The gods of the City State of the Invincible Overlord are replaced by native powers, as follows:
Oden ==> Kaysndrinath
The Gargoyle ==> Tho-Tarr
The Spider God ==> Skorsym
Thoth ==> Sothseila
Harmakhis ==> Ularien Ellismere
The Toad ==> Ellgan Elloktar (The Geckokin)
Pagana ==> Jeyshimra.
These are briefly described here: https://www.rpgcrossing.com/showthread.php?t=200814 - and more details will be provided as needed. Those labeled in red are evil, and not recommended for player characters. The other members of the Northern Pantheon may be suitable patron Powers.
Note that if you worship a local Power, you just might run into them someday. The Powers are just NPCs of level 15-20, occupying strategic places in the world.
You can also take Golarion deities. (They live on continents too far away for practical travel.)
You could also just make up a Power. The Sphere is vast and the Powers that mortals worship are beyond numbering.
The caste levels are orc-centric:
1 Blue -- these may be nobles, gentlefolk, but also high-born orcs who overlap in careers with Reds.
2 Red -- military officer, merchant; also clerics of city gods and guild spellcasters.
3 Green -- military enlisted, indentured / free citizen. Guild members. Free citizens of treatied races.
4 Green slaves. Treatied-race slaves. Citizens of non-treatied races.
5 Non-citizens of non-treated races.
Within each caste itself are many fine distinctions of social standing.
Orcs, Gelatinous Fiends, Molekin, Apekin, races of the Fey Alliance (Sylph, Lizardman, Elves, Geckokin, etc.) and some others are "treatied races" -- the Overlord has signed trade and exchange agreements with them. The list of treated races is long, and includes some races from distant realms (e.g. "outsiders".)
All others are non-treatied races, which reduces their rights. These include humans, dwarves, halflings.
While race is an advantage in caste, one can be reassigned to a new caste by certain social achievements:
* If a member of a non-treatied race buys property and pays taxes, they move up in caste by 1.
* If a low caste individual becomes a registered member of a certified guild, the become at least 3rd caste.
* If a low caste individual becomes a registered cleric of a city church or a member of the mages guild, they become at least 2nd caste.
All the city churches and guilds owe fealty to the Overlord. All have their own strict admission rules.
Laws are enforced by different courts depending on caste, with the high courts very lenient, the low courts very strict.
For example, a common sort of story might be: one was late on payments, but as a wizard's guild member, only a fine is due. But, one offended one of the Overlord's cronies; one is ejected from the guild and consequently drops to low-caste. The same crime now is punishable by scourging followed by a loss of a limb.
CLOSED
Sweetwater is an 80% traditional pathfinder game. Presently we have 5 characters and I am looking for a 6th. Starting level is 5th.
A technology-user, perhaps a gunslinging type, within 1-2 steps of lawful good, would fit. Technology is somewhat limited at this time in this world, so I'd guide you through what works.
Alternative concepts would be considered. A ranged combat expert is recommended, as one ranger-archer recently retired, and the party actually failed an earlier mission due to being melee-heavy when facing highly mobile and some flying foes.
The current party will be:
Quincy Kettle , by SelfAwareNPC, a 5th level wizard
Bart Cobbe, by mightymconeshot, a 5th level inquisitor rogue.
Pieter Osmaplite, by Kshnik, a 5th level brawler - sentinel
Brand the Barbarian, by 17fromgreatness, a 6th level bloodrager
Prudence Goodfellow, by rhaiber, a 5th level investigator and spheres-alchemist
Short Synopsis
The game has been in play for 1 and 1/4 years, real world time. It began with a 1st level dungeon crawl through the Lost Temple, a place inhabited by undead and vermin. The initial party had to resolve a necromantic curse. In the process, they released the spectral spirit of a necromancer, Idious, who is now the main antagonist threatening the frontier town of Sweetwater.
A conflict has developed between the Fey Alliance of native races (primarily apekin, sylphs, and a half-dozen others) and the expanding democratic republic of Azerka -- of which Sweetwater is a far-north outpost.
As Sweetwater reacted to an impending, magically foretold zombie apocalypse, they ordered a large volume of anti-undead weaponry. That shipment was waylaid and 80% of its cargo stolen by the tribals. The player characters failed to retrieve the cargo.
