INTRODUCTION PART ONE PART TWO PART THREE PART FOUR PART FIVE PART SIX Enter the Stolen Lands, a wilderness claimed by nobles, bandits, and beasts alike. Into this territory the fractious country of Brevoy sends its emissaries, tasking them with subduing the lawless folk and deadly creatures that have made it a realm of savagery and shame. Beyond the last rugged frontier stretches the home of voracious monsters, capricious fey, wily natives, and bandits who bow to the rule of a merciless lord none dare defy. Can the heroes survive the Stolen Lands, bring their dangers to heel, and lay the foundations of a new power in the region? Or will they just be one more fateful band, lost forever to the ravenous wilds? TROUBLE AT OLEG'S - - - - - BREVOY THE STOLEN LANDS IMPORTANT NPCs CAMPAIGN TRAITS CAMPAIGN TRAITS Brevoy (pronounced BRE-voy) is a nation on the verge of tearing itself apart. The political entity known as Brevoy was once two vastly different nations locked in a constant state of war before being conquered by a despot. After centuries under the rule of a line of conquerors that only recently disappeared, Brevoy must now decide its own destiny. Brevoy is a relatively young nation, having only existed for the past three hundred years. The history of Brevoy before this time is the history of two often-warring nations, Issia and Rostland. The coming of Choral the Conqueror in 4499 AR changed all this. He arrived on the shores of Needle Lake, the current Lake Reykal, accompanied by a ragged band of soldiers and knights numbering just over three hundred. After his arrival he declared the creation of a new nation called Brevoy that would encompass much of the land that was then Issia and Rostland. This declaration was almost completely ignored by both nations as neither perceived Choral as a threat. Rostland eventually had to deal with Choral when he began sending tax collectors from his settlement of New Stetven to force the citizens to support his usurping government. They sent a small army to deal with the proud warlord. Rostland's army seriously underestimated Choral's cunning, and their army walked into an ambush. They were lured into a river canyon south of New Stetven where Choral unleashed his secret allies, a pair of enormous red dragons. Their flames devastated the Rostland army as it was trapped in the canyon with no way to escape. There were few survivors. After this the dragons rampaged across much of Rostland proper, forcing its leaders to surrender within days. Seeing the devastation Choral caused in Rostland, the Issian lords surrendered immediately, declaring themselves to be a part of his new aristocracy and eventually creating House Rogarvia. Choral only ruled his new land for a decade before disappearing, leaving his descendants to rule until 4699 AR using the threat of the conqueror's return and his fearsome dragon allies to maintain their power. The dragons seemingly disappeared after Brevoy's creation, but they returned once to lay siege to Skywatch, an observatory-come-fortress held by those still loyal to Rostland. The Rogarvians' rule ended with the mysterious disappearance of every member of House Rogarvia in 4699 AR, leaving Brevoy free, but in a precarious political position. The nation is currently ruled by King Noleski Surtova of House Surtova. At his side sits his sister, Natala Surtova, who reigns as an unofficial Queen, ostensibly only until the bachelor-King Noleski marries--something which the populace has been hoping he will do. House Surtova has returned to leadership in the vacuum created by Rogarvia's disappearance. Hundreds of years ago, they ruled Issia, one of the former kingdoms that now comprises Brevoy. The Stolen Lands have long resisted attempts at colonisation. Wedged between the River Kingdoms and Brevoy, the approximately 35,000-square mile swath of wilderness has a long history of being regarded as “stolen” - from and by whom depending on the point of view. In truth, the Stolen Lands belong to no one, and are stolen from no one. Many have tried to claim them, but the abandoned ruins that dot the swath of wilderness stand as testaments to the difficulty of ruling these savage lands. They have remained wild with a fierce tenacity, a haven for monsters and criminals and dangerous secrets, and as such have posed a menace to their neighbouring nations as long as anyone can remember. Your group is but one of four groups chartered by the swordlords to explore and settle the Stolen Land. Here’s what you know about the four regions in the Stolen Lands and who Brevoy sent to explore them. The Greenbelt: Dominated by the woodland known as the Narlmarches and the rolling hills of the Kamelands, this region is the one your group has been chartered to explore. Bandits are particularly rife in this area, and the rumours