This campaign setting is designed to be played on the median (as a group of Adventurers) to macro (as leaders of nations and religions) scale of play. The setting is designed to be an initial starting state that then constantly evolves on the macro scale making it a dynamic environment full of things for adventurers to do.
The themes presented are mature in nature and require an adult audience. Issues of culture, race, sex, gender and the resulting conflicts from those distinctions are tackled in this setting. This is expected to be controversial, but as mature adults it is also expected that suspending disagreements on particular points can be done with the same ease as suspending disbelief in a world of fantastic
Virtateron a massive island with four Cultures owing tribute to a fifth Culture. Each Culture has its own distinctive blend of racial ethnic groups and social roles that determine which Race and Class choices are available.
The initial game will be through the Gehen Volki, also known as the Walking Nations. This culture is the least divergent from standard western fantasy.
Each Culture has five Races, five Common Classes, seven Exceptional Classes, and ten Prestige Classes giving Players extremely diverse but not limitless combinations. Within the Exceptional Classes thirty-five separate Archetype options are available. All races are Campaign specific sub-races, built with 10 Race Points.
The meaning and significance between classes available within this setting are different than other settings. Class levels are innately tied to Culture and beings without a Culture Subtype cannot take class levels. What classes can be chosen are more than a matter of necessary apprenticeship, it is a metaphysical aspect of the Culture and thus a hard limit designed into the setting. Higher levels of certain knowledge skills will reveal the causes and reasons behind this but it is a simple fact known within the setting. In the same way races are Culture Specific.
Fate within this setting is a force above divine providence, the deities themselves being mere puppets of fate.
Outline of Source Material
Character Creation is setting specific so please finish reading this and applicable sections before beginning.
Books Used for character creation and progression:
- Pathfinder Core
- Advanced Player’s Guide
- Ultimate Combat
- Ultimate Magic
- Virtateron: Land of many Virtues
- Virtateron Master Multicultural Feat List
- Virtateron Master Class Feat List
- Virtateron Master Racial Feat List
- Gehen Volki: The Walking Nations
- Book of the River Nations: Complete Player’s Reference for Kingdom Building
The following options are being used:
- Characters begin at 1st level
- We are using the Fast XP progression
- Ability Scores are determined by Standard Fantasy Point Buy (15 points)
- Maximum Hit Points per Hit Die
- Two Traits at character creation from the list of Campaign Traits, no more than one from each sub-category (Battle Traits, Equipment Traits, Regional Traits, and Lore Traits), plus a mandatory bonus Cultural Trait
- We are using Hero Points, which represents Fate’s Favor. The feats and magic items that modify Hero Points are not being used.
- Character age is racial minimum for class
Particular Noteworthy Changes from Standard Pathfinder:
- The Linguistics Skill replaces all racial languages and the common tongues with the Cultural Languages below. Elemental Languages, Draconic, Sylvan, and the Outer Plane Languages remain the same.
Gehen Volki—Spoken by the Gehen Volki Culture
Fummen—Spoken by the Frum Culture
Imperial—Spoken by the Imperium Culture and is the default trade language
Pasaje’—Lang Spoken by the Pasaje’ Culture
Jundo-no-go—Spoken by the Jundo-no-min Culture
Veron—A dead language spoken by the extinct Veron
- All Races are setting specific sub-races built with 10 Race Points and are listed in the Guides describing each Culture.
- There is the addition of a Culture Subtype; a mechanic that defines what culture an individual belongs to. Race and Class choices are restricted by Culture Subtype, and creatures without a Culture Subtype cannot have Class levels. Also each Culture Subtype grants a special ability.
- Culture Traits are all dualistic, and switch when their requirements change.
*Regional Traits are available to those that grew up in that region, regardless of Culture.
- All creatures with a Culture Subtype gain Spell Resistance 100% against Divine Casters that do not share their Culture Subtype while in Hexes controlled by their Culture Subtype, and SR 50 against Divine Casters that do not share their Subtype while in Hexes that are controlled by neither their nor the caster’s Culture Subtype.
- Divine Casters ignore Spell Resistance from sources other than Culture Subtype.
- Characters are required to fit within the setting.
- Class and general character level are noticeable in game (See Perception/Sense Motive vs Disguise/Bluff Skill addition for DC on specifics)
- NPC classes are renamed Common Classes, and PC Base Classes are renamed Exceptional Classes; Prestige Classes remain named the same
- There are 4 different categories for a person’s fate. A person could be fated to be fated
to have: Ability Scores determined by a 0 Point Buy and may only have the Commoner class; Ability Scores determined by a 5 Point Buy and must only have Common Classes (except the Commoner class); Ability Scores determined by a 10 Point Buy and must only have Exceptional Classes; Ability Scores determined by a 15 Point Buy and must only have Exceptional Classes and Prestige Classes. This is automatically obvious which category a person is in from birth and requires a disguise check to hide it.
- The leadership feat is heavily modified.