Kingdom of the Blind
Hello! I'm relatively new to the site and I've wanted to run a pathfinder game for a while. I'm putting campaign notes together and gathering player input. So far I've got a homebrew setting rich with potential. It's a medieval high fantasy with an apocalyptic, grimdark touch.
Dark clouds perpetually fill the sky, leaving a once prosperous continent in near ruin. Why they appeared and continue to shroud the landscape is heavily debated, but with no clear answer. The once bountiful land provides little now. Over the past century famine and disease has wiped away many cities, leaving them to rust away. Creatures who normally fled from the sun now stalk the landscape at their own leisure.
Many have placed the blame for the phenomena on those who practice the arcane arts. Some have formed cults, using the panic to influence followers. Ongoing wars over things like resources and land have only compounded the problems.
Starting level 3, using fast xp progression (4,650xp)
Point buy, high fantasy(20 points) for ability scores
3,000 starting gold
Players may use the Core Rulebook(Or PRD), Advanced Players Guide pdfs (from the Paizo site), Book of Erotic Fantasy,
and Bestiary for character creation.Other 3/3.5 materials may be used with permission (Just ask).
Characters may gain up to two traits from the Pathfinder Character Traits Web EnhancementCharacters and creatures gain max health for their first three levels and half +1 for the rest.
You may use Pathfinder deities or make your own demi-god(s).
I'll likely be implementing a few house-rules to reflect the flavor of the game.
Right now I'm looking for 4 to 8 players, but I'll accept ideas and notes from anyone who wishes to contribute. I want players who can add to what I've started. If you're interested, post character concepts and information about the regions they came from. The game is currently open for discussion and changes. I'd like to know what you're looking for in a game and perhaps a little about yourself.
As for races, I have the following written up.
Dwarves: The least affected by the disruption. They live in sparse settlements away from the troubles of the rest of the world. Many that remain in their mountain-homes have a distrust of the people below, even as far as to forbid them from coming near. Dwarves that adventure are often tired of living like hermits or feel a need to help others.
Favored Class: Cleric, Fighter, Inquisitor, or Paladin (pick one)
Elves(Gray): The keepers of ancient arcane lore. When crowds demanded the blood of those who practiced such magic, they exiled themselves upon elven-made flying islands. The forests they once inhabited quickly turned to desert. Now they float above the clouds, continuing their practice. Many gray elf adventurers go to the surface to study ruins and similar places of magical interest. Some simply could not get along in a society where magical talent is the only way to get ahead.
Favored Class: Alchemist, Wizard, Sorcerer, or Summoner (pick one)
Elves(Wild): Reside in the only forests the sun can shine upon. They focus on divine magic and force of arms, more often from natural sources. Skirmishes with humans to keep their own resources has made them bitter to the plight of other races. Recent treaties provide peace at the cost of wood and food. Not many wild elves travel outside their homelands, but those who do often have strong personal reasons.
As Elf, except as follows; +2 Dex, -2 Int, +2 Wis (replaces elf adjustments)
Favored Class: Barbarian, Druid, Oracle, or Ranger (pick one)
Gnome(Rock): Sickness and goblins have killed off most rock gnomes. Those who remain stay in tightly-knit groups in cities or abandoned ruins. Those who dwell in human cities fashion goods from whatever they can find or provide family-run services. Rock gnomes frequently adventure with larger allies, especially if goblin slaying is involved.
As Gnome, including the following; +2 racial bonus on Appraise checks involving trade goods (Livestock, Spices, Fabric, etc) and +2 racial bonus on diplomacy checks used to barter.
Favored Class: Alchemist, Bard, Rogue, or Wizard (pick one)
Gnome(Forest): In the warm forests far away from the lands of other races live forest gnomes. Their fairly remote location had shielded them from the rest of the world, but recently foreigners have begun poaching and taking land. Since they lack the ability to fight off the more advanced larger folk, they are continually forced to move deeper and deeper into their forests. Forest gnomes usually adventure out of necessity, though some find the outside world to be full of curiosities and opportunity.
As Gnome, except as follows; +2 Con, +2 Wis, -2 Int (replaces gnome adjustments), Hatred applies to aquatic and shapechanger subtype, No bonus to or against Illusion spells, no Obsessive ability, gain pass without trace [SU: always active, CL=1/2 HD(min1)], gain +2 racial bonus on stealth checks (increases to +3 in wooded areas).
Favored Class: Druid, Ranger, Summoner, or Witch (pick one)
Halfling: These small folk spend most of their time in human lands salvaging from scrap heaps found in dead cities. Being quick and stealthy is the only way for them to survive. Others become thieves, living in the always dark alleyways of human cities. All Halflings are adventurers in their own right, scavenging and relying on wit and wile
As Halfling, including the following; +2 racial bonus on saves vs. disease (stacks with other racial bonuses) and the following spell-like abilities 1/day (Must have Cha 10+, CL=Level); Detect Magic, Light, and Read Magic(if literate).
Favored Class: Cavalier, Ranger, Rogue, or Bard (Pick one)
Human: Before their world was plunged into darkness they had experienced a golden age of technology. Muskets had been refined and steam powered engines had emerged to power wondrous machinery. It took only a decade or so for centuries of progress to crumble. From the rubble and confusion new orders were established. City-states with starving populations scoured the countryside for sustenance, often coming into conflict with neighbors. Humans would spread out into other lands, never getting enough to prosper as they once did. Human adventurers come from many backgrounds and with varied goals.
(More on specific nations will be added later)
As Human, except as follows: Humans treat muskets and pistols as martial weapons.
Favored Class: Any one
Orcs: For quite a time the Orcs saw the clouds as an opportunity to siege. After many gruesome years of pillaging they fell victim to such attacks themselves from larger goblin raiders. Many of the Orc tribes formed an unlikely alliance various settlements to stand against a greater threat. After many years some human war bands began incorporating orc shock troopers into their forces. Orcs typically adventure for the same reasons, excitement, blood lust, and greed. A few manage to rise above their stereotype.
Favored Class: Cavalier, Barbarian, Inquisitor, or Ranger (pick one)
Half-Elves: As humans and elves often quarrel, such mixture of blood is very rare, but not unheard of. They are usually looked down upon by humans and elves who perceive them as a product of treason. Most half-elves hide their ancestry, trying to better fit in with the communities they travel through. Such disguises are eventually discovered, forcing them to move on. Many half-elves adventure to prove themselves, few would harass someone known for their potent magic or skill with a blade.
Favored Class: Any one
Half-Orcs: As Orcs integrate more and more into human societies, their half-bred spawn become almost commonplace. While Orcs see them as brothers and sisters, humans in noble circles often view them as abominations. Half-Orcs often find themselves torn between their heritage, though most would put them with Orcs instead of human. Half-Orcs adventure for glory and gain or strive to prove themselves much like half-elves.
Favored Class: Any one
Other races exist as well. For example, Goblins and their stronger kin terrorize many encampments. If you'd like to play a monstrous or unusual race, feel free to ask.
updates in blue