalition's defeat. He's latched on to the the Shattered Shield as his last best chance to prove the efficacy of this tactical theories and he's more than willing to spend materiel and lives to do it. He shares an affinity for mechanics and aggressive tactics with Esfrid, and admires Irgyni's tactical acumen but considers Corliss a reckless glory hound.
(LN elfbane hobgoblin Gunslinger/Demolitionist) (he/him)
Esfrid Steelsmoke, aggressive driver
Born into a wealthy clan of civic engineers, Esfrid was seemingly destined for a lifetime spent in the forges and tinkering shops of Kraggodan. Not even her idiopathic clubfoot could slow her down, as supportive relatives built her a custom wheelchair, and her own inventions assist her mobility & effectiveness in defending her home. She joined the Coalition forces as part of the maintenance crews for the dwarves' experimental Artillery Wagons, alchemically-powered armored vehicles that require a great deal of engineering know-how to keep operational. She acts as the logistics & construction coordinator for the Shattered Shield, ensuring that their forces' defenses & siege engines are in working order. She's also a skilled driver, piloting the artillery wagon dubbed The Orator for its eloquent cannon fire.
(NG anvil dwarf Armor Inventor/Trick Driver) (she/her)
Corliss Nunder, Yellowjacket harrier
Nirmathas' guerillas are notorious for their use of unconventional tactics, and this is exemplified by the Yellowjackets: a corp of light aerial cavalry mounted on giant hornets, of all things. Daredevils to the last, the Yellowjackets displayed astonishing (some would say foolhardy) valor at Kerholt and suffered commensurate casualties; less than a third of them are still fit for duty. Corliss has found herself suddenly thrust into a position of leadership they did not seek and quietly resents, but she's the only person all the Nirmathi survivors can agree on following. They struggle with delegation and prefer to personally lead scouting and raid missions, and she dotes on her wasp-mount Mellifera. She still holds a grudge against the Ironfangs and Molthunes she used to fight against instead of alongside, and considers Esfrid's contraptions to be a resource sinkhole--but they're the best chance she's got of getting her people out of this alive.
(CG versatile human Starlit Span Magus/Cavalier) (she/they)
Irgyni Blackmane, politcal officer
The Blackmane tribe held a small territory in the wooded hills of rural Isger, until the bloody destruction of the Goblinblood Wars drove them north as refugees. Met at the border by Molthuni mounted patrols, the Blackmanes expected destruction but instead were offered a deal--service in the national auxiliaries in exchange for citizenship. Irgyni is part of the first generation to have grown up entirely within Molthune, and her loyalty to her tribe's new homeland is beyond question. She serves as the intelligence & morale officer of the Shattered Shield, struggling to keep this frightened and battered little army together. Her attitude towards the others are professional but distant--she respects their competency but refuses to let herself get attached. At least, that's what she tells herself.
(LN gnoll Bard/Marshal) (they/them)
keftiu |
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- The Shattered Shield -
I *adore* this party, wow! This is really excellent stuff.
Having the party be officers, rather than the usual rank-and-file, is a really fun way of putting the weight of heroic expectations on their shoulders. Oprak making overtures to their fellow alchemists in Alkenstar seems so obvious, I feel silly for having not thought of it before - and poor Hjurek has been made out to be a doctrinal failure by impossible circumstances! I've likewise got a Molthuni Gnoll tucked away somewhere, and hope 'monster citizens' is a path we see that nation go further down when we revisit them properly in 2e.