Post by gamedave on Oct 14, 2012 16:44:41 GMT -5
The Land
The Realm of Andaroth is a feudal realm of warring petty kingdoms. It is inhabited by dwarves, elves, gnomes, half-elves, halflings, humans, and orcs.
Andaroth is a land of deep and subtle magic. Peaceful and justly-ruled regions have mild weather and bountiful harvests, with wild places inhabited by friendly and playful fey and other nature spirits. However, when a region is rent by war, unrest, tyranny, or injustice, the land itself reflects the turmoil. The weather becomes increasingly extreme, harvests fail, and, worst of all, monsters appear.
Andaroth is currently a realm filled with squabbling nobles who often neglect their lands and people. The inevitable result is the appearance of monsters which terrorize the countryside. Many small and isolated communities lack the resources to respond to these threats. They need heroes.
The Heroes
The player characters in this campaign are professional monster hunters, who travel the length and breadth of Andaroth, offering their services to beleaguered peasants and slaying monsters. A character may be a valiant hero, a glory-hound, or a mercenary only in it for the money. In any case, characters in this campaign should be created with the basic concept in mind that they will cooperate with a team to hunt and slay monsters.
Andaroth is Unique
This campaign has a number of differences from a "default" Pathfinder campaign. Andaroth is a mixture of Arthurian romance, the Brothers Grimm, the high Middle Ages and the early Renaissance, with a high fantasy twist.
Andaroth is inhabited by several humanoid races, the seven "core races", but not the dozens of intelligent species in many Pathfinder campaigns. Peaceful lands generate friendly fey and nature spirits, while lands in turmoil generate monsters of every description, but there are no monstrous civilizations.
Monsters are unique occurrences created by the magic of Andaroth. While they usually fall into readily identifiable "types", no two monsters are exactly the same; the more powerful a monster is, the more unique it will be. So, there is no "generic" dragon - each dragon encountered will be a unique individual, and will likely have unique strengths and weaknesses.
Andaroth is firmly rooted in British and northwestern European fantasy. There are no "oriental" or generically barbarian lands. Any Pathfinder material (gear, traits, feats, etc.) that reflects such themes and ideas will generally not be found in Andaroth.
In general, if something is found in the Core Rulebook or the Advanced Player's Guide, it will be found in Andaroth. Materials from other Pathfinder books may not be, particularly where they conflict with the "feel" of the setting.
See upcoming threads on this board for specifics on what material is and is not present in Andaroth.
The Realm of Andaroth is a feudal realm of warring petty kingdoms. It is inhabited by dwarves, elves, gnomes, half-elves, halflings, humans, and orcs.
Andaroth is a land of deep and subtle magic. Peaceful and justly-ruled regions have mild weather and bountiful harvests, with wild places inhabited by friendly and playful fey and other nature spirits. However, when a region is rent by war, unrest, tyranny, or injustice, the land itself reflects the turmoil. The weather becomes increasingly extreme, harvests fail, and, worst of all, monsters appear.
Andaroth is currently a realm filled with squabbling nobles who often neglect their lands and people. The inevitable result is the appearance of monsters which terrorize the countryside. Many small and isolated communities lack the resources to respond to these threats. They need heroes.
The Heroes
The player characters in this campaign are professional monster hunters, who travel the length and breadth of Andaroth, offering their services to beleaguered peasants and slaying monsters. A character may be a valiant hero, a glory-hound, or a mercenary only in it for the money. In any case, characters in this campaign should be created with the basic concept in mind that they will cooperate with a team to hunt and slay monsters.
Andaroth is Unique
This campaign has a number of differences from a "default" Pathfinder campaign. Andaroth is a mixture of Arthurian romance, the Brothers Grimm, the high Middle Ages and the early Renaissance, with a high fantasy twist.
Andaroth is inhabited by several humanoid races, the seven "core races", but not the dozens of intelligent species in many Pathfinder campaigns. Peaceful lands generate friendly fey and nature spirits, while lands in turmoil generate monsters of every description, but there are no monstrous civilizations.
Monsters are unique occurrences created by the magic of Andaroth. While they usually fall into readily identifiable "types", no two monsters are exactly the same; the more powerful a monster is, the more unique it will be. So, there is no "generic" dragon - each dragon encountered will be a unique individual, and will likely have unique strengths and weaknesses.
Andaroth is firmly rooted in British and northwestern European fantasy. There are no "oriental" or generically barbarian lands. Any Pathfinder material (gear, traits, feats, etc.) that reflects such themes and ideas will generally not be found in Andaroth.
In general, if something is found in the Core Rulebook or the Advanced Player's Guide, it will be found in Andaroth. Materials from other Pathfinder books may not be, particularly where they conflict with the "feel" of the setting.
See upcoming threads on this board for specifics on what material is and is not present in Andaroth.