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Campaign Settings (etc.)

Character Creation

  • Stat Array: 16, 15, 14, 14, 13, 10
  • 15 Race Points
    • please start with a “normal” race and tweak
    • tweaks are subject to GM approval
  • Start at level 5
  • Start with 2 Mythic Tiers
  • Standard starting wealth
    • Item Creation feats: each item creation feat adds 8% to your starting wealth (to account for the Crafting discount)
      • Sufficient down-time for most crafting will be available.
  • The campaign does not, strictly, take place in Golarion, so don’t take regional languages. The vast majority of location-specific traits, feats, gear, etc. have a “close-enough” variant that they should be fine.

Classes

  • Synthesist Summoner is right out.
  • Paizo-published classes are fine.
  • 3rd-party classes are subject to GM discretion.

Alignment

  • By preference, the four corners of the alignment grid would be present within the party, ideally with a True Neutral character to pull them together.
  • Failing that, equal parts L, G, C, and E, with N filling in the gaps (eg., one LE, one NG and one CN would “balance”) would be great.
  • Failing that, err towards “good”.

Campaign World

  • The Gods are silent.
    • Divine magic still flows, powered by powerful Demon Lords, stolen Divine Essence, cracks in the prisons, disenchanting Divine artifacts, etc.
    • Magic items which require a Divine-only spell have their costs doubled (though crafting time is based on the original, un-doubled price: the reagents are harder to find, but just as potent).
    • Divine NPC castors are much more likely to be Evil than non-Evil, and are likely to require much more than simple gold for any but the most mundane aid.
    • Any magic effect which requires a deity’s direct and intentional involvement to function (eg. Commune and Wish) requires a Concentration check (as per Casting Defensively) to function.
      • Good Clerics can regain spells normally; this is meant as a flavor-type element, not as a significant restriction on character creation.
  • Languages
    • Common (well, a variant, but…) is still the predominant language of the commoners.
    • Necril, Abyssal, and Infernal are the official languages of various domains.
    • The language of the Primordials requires two language slots (or skill points); the Primoridals are one of the few powers that the Liches, Demon Lords, High Devils, etc. still fear, so artifacts relating to them have been destroyed or defaced whenever possible.

Deities

The standard Golarion deities are available, as are the D&D 3.5 deities. That said, very few venerate (or even acknowledge the existence of) any deities aside for whichever local Lord is in power.

Special Mechanic: The Opposition

There are forces which seek to prevent the PCs from fulfilling their goals. To that end, there are a number of goals that “they” have, only some of which will directly affect the PCs.

To represent the balance of power at the campaign’s end, each side will have one giant pile-o-dice (d6s) which will affect (but not determine) the final outcome. These dice represent fundamental shifts in the balance of power in the metaverse; as such, once a die is gained, there is no power in the metaverse which can remove it, nor can any power affect their results when rolled (this is good for the PCs: there are a lot more of “them”).

Campaign Backstory

Eons ago (so the stories go), the world was a beautiful, verdant jewel, a center of interplanar commerce, a paradise.

Paradise fell.

History is vague and the Mists of Time are heavy. What is known is that the great markets have fallen, the skies have darkened, the rivers are full of foul beasts, and foul magics fill the forests.

One year ago, the stars aligned. The imprisoned deities were all able to send forth a call for those who would right the world. Those that heard the call (though they did not all know what they heard) rose up. They have striven to answer the call, and have found themselves in a vast library, ancient and weighted with knowledge. Each notices a book resting upon a pedestal, approaches, and …

Character Backstory

Each character has 2 Mythic Ranks. The first Rank simply comes as a result of being chosen by the call. The second comes from the way in which the character broke out of their life of servitude do a Dark Lord’s underling. Explain what happened, how the character became an adventuring PC.

It is entirely possible that, until they heard the Call, the character didn’t realize that they were living under the thumb of a Necromancer or Demon Lord’s lieutenant’s lieutenant (eg., a Druid living in a patch of not-quite-corrupted wild lands); the Call could well have convinced the character that such existence wasn’t living, that it was time to fix the world. Similarly, the Call could have given the character the last bit of encouragement they needed to finally put their well-polished plan into action (eg., a Rogue may have snuck/diplomed/intimidated their way into the local lord’s presence and struck them down in their sleep).

In any event, the circumstances needn’t be particularly flashy, but they should be an entertaining (and short) read.

Character Advancement

This campaign lends itself well to being broken into quest lines. As such, XP will be awarded for completing each section of a quest line (rather than per enemy killed or trap triggered).

Each Quest Line will end with the achievement of a Mythic Tier (which hints at 9 Quest Lines, one of which will allow the characters to enjoy the benefits of their 10th Mythic ability), now doesn’t it…

Additionally, substantive contribution to the wiki/forums (if available) will result in in-game bonuses. These may take the form of bonus skill points, XP bumps, magic items, etc.. “Substantive” contributions might include:

  • Writing up an Adventure Log entry (as a Historian or as your character’s in-world journal)
    • Note: multiple characters can benefit from this. I would love to have each character keep a journal (which can be as encrypted in-world as the character would like, but is in plain-text here) of their own. Feel free to use the GM Secret section to … expand upon … the body of the entry, if needed.
  • Updating your character sheet
  • Tracking party resources
  • Proposing (novel) magic items your character wants (even if they don’t know it)
    • These characters have received a Call; the fates are paying special attention to them, sometimes for good and sometimes for ill.

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