An investigation revealed a spy (now executed) who had leaked the secret information of the shipment. Now the party is rushing off to battle the necromantic enemy -- a conflict which may take some time to resolve!
Outside of Life vs Undead, the pending future conflicts are Manifest Destiny vs Natives (hint: you're on the Manifest Destiny side mostly), and Magic vs. Technology.
The setting seems interesting, and I should be able to maintain the posting rate, though it is a bit high. That said I'm inclined to make an application (yet to decide on what that'll be). For now I wonder if you've ever heard of/read through/considered spheres of power and if you'd allow it?
Also, I'm curious after the Consensus, a manufactured god seems really interesting, is it capable of giving out divine power? What domains does it grant?
Currently I'm thinking about either a tribal elf, who's left home and the struggles of the frontier to hope to find riches in Azerka, a really progressive and perhaps a bit too militaristic member of the church of the Consensus. I've also got "Gunslinger/Spellslinger" and "Maffiamage" as reminders of character concepts I once thought cool. There's strictly speaking nothing keeping me from playing a combination of them all.
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Aaron - Kenshin - Sonton - Vrirvi - Golarion - Valyra
my life is strange now, I now have time to make posts. I can just leave my desk at five... somehow.
Last edited by Sirviantis; Dec 24th, 2019 at 09:13 AM.
Re: posting rate, the daily rate is what I've used in years past and it kept things humming. I'm willing to be flexible about it especially if the party has a consensus for a slower pace. I just don't want combats to drag on forever and to give you all enough tempo of accomplishments to level up at a reasonable pace.
I'd like to stick to the core materials listed, plus Pure Steam. I'll use some Legendary Games for more advanced tech, but that will unlock later. The decision to stay narrow is intentional, to keep focus on the environment's distinctives.
A bit later I'll post a list of regional feats which are about a feat-and-half.
When the Azerkans cap a pool of radiance, the construct is strictly mindless as it is their intention to not be ruled over by Powers. The multi-million GP construct starts as a pyramid of intricate machinery. As it floats in the Mana pool it encrusts with crystals until the pool is completely overgrown and covered. The magic is diverted to levitate and spin a giant stone and metal wheel. That provides kinetic power, distributed by a vast system of gears, axles and belts to provide for the needs of of industry and hundred of thousands of inhabitants. The second Wheel constructed many decades ago was improperly regulated. It overspun and detonated, laying waste to an entire city. Since then, a high ranked arcane expert in the MageCorp is appointed as an Arbiter. That person acts as a kind of living fuse, and would at cost of his life prevent an overspin. The Arbiters also have oversight over a School of magic within the Azerkan primary watershed. In that region they have a certain surveillance and influence over their particular form of magic: so there is an Arbiter of Illusion, an Arbiter of Abjuration, etc. (not a full list as the Azerkan conquest stalled as soon as their borders expanded toward the Gundulun Oligarchy and the Bright Empire.) The Arbiters are not worshipped and do not distribute spells/benefits/gifts as the Powers do.
The Consensus is a Lawful Good (or one step) non-magical faith. They label all magic (arcane, divine, supernatural abilities, items, creatures -- all of it) as belonging to the Alternative which they oppose -- though by nonviolent and non-coercive means unless combatting evil or violence. Ki force and abilities are kosher, however, so long as it is not used as a backdoor to channel magic. Suitable Consensus classes are Fighter, Mink, Gearhead, Gunslinger -- or other non spellcasters. At higher levels, Consensus characters take various Oaths that grant forms of personal antimagic and allow use of advanced technologies which are otherwise suppressed by the Alternative's emanations.
The Church of Azerka collaborated with the MageCorp to fabricate the Caps -- but they did it to eliminate several tribal gods, both facilitating religious conversions and greatly reducing divine magic in the Azerkan basin, as well as wiping out an entire ecosystem of magical beasts (which immensely aided conquest and domestication of a large territory).
The MageCorp handles the actual day-to-day operations of the Caps, and have all their top academies and workshops clustered in the peak magic zones around them.
That's all background, but re: your specific character ideas:
The game -- at least for now is in the frontier -- so a character motivated to leave the frontier would not fit, at least not at this time.