that they’ve organized under the banner of a bandit warlord who calls himself the Stag Lord are particularly troubling. You are to explore as much of the northern half of the Greenbelt as you can and, if possible, to find out more about this “Stag Lord” and remove the bandit threat from the region. Other rumoured problems in the region include a tribe of mites, a tribe of kobolds, mischievous fey, and numerous dangerous monsters and wildlife. Glenebon Uplands: The swordlords sent a relatively experienced band of adventurers into the westernmost reach of the Stolen Lands — an area that is supposedly under the rule of the bandit kingdom of Pitax (although that River Kingdom has done very little to prove its claims over this area). The Slough: The East Sellen River runs through the swamps known as Hooktongue Slough. Rumour holds that the swordlords sent actual Brevic government agents into this swampy area. Nomen Heights: The easternmost reaches of the Stolen Lands contain a low mountain range and border the long-ruined realm of Iobaria. The swordlords sent a band of mercenaries into this region, rumours hold. -WATCH THIS SPACE- Campaign traits are tailored to a specific Adventure Path and give your character a built-in reason to begin the first adventure in a new campaign. Campaign Traits assume a lot more about your character’s backstory, but they are meant to help serve as inspiration for a player working to create a detailed and interesting history for their character. All of the following traits revolve around characters making their homes in and around the country of Brevoy, a country deeply involved in the events that touch off the Guildmaker Adventure Path. You can take a look at these traits to get a general, spoiler-free idea of the types of foes and challenges your character might encounter over the course of the Adventure Path. Bastard (limited to human characters): One of your parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you’ve learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of jewellery, a scrap of once-rich fabric, or an aged confession of love, none of this directly supports your claim. Thus, you’ve lived your life in the shadow of nobility, knowing that you deserve the comforts and esteem of the elite, even though the contempt of fate brings you nothing but their scorn. Whether a recent attempt to prove your heritage has brought down the wrath of a noble family’s henchmen or you merely seek to prove the worth of the blood in your veins, you’ve joined an expedition into the Stolen Lands, hoping to make a name all your own. You take a –1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.) Brigand: You hail from the River Kingdoms or the more lawless reaches of Brevoy. Life has been hard for you. Perhaps your parents and siblings were crooks and con artists, or maybe your rough, lonely life lead you to fall in with thieves and worse. You know how to ambush travellers, bully traders, avoid the law, and camp where no one might find you. Recently, you’ve run into some trouble, either with the law or with other bandits, and you’re looking to get away to somewhere no one would ever think to look for you. An expedition into the rugged wilderness seems like a perfect way to lie low until the trouble blows over. You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk. Issian: You were raised northern Brevoy, a land of misty shores and harsh hill lands, of snowy vistas and violet-hued mountains. You are descended from an able and intelligent people, and you have grand ambitions, a mind alert for opportunity, and the tenacity to fight for your goals no matter the challenge. You care for little more than achieving your aspirations and opportunities to win wealthy and grandeur, for which few costs prove too great. You see yourself as a citizen of Brevoy through and through. The call for champions willing to help take back your country’s rightful holdings in the Stolen Lands has inflamed your dreams of profit and possibilities, so you have joined an expedition to quest south. Your agile mind grants you a +1 trait bonus on all Will saves made to resist mind-affecting effects. Noble Born: You claim a tangential but legitimate connection to one of Brevoy’s noble families. If you aren’t human, you were likely adopted by one of Brevoy’s nobles or were instead a favoured servant or even a childhood friend of a noble scion. Whatever the cause, you’ve had a comfortable life, but one far from the dignity and decadence your distant cousins know. Although you are associated with an esteemed name, your immediate family is hardly well to do, and you’ve found your name to be more of a burden to you than a boon in many social situations. You’ve recently decided to test yourself, to see if you can face the world without the aegis of a name