Pathfinder Campaign

Introduction:

The continent of Wri; possessing an enormous amount of peoples and climes, it exists as a hotbed of diversity. Even in planes of existence beyond its own, it is regarded as a continent where nearly anyone may find a home. As fortune dictates, however, where opportunity exists, so does the desire to seize it.

A terrible tragedy befell the nation of Thracia one day. By mysterious means, its entire royal family, with the exception of one sickly daughter, was killed – or, to put more accurately, died of absolutely nothing. The daughter, perhaps spurred by the need of her nation, was able to recover from her ills and rose to take the place of her family as well as she possibly could. Unfortunately, another nation found this to be their opportunity.
Seeing this tragedy as a weakness in leadership, the kingdom of Karish moved to swiftly claim Thracia’s lands for itself. The news reached the daughter the day that she was crowned as Queen Dia. Knowing Karish’s cruel and exploitative history, Dia had no choice but to fight for the sake of her people, personally taking up arms, making allies, and rallying troops for the defence of her homeland.
In one year, Karish was crushed.
Now with an army that had found enormous momentum in her leadership, and the technological resources and conscripted soldiers of Karish under her wing, the Queen renamed herself Empress and decided to expand her borders further not a year after her victory. By war or diplomacy, she now holds claim to several times the amount of land she had inherited, and has made it more than clear that she will not consider stopping until the central nation of Wrihei belongs to her.
Relaia, a coastal nation of little import, now finds itself on the Empress’ warpath. It has decided to stand in opposition to Thracia’s forces, relying on the partnership of two neighbouring nations and the great nation of Wrihei itself for aid. The field will be Relaia’s Dipping Plain, and the people of this nation wait with a palpable apprehension as the day of battle draws slowly closer.

Nations and Landmarks:

Karish – The astonished first victim of Dia’s campaign. Devoted worshippers of Gorum for the most part, this nation’s bloodlust granted it much territory, but eventually it cost them their sovereignty. Its warlike nature has spurred its technological growth, and it stood as the most advanced nation in Wri before its defeat.

Relaia: The PCs’ starting nation. A modest coastal kingdom with little military to speak of compared to the larger nations, but a number of nearby allies.
Prima – The capital of Relaia. Racially diverse, even for a city in Wri, with most of the aboveground, underground, and even aquatic races walking its streets at times. Has a huge variety of items for trade because of this, considering the city’s size.

Thracia: Empress Dia’s nation, currently in better economic and military shape than it ever has been.
Formatrista – The capital of Thracia, and a wildly booming city since Dia’s expansions into other nations. Previously was plagued by a talented guild of thieves, but this group has joined the war effort by becoming spies and assassins for the Empress.

Wrihei: The largest nation in Wri, and Empress Dia’s primary target. Is the authority for alchemical developments, research, and often financially supports other nations’ efforts to produce new technologies as a diplomatic tool. Its involvement in trading and supplementing vast airship technologies with Karish, and its refusal to aid Thracia in the Blossom War, are the purported reasons for Dia’s ire toward the nation.
– The almost mind-bogglingly huge capital city of Wrihei. Built over the support of a mountain and guarded with great walls and fortress-towers, this city is the ultimate representation of Wrihei’s power and indomitability.

Lymania: A distant empire sharing borders in Wri, quiet but with a powerful military. Staying decidedly neutral in this campaign.

Saelene: An aquatic kingdom near the coast of Relaia, with a close friendship to said kingdom. Its brotherly attitude to its land bound allies comes from a combined effort the nations took hundreds of years ago to slay a near-godlike being by the name of Ithcul and stop the spread of its madness.

Ferleghr: A nation neighbouring Relaia, which – thanks to its gnomish founders – has a claim on technology that nearly rivals Karish. The first nation to use squads of gunpowder infantry in its military, and the second to employ airships.

Agrica: An unassuming farming nation known for its fertile land. Considered neutral, and enjoys trade with the other nations for its plentiful food.

The Isles of Light: A Sarenrae-worshipping nation with a diverse (though mostly good-aligned) population. Home of the Sun Citadel. Suffers from being the home of the Eye of Chaos. Has promised to take no direct action against Thracia’s expansion for unclear reasons

L’arista: A forest nation with a large elven population. Elven and Sylvan are its most common languages, and any individuals that can’t claim a fey or elven origin are thought lowly of. After its recent conquering by Thracia, L’arista has adopted the mass delusion that they are merely Thracia’s allies.

