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Maldonbeck Territories Survival Guide


Hordes of the Wyrm Characters


A myriad of people and races can be found in the Maldonbeck Territories: the Territories are a melting pot attracting folk from all walks of life. Travelers and settlers come from neighboring Figaro, Yevon, and Kaldt, refugees flee from Dravania or Frostmere, and crusaders heading to Dravania pass alongside the Foxwood on their way to the face the Hordes of Nuzundin, Sovereign Wyrm of the First Brood.   Below are some things to keep in mind when creating a character for facing the Hordes of the Wyrm.   Dancing with Dragons: Dragons feature a large part of this campaign, as do the draconic humanoids, Au Ra and Gria. Characters that have an interest in dragons or draconic history are encouraged. Knowledge (arcana) and (local) are desirable for identifying these enemies.   Magic Abound: Dragons commonly have hoards so magic items that needs to be identified or researched will be common. Spellcraft, Detect Magic, Identify and Knowledge skills can help identify these curiosities.   A Brewing War: The war against the wyrm is not fought alone. While the forces of Figaro, Shinra and Yevon all work to keep the dragons from invading their territories, a far greater threat approaches from the west: Shinra. Knowledge (technology) will help with their foreign machina and social skills (may) help deal with this new threat as well as help broker alliances with neighboring kingdoms.   Keeping the Peace: Nuzundin threatens all of Ivalice with his horde. If not checked, the dragon stands to rule over the continent and enslave mortalkind. Chracters with good inclinations are encouraged - or characters or simply wish to see their way of life protected.   Broken Church: The horde claims to spread the will of Bahamut, but true worshippers of Bahamut would know that enslaving sentient races is far from the purview of the Platinum God. Characters with an interest in Bahamut or stopping the spread of a heretic church would do well in the campaign.   Occasional Dungeons: While a significant portion of the adventure will take place in large, open areas (including large caverns), there will be some places where bring large companions may be difficult - though this will be avoided as much as possible from a design perspective.   The following are character background questions. Use these to help you flesh out your character and let your GM know.
  1. Do you already know other Player Characters? Do you rely on for teamwork, survival and butt-kicking? Do you have a bro? A mentor? A father figure? A rival?
  2. Why are you interested in investigating the draconic horde?
  3. Which nation did you grow up in? How did this nation influence you?
  4. Did you grow up in Fort Inevitable? If not, how did you end up there?
  5. What do you look like? What are you wearing? How does this vary when you’re stalking through forests, sewers, deserts or in glittering cities?
  6. What do you love? What do you hate?
  7. How does your race influence your views? Are you a stereotype of a certain race? How are you different from most humes/elvaan/tarutarus?
  8. What are you afraid of? Do you have any phobias or worries?
  9. What is your most treasured possession?

Character Creation

Characters are based off of Pathfinder but use the Final Fantasy d20 (FFd20) variant. All classes are to be taken from the Final Fantasy d20 wiki or PDFs. There is no restriction on Core or Base races; Beast Tribe races require special permission. Tieflings, from standard Pathfinder, are also an option due to the infernal nature of Diabolos. Kaldt are also an option as they are prevalent on Ivalice.   Point Buy: 27 points   Skills: All characters receive 2 extra skill points per level.   Variant: The Sub Jobs Variant System will be used for this campaign. Please read it carefully, as it has some specific restrictions and bonuses.   Traits: Each character will have a total of three (3) traits: one Campaign trait, and two other traits from any standard Pathfinder or FFd20 sources. Please let me know of any Campaign traits so we can adjust them to fit the area!   Wealth: Standard per your class.   Hero Points: Each character begins play with 3 Hero Points as per the Hero Point optional system.   Differences: FFd20 has some minor changes from Pathfinder.  
  • Limit Breaks: Everyone gets access to Limit Breaks that are usable once you or your animal companion, etc. is below half health or less; these are usable once per day at 1st level, plus an additional use for every 4 levels thereafter (or 2 levels thereafter if in a prestige class)
  • MP System: Instead of spells per day, spellcasters gain MP, plus extra MP based on their ability score and current spell level. Spells cost 1 MP per level of the song or spell (A 9th level spell cost 9 MP, a 5th level 5 MP, etc). The maximum MP a spellcaster can spend on spells/songs using feats is equal to the highest level song they can cast/perform. (A 10th level Black Mage can spend up to 5 MP on a spell). For more information check out the link to the MP System. Remember: If your primary and sub jobs are spellcasters, you only gain half the MP bonus from your sub job!
  • Updated Skills: Some skills have new uses! There are some new skills entirely! Be sure to double-check the Skills page during character creation to check out the changes!
   