you have little real claim or care for. An expedition into the storied Stolen Lands seems like just the test to see if you really are worth the title “noble.” Choose one of the following noble families and associated benefits. Garess: Your family’s long association with the dwarves of the Golushkin Mountains has left its mark. You ignore the movement penalty for the first 5 feet of rocky difficult terrain you move through per round. This applies only to terrain made difficult by rocks or ruins. In addition, you gain a +2 trait bonus on Appraise checks to assess the value of natural stones or metals. Your family motto is “Strong as the Mountains.” Lebeda: Your family’s history of trading along the shores of Lake Reykal pervades your blood. As a deft merchant of the region, you gain a bonus language: Dwarven, Elven, Hallit, Gnome, Giant, Halfling, Skald, or Sylvan. Your family motto is “Success through Grace.” Lodovka: Your family has made a living off the coasts of the Lake of Mists and Veils since before Brevoy existed. You gain a +1 trait bonus on Swim checks, and Swim is always treated as a class skill for you. Your family motto is “The Waters, Our Fields.” Medvyed: Your family has long a deep respect for the wilderness and is superstitious about the creatures that dwell therein. You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities. Your family motto is “Endurance Overcomes All.” Orlovsky: Your family has a reputation for avoiding conflicts. You gain a +1 trait bonus on your CMD. In addition, choose Acrobatics, Diplomacy, or Stealth — you gain a +1 trait bonus on this skill. Your family motto is “High Above.” Pioneer: You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition into the Stolen Lands. You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill. Rostlander: You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honour. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land’s influence into the Stolen Lands has inflamed your sense of patriotism and honour, and so you have joined an expedition to quest southward. Your hardy nature grants you a +1 trait bonus on all Fortitude saves. Sword Scion: You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city’s heroic and legendary swordlords. Perhaps one of your family members was an Aldori swordlord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles, and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori. You begin play with a longsword or Aldori duelling sword and gain a +1 trait bonus on all attacks and combat manoeuvres made with such weapons. DWARVES ELVES GNOMES HALF-ELVES HALF-ORCS HALFLINGS HUMANS Though typically rare in northeastern Avistan, dwarves exist in small numbers in almost every community in Brevoy. Many serve as town blacksmiths, masons, militia quartermasters, or pawnbrokers. The small mining village of Brunderton in eastern Rostland has an overwhelming dwarven citizenry - most dwarves in the region can claim at least one relative or acquaintance that calls the hamlet home - and gem and ore traders from Brunderton travel throughout the area peddling their wares. Rumors of untapped or unclaimed mines hidden throughout the Stolen Lands are enough to get most dwarves interested in exploring the wilderness. Full-blooded elves are rare in Brevoy, generally preferring to live in Kyonin further to the south. A fair number of rebellious elves, however, emigrate from their homeland up the Sellen River to Brevoy. Often, Forlorn elves pass through Brevoy on their way south to Kyonin to live among their people, and some find the region so amenable that they never complete their journey - although lately, others have chosen to stay after the direct route down the river through the Stolen Lands was closed because of hostility from bandits and indigenous tribes of boggards, lizardfolk, and even trolls. The Brevic city of Restov boasts one of the largest concentrations of elves in the region. Long ago, the elves maintained a stronger presence in this region, and rumours of surviving elven ruins scattered throughout the most remote reaches of the Stolen Lands have long intrigued elven scholars and historians. The boundaries between Golarion and the First World are not constant; in some places, like in the Sellen River basin, these barriers are unusually thin. The barriers thin yet further, rumors hold, in the Stolen Lands - and certainly fey are a powerful force in the region. Many believe that the influence of the First World over the Stolen Lands is the primary reason none have managed to tame the wilderness. Regions like these have long drawn gnomes to their proximity, and tales of gnome expeditions to explore the Stolen Lands are quite common - as are tales of expeditions that become lost and are never heard from again. Optimistic gnomes cling to these vanishings