Mortara: A sovereign nation ruled and populated almost entirely by undead. Rich with natural resources, its presence is tolerated from a combination of trade (it is the only nation to import prisoners, and pay well for them), good diplomatic behaviour, and being an ‘out-of-the-way’ place for the unwanted undead of other nations to feel at home. Is often the victim of horrid rumours of the depraved acts that its citizens perform (breeding people as stock, planning apocalyptic wars and rituals, buying slaves in underground markets), but the nation’s leadership has denied all of these claims, stating ‘our black market does no worse than that of any nation’.

Shisunokan: A militant nation of a unique social structure. Uses weapons and armour uncommon in the rest of Wri. Its jarringly different ways are due to both its distance from most other civilized nations and its constant need for vigilance at its western and southern borders. To its south is the Mouth of Chaos, where monsters will occasionally intrude on their waters and wreak havoc, and to its west is the Death Wood, where the wrathful members of its ‘civilization’ scheme to reclaim its savage land. Allied with Agrica and on reasonable terms with the other nations, who aided them in building the Division.

Dellingham: A nation with an enormous coast, plentiful wood and mineral resources, and a proud shipbuilding tradition. The owners of the mightiest seafaring fleet in the southern ocean, and some of the most brilliant seafaring strategists in Wri. The culture of this nation’s nobility is often made fun of for its very convoluted and extensive formal traditions, from inconveniently large and over-garnished clothing to the volumes upon volumes of books dedicated to conduct during a formal dinner party. The large western island province of Brabham, however, has a rougher culture, and consider religion more important as a pursuit than formality. The recent invention of airships, and their use by Dellingham’s neighbour, Ferleghr, has been a thorn in this nation’s side, and they are still deciding on whether they should begin incorporating the new technology as well.

The Magocracy of Zor: A small but powerful nation allied with Wrihei. Home of the Grand Archmage Tower, where the most powerful arcane casters in the continent gather and plot to use their talents for the benefit of society.

Huushku: A land of brutal winters, where the wilderness is barely tamed enough to keep its human population safe. On reasonable terms with Thracia due to various trade agreements, Empress Dia has no interest in invading the nation, presumably because the weather and native creatures, let alone Huushku’s armies, would kill more of her troops than it would be worth.

Tsahv: Thracia’s eastern neighbour, and now a province in the Thracian Empire. Provided aid to Thracia in the Blossom War, but not direct military support. The highest nobility of this nation, the Nine, are practitioners of the mysterious Way of the Ninefold Sword (which was taught to Dia and allowed her to defeat Heldon Karolong in single combat.) The majority of the Nine were killed in the conflict between Thracia and Tsahv, with only one known survivor currently working for the Thracian Empire.

Sharath: A northern aquatic nation ruled mainly by sahuagin and ill-inclined merfolk. While barely held together by tyrannical lords, its savage culture has given it a strong military. It was formed when the great empire of Sae’Sharath was torn in two by the War of Madness. It has allied with Thracia, and has proven a formidable opponent since its attentions were turned from internal conflict to a focused war effort.

The Mountains Scesol: An enormous mountain range dividing the eastern mainland. It is the home of the majority of Wri’s subterranean races, or at least the ones who bother to interact with surface-dwellers. It is divided largely into racial nation-states (dwarves, drow, etc) that extend deep under the earth, and none have an official stance on the war being waged aboveground. Those individual citizens who are concerned (either from a moral stance or because they smell profit) typically leave to join the ranks of their country of choice.

Death Wood: An appropriately-named forest of immense proportions that is defended viciously by its humanoid and fey inhabitants. Entire armies and the most powerful of heroes have been swallowed up by it. There has been no form of diplomacy that has convinced the denizens of Death Wood to allow outsiders within arrow’s range of it, even from druids or other fey. The hostility of the area has left its population count a mystery, but they have unerringly intercepted infiltrators from as many angles as have been attempted. After a brutal campaign, a portion of the forest was clear-cut and burned away, and a wall called The Division constructed to secure Shisunokan from raiders. Attacks have been made unsuccessfully on the wall, but recently, they have become fewer.

Mouth of Chaos: An enormous disruption in the fabric of the Weave that has been present for over 700 years. Takes up a portion of the southern ocean nearly as large as a country. Dimensional rifts and the generally unsteady reality of the area makes it nearly impossible to navigate.

Eye of Chaos: A similar, but thankfully smaller, disruption in the Weave that occurred among the Isles of Light twenty years ago. The land within has been twisted and left dangerously unpredictable, with extra-dimensional energies sweeping it clean of all but the hardiest forms of life.

The Division: A mighty wall that was finished 20 years ago. It divides Death Wood from Shisunokan and the rest of civilized society. The side facing Death Wood is almost universally blackened by the fire necessary to discourage its denizens from attacking during its construction.