A spellcaster who could belong to the Church but as a sectarian or schismatic in actual rebellion against the core and leadership. The source of magic would either be arcane (drawing from key lines) or divine (worshipping a non-Azerkan Power.)
Re: Mafiamage -- we are running non-evil characters.
So -- many if your ideas work, with some adaptation. Focus down and don't try to have too many elements from day one
Last edited by CatCanCook; Dec 24th, 2019 at 01:46 PM.
Thanks for expressing interest. I am going for core races only, at this time. Do you think you'd like to craft a character with a tone and style you might like within the core race parameters?
Hm...well, the setting's interesting, but it's not really my cup of tea, so I'll pass. Not really into the whole idea of science versus magic, myself. Thanks for the invite to apply, though.
Last edited by AllyDJ; Dec 24th, 2019 at 09:05 PM.
I find myself stuck with a question @CatCanCook: What type of theme are you going for with the game?
I ask because I'm really intrigued with the setting, and I'm excited to see some strife between the consensus and adherents to the Powers, as well as some corruption in the system.
But from the adventure pitch I feel like the game will consist mostly episodic, local, adventures based in the town of Sweetwater (hence the name) and helping everyone survive in the frontier. Which is a valid and popular theme, it's just not something I typically look for in games.
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Aaron - Kenshin - Sonton - Vrirvi - Golarion - Valyra
my life is strange now, I now have time to make posts. I can just leave my desk at five... somehow.
Oriana -- welcome! Much thanks for the enthusiasm. Please construct a character and I'll be happy to answer questions.
Sirvantis -- The game is starting with Sweetwater, and I did not want to immediately plunge into themes of grand conflict, but rather let them spiral up gradually (and using the downtime between chapters to advance the state of both characters and the world around them). The first couple adventures will have an episodic local flavor -- but the connections to national-scale institutions will steadily escalate. The frontier will not remain the frontier: think of how rapidly towns grew in a gold-rush era California, for example. The connection to the core nation is by monthly dirigible; that will change eventually to rail lines, and when/if the area proves strategic, to permanent teleportation circles, etc.
There are seeds of particular tensions (among them colonialists vs tribals, church vs state, science vs magic, mortals vs. powers and seeking to overthrow/become powers). If players respond strongly to them they may mine those particular seams to a greater extent.
The game name can become an anachronism given substantial level advancement, but my thought is it can always remain a "home base" however the party roves, if characters have built allies there and not burnt bridges. I don't aim to start near the finish line of a campaign. :-)
Last -- the "retraining" option will be viable if a character wants to start a more humble frontiers-person and then mature and retune as someone perhaps who has taken sides in one of the larger conflicts.
Last edited by CatCanCook; Dec 25th, 2019 at 10:43 PM.
For tracking purposes this is the current status of prospective players.
Player
Character
Race,Class
Status
Sirviantis
none
none
Interested
OrianaOleander
none
none
Interested
Touketsu
none
none
Placeholder
Kshnik
none
Dwarf, fighter/brawler
Interested
None
none
none
none
None
none
none
none
I'm not sure of the local jargon, whether "placeholder" means substantial interest or just lurker.
Also -- status: It's the holidays, I'll be traveling off and on and visiting with people. So I'm expecting slow/intermittent interactions of both myself and others for now.
Last edited by CatCanCook; Dec 26th, 2019 at 01:58 PM.
Okay, thanks for elaborating on your intentions. I'll continue working on the ideas I had for a character.
As for your question, placeholder means they like the concept, are interested in playing and will have a character up soon-ish.
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Aaron - Kenshin - Sonton - Vrirvi - Golarion - Valyra
my life is strange now, I now have time to make posts. I can just leave my desk at five... somehow.
Dwarf brawler/fighter using a pair of dwarven war shields is the concept I am going to run with.
A feat called healing hands appears to be a decent way to heal without “magic”. However it requires knowledge plane. In your write up planes don’t really exist. So first is healing hands feat allowed? And is there a substitute I can use in place of Knowledge Planes.
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Goblins !!! If you are allowing or want a goblin sign me up.
Last edited by Kshnik; Dec 26th, 2019 at 12:55 PM.