as proof that the Stolen Lands hide pathways into the First World. Gnomes have a strong presence in the River Kingdoms and have established communities there, such as Thom and Artume. Enclaves of less civilized gnomes exist in Echo Wood near the Numerian border, Embeth Forest, and Brevoy’s Gronzi Forest, though these shamanistic sects tend to keep mostly to themselves. Full of interesting sights and new experiences, the region presents a perfect spectacle for gnomes who enjoy the variety of people and places that can be found there. Often the victims of unfounded stigmatization in communities of primarily human or elven populations, half-elves typically find Brevoy a welcoming land. The Chelish and Taldan upper classes have long exiled their embarrassing—if common—illegitimate half-elf progeny to the unruly River Kingdoms, and as a result, many of the region’s half-elves claim some noble heritage (even if such claims aren’t formally recognized). Other half-elven settlers in the region are the result of trysts between locals and elves from nearby Kyonin. Regardless of their origins, half-elves find their adaptable nature well suited to Brevic life, especially those settlements in which adherence to local custom is of paramount concern. Many half-elves rise to positions of power thanks to their ability to roll with political changes and bypass unexpected social impediments. Throughout the civilized world, half-orcs suffer ostracism and prejudice, yet many find Brevoy not merely tolerant of their kind, but in fact refreshingly accepting. Brevans don’t view half-orcs with the same disdain that the half-breeds receive in other parts of the world, and any half-orc who adheres to the strict, provincial customs of the land achieves the same level of acceptance that a similarly compliant full-blooded human would. Half-orcs blessed with less overtly bestial features might attempt to pass for human, keeping the unseemly conditions of their birth a closely guarded the secret and leaving their past behind as they start again with a clean slate in Brevoy or the wild River Kingdoms. Some embrace their heritage, however, and are rewarded; warlords among feuding city-states often recruit half-orcs to serve as elite soldiers, officers, and law enforcement, valuing their blend of strength and cunning. Brevan halflings tend toward transient lifestyles that shuffle them through Brevoy and the neighboring River Kingdoms every few years. The Fifth River Freedom denounces slavery as an abomination, and inhabitants uphold this tenet of the land as earnestly as they do any other. As a result, the River Kingdoms have become a haven for escaped or freed slaves—especially Chelish halflings—attempting to start a new life without the fear of bondage. A strong halfling liberation movement has taken root in the region, and freedom fighters from across Avistan often congregate in the northern River Kingdoms and southern Brevoy, consolidating their power and plotting emancipation raids throughout the Inner Sea. Non-crusading halflings often work as street performers, pickpockets, or legitimate shop or tavern owners; their natural penchant for stealth and showmanship makes them valuable assets to both the ruling elite and underground criminal organizations. The opportunity to help shape a kingdom from the ground up, to build a civilization where halflings can be a significant part of the leadership, could well be a draw to any ambitious halfling Humans constitute the most populous race in and around Brevoy, as they do throughout Golarion. Ethnic Taldans make up well over half the region’s human population; many trace their lineage back to the explorers and soldiers who first tamed the wild countryside ages ago. Descendants of Choral’s conquering army possess strong Kellid bloodlines, as do the barbaric hordes of nearby Numeria. Spring and autumn bring fleets of Varisian flatboats to the Sellen’s waterways as the nomadic people make their seasonal migration between the banks of Lake Encarthan and the Lake of Mists and Veils. Because of the region’s penchant for attracting outsiders from around the world, Chelish, Keleshite, Tian, and Ulfen visitors commonly pass through or make new homes in the River Kingdoms’ many outcast sanctuaries. BARBARIANS BARDS CLERICS DRUIDS FIGHTERS MONKS PALADINS RANGERS ROGUES SORCERERS WIZARDS Most of Brevoy’s barbarians hail from the nearby nation of Numeria, where primitive Kellid tribes bow to the will and power of the mysterious Technic League. Numerians often hold strong superstitions about both magic and technology, and many barbarians in the region share this wariness, even those from the wild lands of Iobaria to the east. Many Brevic communities adhere to strict customs and cultural mores and don’t permit variation from these traditions. As