South Scoundrel Island: An unclaimed island of little tactical or resource use, it has been claimed by pirates and other unsavoury folk for the past century. The abundance of monsters born from the Mouth of Chaos in this island’s waters discourages any nation from trying to take and hold the area. An original Scoundrel Island is rumoured to have existed in the northern ocean until its disappearance 250 years ago, but no solid proof exists of this.

Notable NPCs:

Empress Dia – Spent a large portion of her life bedridden. Following the loss of her family, she managed to recover her health and take over as queen.  Early into her rule, the nation of Karish attempted to attack her own, seeing the death of most of their royalty as an exploitable weakness. Following a stellar campaign, the invading force was crushed, and the campaign continued into the borders of Karish itself until its entire capital was reduced to rubble.

Sir Dave – A very proud knight of Relaia’s court. A highly-respected general, he has elected himself to take care of the nation’s most promising troops and train them to become effective captains. With war knocking upon their doorstep, he has incredible pressure on his success.

King Tristan – Lord of Relaia, an intelligent but cautious ruler. Sees little hope for his kingdom should Dia press her full might against it.

Prince Michael – Crown Prince of Relaia. Strongly wishes to see his country remain free.

Lamir: Rebellious and strong-willed recruit in Sir Dave’s project, and leader of a small but infamous band of rogues who patrolled Relaia. Infamous locally.

The Dragon Emperor: Supreme ruler of Wrihei. Has run the empire for over a thousand years. No one is sure what kind of dragon he is, if he is a dragon at all, as he takes a strange colourless humanoid guise in the company of others. Is seen as a patient and neutral ruler, concerned little by the politics of the outside world. Dia has begun convincing citizens of other nations that the Dragon Emperor’s calm is a sign of a heartless ruler.

Subclass Info:

Starting Subclasses:
Mounted Knight – Mounted Combat as a free feat, 2 ranks in Ride
Airborne Knight – Mounted Combat as a free feat, 2 ranks in Perception, Shortspear eligible for Weapon Finesse
Tactician – 2 ranks in Knowledge (Geography), Diplomacy, and Profession (tactician)
Captain – Leadership as a free feat, 2 ranks in Diplomacy
Spy – 2 ranks in Stealth, Disable Device and Perception
Mercenary – 2 ranks in Knowledge (local), Intimidate and 1 rank in a chosen skill
Siege Engineer – 2 ranks in Knowledge (architecture & engineering), Competence with most artillery pieces
Dancer – 2 ranks in Perform (any) Ability to sacrifice actions to grant extra actions to single adjacent ally
Priest – 2 ranks in Heal, Knowledge (Religion) and Knowledge (The Planes)
Scholar – 1 rank in all Knowledge skills
Noble – 1 bonus feat, Noble Born as a free feat (Diplomacy and Knowledge (nobility & royalty) are always class skills for you. If you take the feat Leadership, receive +2 bonus on your Leadership score. Can only be taken at 1st level.)
Guardian – Toughness as a free feat, 2 ranks in Sense Motive
Thug – Power Attack as a free feat, 2 ranks in Intimidate
Militia – 2 ranks in Knowledge (local), Profession (any), and Craft (any)
Nomad – 2 ranks in Knowledge (nature), Survival, and Handle Animal
Weave Priest – 2 ranks in Knowledge (Arcana, Religion), Spellcraft, and access to the Weave.

15th-Level Subclasses: (Note: extra ranks can exceed the normal maximum)
Spymaster – 2 ranks in Gather Information and Sense Motive, Leadership (spy network only)
Master Thief – 2 ranks in Open Lock, Escape Artist, Sleight of Hand, and Disable Device, 1 rank in Linguistics (forgeries only) and Disguise
Strategist – 1 rank in Knowledge (all), 2 ranks in Perception, 2 ranks in Profession (tactician)
Lord – 1 bonus feat (can be epic), +2 to Diplomacy
Sage – 2 bonus metamagic feats
Falcoknight – +15ft flying mount move speed, mount gains gore attack, +2 Ride and Perception
Swordmaster – 2 ranks in Acrobatics, crit rate improves by one step, Fleet feat for free
Hero – 2 ranks in Climb and Acrobatics, crit rate improves by one step
Berserker – 3 ranks in Swim, Climb and Acrobatics, +10ft Swim and Climb Speed
Great Knight – 3 ranks in Ride and Diplomacy, +5ft mount move speed, 1 bonus feat
Nomadic Trooper – 2 ranks in Knowledge (nature), Survival, Handle Animal and Ride, +5ft mount move speed
Master Scout – 3 ranks in Ride, +10ft mounted move speed, +2 on Fort saves vs. overland damage.
Mage Knight – 2 ranks in Ride, Concentration checks, and Knowledge (arcana), can take 10 on Concentration checks for mounted casting
General – Count as 1 level higher for Leadership purposes, 2 ranks in Diplomacy, Sense Motive and Knowledge (any one)
Siege Commander – 3 ranks in Knowledge (architecture & engineering) and Perception, +1 to attacks with all siege weapons within 30ft
Bishop – 3 ranks in Knowledge (religion) and Heal, 1 bonus metamagic feat
Weave Shaper – 3 ranks in Knowledge (Arcana, Religion), and Spellcraft checks, able to re-roll one Perils result or Spellcraft check per week.

