Post by WxMAN on Aug 19, 2015 19:46:56 GMT -6
Kingmaker
Common Setting Knowledge (All PCs and NPCs know these things):
Deities:
All deities of the land are found here:
www.pathfindercommunity.net/gods-of-golarion
The three most commonly worshiped deities in Brevoy are Abadar, Gorum, and Pharasma
Campaign Setup:
GM Suggestions and Requests:
GM Style Notes:
Common Setting Knowledge (All PCs and NPCs know these things):
- The country of Brevoy was once two independent nations: Issia and Rostland
- Issia and Rostland are very different culturally, historically, and geographically
- Issia is the northern part of the region with a southern border defined as the East Sellen River, Lake Reykal, and Awzera River
- Choral “The Conqueror” Rogarvia invaded from the north 200 years ago.
- Issia’s ruler Lord Nikos Surtova signed a truce wherein his family kept their wealth and power, but became a vassal under Rogarvia
- Rostland refused a similar truce offer and fought a very bloody war against Rogarvia
- Restov was the location of the last stand against Rogarvia which was lost, though is still retains a very strong culture of the rebel spirit
- A decade ago the entire ruling house of Brevoy, House Rogarvia, disappeared with no trace
- House Surtovas claimed the crown, but Issia and Rostland are quickly approaching civil war
- The Rostov Swordlords are a specialized group known for their prowess in battle and are considered heroes to some, but rebellious agitators to others.
- The “Stolen Lands” are a large swath of unclaimed land to the south of Rostland that is full of many dangers and has resisted any attempts to tame the area
Deities:
All deities of the land are found here:
www.pathfindercommunity.net/gods-of-golarion
The three most commonly worshiped deities in Brevoy are Abadar, Gorum, and Pharasma
Campaign Setup:
- You have been been contracted by the Lord Mayor of Rostov to explore, map out, and bring order to the area of the Stolen Lands known as the The Greenbelt
- The Greenbelt is a heavily wooded area known for being a hideout for bandits as well as home to dangerous wildlife
- A house rule will be in place where your weapon can be upgraded at the cost differential between what you have and what you want, minus any discounts (or plus any mark-up) you’d receive due to good or bad behavior, material shortage/abundance, GM fiat, etc etc.
- “Downtime” - or time away from adventuring will be featured a lot in the campaign. Skills typically not used in dungeon crawls (ie, Appraise, Craft, Perform, etc etc) may be more useful than usual.
- Years of in game time can go by so all the long term consequences, positive and negative, for actions may play out. Sleep with a barmaid? She may become pregnant and the child may have enough time to grow up with or without two parents. Invent in a business? You may get to see that place become the medieval equivalent of Wal-Mart or fall from mismanagement and tank the local economy.
- Languages do matter. In settled places, Common is spoken pretty universally, but Brevoy also has people speaking Taldan, Hallit, Skald, and Varisian aside from their racial language (Elves = Elven, Dwarves = Dwarven, etc). In unsettled lands or isolated villages, Common may be spoken in only very broken phrases or not at all. If your character takes a 'monster' language, ie Orcish, Draconic, Goblin, etc there needs to be a reason they know it. If a person/monster doesn't speak the language you know, or only speaks it in broken phrases will give you a negative modifier to any conversation and conversation-based skill you try and use, while knowing the language (if it is not Common that is being spoken) will give you a bonus. Druids speaking Druidic to another Druid, regardless of the language either party knows confers a bonus as well.
- If you'd like any other campaign or rule changes, additions, or subtractions just ask and I'll consider it.
GM Suggestions and Requests:
- 20 Point Buy (Pathfinder Rules)
- Ensure your characters have a reason to wanting to go into untamed land, explore, and later carve out a settlement
- I would appreciate it if the characters had a relationship ahead of the beginning the campaign, it doesn’t have to be much, but just a reason why each of you are in the exploration group
- Any hooks you’d like to give in your character background would be much appreciated, though if you’d like some off limit of certain things (don’t kill my parents please, etc) just let me know and it won’t be a problem. Anything you give me will not be used to screw over your character, but instead to give them importance in the world and time in the spotlight.
GM Style Notes:
- My goal is to challenge you, but to see you win and especially to have fun.
- Most encounters will likely have many ways to ‘win’ and XP is granted the same as if you decided to kill everything. Using diplomacy, bluff, bribery, stabbing, arson, and/or dropping blue whales are all valid paths to deal with certain encounters.
- Combat will be rolled out in the open by the GM and at no point will I ‘fudge’ the dice against the PCs - if you kill a big bad that was meant to be a recurring villain until the end, he is dead and the world will have consequences from their death, a big bad clone will not just spring to life to take its place.
- Like the Fallout series of games, however, there are areas where things above your level inhabit. If you find yourself in that situation, sometimes retreat is a valid option.
- Rolling a 1 in combat is no longer a crit fail, it is an automatic miss, but a subsequent roll will be made to confirm the critical. If the subsequent roll does not hit the target's AC, the original roll is now a critical fail.
- At the beginning of each session (except the first), a random player will be asked to briefly summarize what happened last session. A d4 will be used to determine the player each session.