such, barbarians are rarely fully accepted in more parochial settlements. They often find employment as bouncers, mercenaries, and toughs for the region’s shadier factions, though in rare instances they may hold prominent positions among city watches or standing armies. Their generally wild nature makes the class well suited for exploration and guerilla warfare in the less-tamed River Kingdoms to Brevoy’s south. The primary barbarian tribe within the Stolen Lands themselves is known as the Tiger Lords—it’s a violent tribe, though, and unsuitable for a PC barbarian to hail from. Recommendations: Wilderness exploration plays a major role in Guildmaker, so skills like Acrobatics, Climb, Handle Animal, Perception, Survival, and Swim will be used quite often. In a nation balanced on the edge of civil war, diplomats, spies, and political strategists are a vital part of Brevic society. A person skilled in the art of flattery, embellishment, and subtlety has near limitless opportunities, and bards frequently serve as rulers’ trusted advisors, envoys, and moles. King Noleski Surtova employs an army of bards who fight his battles not with sharpened blades but with golden words and poisoned lies among the taverns, barracks, and throne rooms of House Surtova’s enemies and allies alike. This emphasis on verbal combat doesn’t mean that bards in the region lack competence in physical combat, however; many members of the class receive training in the exclusive dueling schools of the Aldori swordlords in Rostland. Whether bards earns their way by weaving through the upper echelons of power or singing for their dinner in shady dockside taverns, they rarely lack stories to tell or secrets to keep in Brevoy. Recommendations: Diplomatic interactions between tribes, nations, and other groups, as well as the ability to lead armies and nations effectively, play a significant role in Guildmaker. Skills like Bluff, Diplomacy, Intimidate, and Sense Motive should be helpful quite often. All Knowledge skills will be useful at different points during the Adventure Path, but those having to do with the wilderness, fey and the First World, and the intricacies of running kingdoms will be most useful (typically geography, local, nature, nobility, and planes). The faiths represented in Brevoy are as varied as the eclectic population that calls the region home. Each faith places an emphasis on the clergy teaching its followers diligently and leading by example. The nation’s war-torn past—as far back as Choral’s conquest of the land—has provided Gorum with a strong following, especially among the Iobarian descendents of House Rogarvia. The lawless nature of the northern region of Issia supports freedom-loving churches such as those of Calistria, Cayden Cailean, and Desna, while the region’s more nefarious factions often venerate Norgorber for his influence over subterfuge and thievery. Travelers on the treacherous waters of the Sellen River frequently encounter priests or shrines dedicated to Hanspur, the god of rivers and river travel, while the wild landscape of southern Rostland draws clerics of both Erastil and Gozreh who wish to help civilization thrive in the threatening environment. In fact, worship of Erastil was once quite common among the Taldans who attempted to settle the Stolen lands, and ruins and lost temples dedicated to Erastil are said to lie hidden in the wilderness there. Recommendations: Erastil and Gorum are the two deities with the strongest presence in the Guildmaker Adventure Path, but all of the deities listed above make excellent choices for clerics to worship. Many Brevan communities on the border of the untamed Stolen Lands employ druids in roles traditionally held by clerics. Especially in small, rural villages on the edge of civilization, citizens consider a druid’s mastery over nature incredibly valuable. Unlike the fertile farmland of northern Rostland, the waterlogged wilderness of the Stolen Lands and the barren hills of Issia provide little in the way of arable fields, creating a high demand for anyone who can keep the encroaching wasteland under control around what few crops do exist. Many druids in the region venerate Hanspur or Gozreh, focusing more on the latter’s affiliation with water than on other aspects of nature, though adherents to the more general Green Faith are not uncommon. Brevan druids conventionally possess a natural affinity with plants, animals, water, or weather, though those who travel with an animal companion tend to bond with creatures at home both on land and in the region’s rivers. Recommendations: The following animals are logical choices for druids operating in the Stolen Lands: badger (wolverine), bear, bird, boar, cat (big or small), blood caiman (crocodile), dog, horse, pony, snake (viper), and wolf. From the Bestiary, the following