Class Trees:
Mounted Knight – Great Knight, Master Scout, Hero
Airborne Knight – Falcoknight, Master Scout, Mage Knight
Tactician – Strategist, Spymaster, Sage
Captain – General, Hero, Lord
Spy – Master Thief, Spymaster, Master Scout
Mercenary – Berserker, Hero, Swordmaster
Siege Engineer – Siege Commander, Strategist, General
Dancer – Sage, Swordmaster, Spymaster
Priest – Bishop, General, Mage Knight
Scholar – Sage, Mage Knight, Strategist
Noble – Lord, Hero, Great Knight, Mage Knight
Guardian – General, Great Knight, Siege Commander
Thug – Berserker, Hero, Master Thief
Militia – Swordmaster, Master Scout, Mage Knight
Nomad – Nomadic Trooper, Master Scout, Berserker
Weave Priest – Weave Shaper, Sage, Bishop

The Weave: This is a strange interplanar disturbance that affects the matter and magic of Wri alike. Scholars have determined that it extends from a plane of potent chaos that Wri is susceptible to due to a thin planar boundary, but questions such as why the boundary is so thin have yet to be answered. The Weave is typically harmless, but it does manifest in strange phenomena such as parents of one race having a child that is fully a different race, or a set of teeth growing on a perfectly normal tree, but these instances are very rare.

Weave Priests: Certain people can be born with a familiarity to the primal chaos of the Weave, and if they so choose, can forge a connection to it. This allows them to influence the world around them by calling on the Weave’s power. Called Weave Priests, a loosely-related order of them exists in every major city on Wri. They are called upon by nobility when a problem exists that is, foe some reason, beyond the capabilities of local workers and casters to fix. Most Weave Priests lack the knowledge and discipline needed for truly monumental feats, but a rare few exist whose powers rival even great archmages.
It must, however, be noted that the power to influence the Weave is one called upon only as an absolute last resort, when the stakes are high enough that the bending of reality is deemed necessary. Using the Weave always comes at a price, and it is impossible to determine just what that price will be. A detrimental effect will always occur in exchange for the beneficial one. Usually, the importance of the alteration determines the harshness of the backlash, but the Weave doesn’t always perceive an event’s importance the same way that people do. A Priest lighting a campfire can result in a small nearby village falling dead, or wiping out an enemy army can cause a plant owned by the Priest to wither. This makes Weave Priests both rare and rarely used, and most nations refuse to use them even in war.

Using the Weave is a Spellcraft check, but it can only be performed by those with access to the Weave. Because the Weave is steeped in both philosophical study and arcane teachings, Knowledge (religion) and Knowledge (Arcana) both suffice when trying to recall facts about the Weave and the history of its use. The importance of alterations are divided into five categories:

Mundane (light a campfire, fill a waterskin, answer homework correctly, fold laundry, say the answer to a simple question): DC 10
Minor (open a lock, disarm a trap, harm an enemy, answer a difficult question, repair a structure): DC 20
Moderate (kill a normal human or monster, fix a large building or structure, pilot a ship to a distant destination, teleport a handful of people): DC 30
Major (kill several normal people or a very powerful person/monster, recall information that has been entirely lost, fully repair or destroy a large ship, create a powerful magic item): DC 40
Cataclysmic (Destroy an army, prevent a province’s crop growth, level a city, tear a mountain in half, utterly kill a deity-level being): DC 50

Mount Prices:

Pegasus – 3,000gp
Dire Wolf – 3,000gp
Griffin – 4,000gp
Dire Lion – 5,000gp
Manticore – 6,000gp
Drakes – 4,000-9,000gp, special circumstances
Wyvern – 6,000gp
Hippogriff – 1,000gp
Dragonnel – 2,500gp
Battletitan – 100,000gp

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