additional choices are logical: dire bat, dire rat, giant frog, mastodon (elephant), and narlmarch mugger (monitor lizard). The esteemed and exclusive schools of the Aldori swordlords train many of Brevoy’s numerous fighters, especially in the southern region of Rostland. These proud duelists long resisted the authority of House Rogarvia, and they have earned a globe-spanning reputation for their martial prowess. As such, ambitious swordsmen from distant lands make their way to Restov with the hopes of joining the Aldori’s illustrious ranks. Similarly eager warriors often work as mercenaries, bodyguards, or muscle for those wishing to earn or maintain influence in a land where wealth and power are only secure if well defended. Alternatively, expeditions to tame the wilderness and establish new outposts of civilization benefit greatly from skilled military tacticians, particularly with the threat of war ever looming on the horizon. That said, the harsh landscape of the Stolen Lands gives no quarter to heavily armored or mounted warriors; those few who exist hold fearsome reputations for their prowess and effectiveness on the battlefield. Recommendations: All manner of weapons and armour exist in the Stolen Lands, but specific legends speak of certain types of powerful magic weapons being hidden in the region, particularly axes, bows, and swords. The sometimes lawless and mercurial land of Brevoy does not lend itself to the disciplined, meditative lives of most monks, and few call the region home. Occasional ascetic vagabonds make their way through the region, bound for far-flung monasteries or shrines. These wanderers sometimes pause for weeks or months at a time to rest their weary feet, find brief employment to fund the next leg of their journey, or isolate themselves in hidden forest hermitages. In almost every case, though, the transients move on to other, more welcoming parts of Golarion. The rare monk who resides in the region permanently might dedicate her life to maintaining order in the more anarchic cities of Issia, perhaps even going undercover among a thieves’ or assassins’ guild. Recommendations: While there are no significant monk orders or monasteries in the Stolen Lands (yet!), a monk’s ability to be self-sufficient should be quite helpful in the campaign. See the Barbarian and Bard recommendations for skill selection choices. Holy warriors are relatively uncommon in the generally lawless and wild reaches of Brevoy and the River Kingdoms, though they are not completely absent in the region. Most common in central Brevan settlements, paladins of Abadar continually work to maintain peace and trade between Issia and Rostland despite the growing threat of civil war. The verdant landscape of the south attracts Erastil’s faithful, who often dedicate their lives to aiding smaller communities in need of protection or guidance, acting as sheriffs, mayors, or even religious leaders. As Brevoy prepares its expeditions into the Stolen Lands to establish a stable settlement there, paladins of both faiths flock to Restov to be part of the undertaking to push back the wilderness and make a civilized foothold in the otherwise uninhabited region. Alternatively, more than a few Iomedean crusaders hear an unexpected calling as they traverse the Sellen River on their way to Mendev and the Worldwound and end up staying in Brevoy to combat evil there instead of on the battlefields to the north. Recommendations: Erastil is the best choice for a divine patron for a paladin, for his presence and influence is strong in the Stolen Lands. See the Bard recommendations for suggested social skill choices. Given the focus on wilderness exploration (and the possibility late in the game for jousting and similar competitions), focusing on mounted combat is not a bad choice for a paladin. There are still some dungeons involved, but most of the dungeon locations in Guildmaker are relatively small - you won’t have to worry too much about leaving your mount behind for an entire adventure. In the feral Stolen Lands and surrounding wilderness, travel depends on daring trailblazers unafraid to lead armies, dignitaries, and merchants from one kingdom to the next, either on the treacherous waterways of the Sellen River or on harsh overland routes. Dense woods and foetid swamps necessitate less regimented armies, and rangers tend to function as efficient guerilla soldiers and scouts. As such, many communities in southern Brevoy and the River Kingdoms employ rangers as the backbone of both their offensive and defensive military strategies, retaining them as protectors against barbarian raids, fey ambushes, and unscrupulous bandits. The region also attracts countless bounty hunters, who seldom lack clients, local or foreign, eager to recruit their services. Recommendations: See the Barbarian recommendations for good choices for wilderness-themed skills. The ability to track well is particularly valuable in numerous Guildmaker encounters. See the Druid recommendations for logical animal companion choices. A ranger’s best choices for favoured enemies in Guildmaker include the following: animal, dragon, fey, humanoid (boggard, human, giant, or reptilian), magical beast, monstrous humanoid, plant, undead, and vermin. Good favoured terrain choices include forest, mountain, plains, swamp, and water. Rogues are prominent in northern Brevoy, where House Surtova has long controlled powerful thieves’ guilds, organized crime syndicates, and spy networks out of Port Ice. Since the disappearance of House Rogarvia in 4699 ar,they have dispatched discreet agents throughout both Issia and Rostland to consolidate their power in the absence of the traditional ruling family, and the family feel that their scion Noleski Surtova’s rule legitimises its shameless methods. Even in the more stable region of Rostland, rogues are plentiful, often migrating north from the River Kingdoms, where pirate bands and roadside brigands give credence to the idiom “as thick as thieves.” In many cases, rogues find themselves in the River Kingdoms after ending up on the wrong side of the law in their homelands, and the region’s inhabitants frequently take new names and invent elaborate back stories upon arriving in the Sellen valley, a tradition that carries into Brevoy as well. Recommendations: Guildmaker includes traps, although they’re not as overwhelmingly prevalent as are hazards, ambushes, and social situations where rogues can excel. A rogue talented at stealth and scouting, particularly in wilderness areas, should do well. See the Barbarian and Bard recommendations for good skill selection choices. Sorcerers, with their untrained mastery of arcane mysteries, have long found the wilds of northeastern Avistan alluring. Often viewed as uncontrolled compared to wizards, many sorcerers emigrate to Brevoy and the River Kingdoms to obtain some semblance of acceptance or anonymity. The realm of the First World touches the Material Plane in strange ways in the Stolen Lands along the southern Brevic border, resulting in many native sorcerers drawing their powers from fey bloodlines. Brevoy’s history with red dragons has led to the prominence of draconic bloodline sorcerers. Members of the ambitious Brevic nobility often belong to destined bloodlines and find that fate frequently intervenes on their behalf as they rise in power and influence. While these three bloodlines appear most often in Brevoy and the River Kingdoms, all bloodlines exist in the region. Recommendations: In Guildmaker, the following bloodlines fit best thematically (although all bloodlines should be equally useful in combat situations): destined, draconic, elemental, fey. See the Wizard recommendations for familiar choices if you play an arcane bloodline sorcerer. Scholars of the arcane might find themselves in Brevoy for countless reasons. Illusionists and enchanters, for example, often travel to the region to study the mysterious First World, the fey realm that touches Golarion in enigmatic and unexplained ways in the untamed wilderness on the nation’s southern border. The city of Skywatch in eastern Brevoy also attracts throngs of wizards who hope to unlock its arcane secrets and break through the impenetrable seal that has isolated the settlement from the outside world for the last decade. Wizards skilled in the art of evocation generally find employment as battlefield artillery in the armies of the region’s various feuding kingdoms. Other arcanists make their way to Brevoy and the River Kingdoms out of necessity when their experiments and studies get them into trouble in their homelands (most often those mages who tamper with the very forces of life and death). Recommendations: See the Bard recommendations for good Knowledge skill choices. All of the arcane schools should be equally useful throughout Guildmaker. While any sort of bonded object works well in Guildmaker, wizards who opt instead to take on a familiar might wish to choose creatures that make sense for the region in which the Adventure Path takes place. Logical choices for familiars based on the region’s climate include all of the basic familiars from the Pathfinder RPG Core Rulebook except for monkeys. Good choices of improved familiars (again, based on Guildmaker’s themes) include celestial or fiendish animals, dire rats, mephits, and pseudodragons. OVERVIEW CHARACTER CREATION CHARACTER CREATION CHARACTER SHEETS MAPS A'IGHT MAYBE THIS SHIT MIGHT ACTUALLY WORK A LITTLE BETTER IN A FORUM SETTING, LET'S TRY. Guildmaker is a simple adaptation of Paizo's Kingmaker Adventure Path, which sends a group of adventurers into a lawless, uncontrolled expanse known as the Stolen Lands and slowly allows them to turn the area into a region under their control. Rather than following Kingmaker's model, which has the PCs building a kingdom and then still running off on adventures for no logical reason, Guildmaker instead has the cast build an adventurer's guild from the ground up, slowly transforming it into a powerful force within the Stolen Lands. First, though, they've got to get some exploring done. And also deal with a rather unpleasant herd of bandits under the leadership of a madman known as the Stag Lord. STUFF TO BEAR IN MIND Guildmaker's first chapter is highly non-linear. There's a big map to explore, filled with lots of interesting stories and possible quests for the characters to explore, but it's up to the players to find them all. Railroad it ain't. Because we're running this on a forum, part size is not as massive an issue as it was with virtual tabletop. If the group is getting too large, it can be split into multiple parties and sent off to explore different sections of the map. That being said, running this via the forum comes with its own challenges. The most obvious is making sure we keep up posting momentum and don't run out of steam. To that end, I'm gonna need players to post regularly and poke me to do the same. Starting Level: 1 Ability Points: 20 Alignments: Please stick to Good/Neutral characters, in the interests of having a party that won't try to murder each other within two sessions. If you really, really just have to play someone with an Evil alignment, PM me and we'll talk about it. Carrying Capacity: We'll play without this since it tends to weigh down the game (hurr hurr hurr), just make sure to list all your gear on your sheet. Don't take advantage of this, though, or I'll lower your character head-first into a goblin pit. Deities: All Golarian deities. Allowed: Archetypes, Alternate Racial Traits, Carrying Capacity, Hero Points, Extra Maneuvers, 2 Traits (or 3 if you take a Drawback). Prohibited: 3rd Party Homebrew, being a meta-gaming turd-blossom, being That Guy. Strongly Discouraged: Companions (they slow everything down, so please take their alternatives where you can or chat with the GM about it). Hitpoints: Start at the maximum possible for Level 1. When levelling, use the Throw a Dice command from the More Options menu in the bottom right corner of an Iwaku post. Experience: You'll level up at key plot points in the adventure. This first adventure will end with you on Level 4. Starting Wealth: Paladin/Ranger/Fighter/Cavalier - 175gp Cleric/Rogue/Inquisitor/Ninja - 140gp Barbarian/Bard/Alchemist/Oracle/Witch/Samurai - 105gp Druid/Sorcerer/Wizard/Summoner - 70gp Monk – 35gp Character sheets for a game like Pathfinder can be pretty big and sprawling, taking up a lot of space and intimidating the shit out of folks who aren't quite used to the whole set-up. So to prevent any of that, here's how we'll be sharing/posting characters for Guildmaker. 1: Fill in and post the template provided below, which will supply basic information about your character. That way everybody knows who's who. 2: Use the Myth-Weavers interactive sheet to share your character stats and stuff. You'll need to register with them (don't worry, it's free), then link your sheet when posting your character. 3: There is no Step Three. Simple enough, roight? TEMPLATE NAME: ((What's your character called?)) RACE: ((What is your character's race?)) CLASS: ((What class does your character belong to?)) LEVEL: ((What level is your character?)) APPEARANCE: ((Please provide an image of your character so I can rig up a fancy-ass token for them for battles and stuff.)) OVERVIEW: ((Give a brief description of who your character is, what they're about, and why they have chosen to journey to the Stolen Lands.)) CURRENTLY MAPPED TERRITORIES OF THE GREENBELT OLEG'S TRADING POST SYLVIA IVAN LEILA MALKUS TAICHO The adopted child of an Aldori swordlord, seeking to prove herself worthy of joining the order by venturing into the Stolen Lands. A noble-raised rogue with a hidden heritage, traveling to the Stolen Lands to bring honour to his family. A sorcerer raised amongst traveling worshippers of Desna, driven to wanderlust by her divine heritage and traveling into the Stolen Lands with her companion Malkus. A headstrong self-trained monk with a potent sense of justice, making his way into the Stolen Lands alongside his sorceress companion Leila in search of both meaning and challenge. A Tengu ranger raised amongst the nobility of Brevoy yet stolen into captivity during his formative years, traveling into the Stolen Lands to find purpose in his newly-won freedom. A'IGHT CHUMS MAYBE THIS TIME IT'LL WORK. Rigging up a character sheet for the forum here. Should have it up within the next day or so at the latest.