Emerald Spire Campaign Traits

Character traits are used to customize a PC's background and tie her to the themes and events of an adventure. Each character begins play with two traits, one of which may be selected from the Emerald Spire campaign traits below. For general traits, see the Advanced Player's Guide or the Character Traits Web Enhancement, a free PDF download available at paizo.com. More traits are available on the Final Fantasy d20 website in the Traits section.   Additionally, most Pathfinder Player Companion supplements contain racial, regional, and faith traits unique to Golarion and suitable for use by Emerald Spire PCs.   Aspiring Crusader: Journeying along Crusader Road, hoping to join the Dravanian Crusade against the dragon hordes of Nuzundin, you found yourself tarrying at Fort Inevitable. At first it was merely a rest before continuing on your dangerous journey. However, rumors of strange phenomena around ancient ruins in the woods have caught your interest. Like the Knights Zantetsuken of the Fort, you wonder if your skills might be more useful here than in Dravania.   You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (local) checks, and Knowledge (arcana) is a class skill for you.   Blue Basilisk Recruit: The premier band of sellswords in Thornkeep, the Blue Basilisks are hired to guard caravans, escort travelers, and occasionally assault bandit hideouts. As a recent hire, you have been dispatched on the long and tiring task of accompanying a wagon of timber and goods from Thornkeep to Fort Inevitable. The journey began quietly, until halfway down Mosswater Road a band of goblins attacked, carrying off some of the cargo. The Blue Basilisks will be understanding, as goblins are a constant nuisance, but failing on your first assignment still feels shameful.   You begin play with a longsword or greatsword, and gain a +1 trait bonus to attacks of opportunity with weapons of that type.   Foxwood Native: You were raised in one of the many small villages or points of interest throughout the Foxwood. You were raised on a farm or ranch, or perhaps a small hamlet nestled deep in the forest. To you, both Thornkeep and Fort Inevitable are "the big city," crowded places with too many people for comfort. You’ve been raised to be equally wary of bandits, monsters, and Knights Zantetsuken.   You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. In addition, your familiarity with the Foxwood allows you to make untrained Knowledge (local) checks regarding the region.   Former Slave: To the Knight Zantetsuken rulers of Fort Inevitable, freedom is a privilege to be earned: a privilege you lost. You spent the last few years as a slave, paying off accrued debts or as a punishment for crimes. At long last you have earned your freedom and can finally begin your life anew; friends and charitable figures have even offered to supply you with the coin and equipment to start over. Your time as a slave has left its mark. While the Knights prevent open abuse of slaves, few masters are kind and your enslavement has hardened you. You might have worked the fields for the fair, if heavy-handed, Naldred Tillman; at the tannery of the cruel Drurn; or staffed the bellows for the foul-tempered Tsador Ironmaker.   You gain a +1 trait bonus on all Fortitude saves.   Iron Attendant: You work as a servant or deacon at the Temple of the Divine Judge in Fort Inevitable, the largest and most ornate temple in the Foxwood region. You serve at the pleasure of High Mother Dremagne, priestess of Alexander. However, most of your time is spent following the wishes of the junior acolytes and lay priests. While you are mostly tasked with mundane jobs, your skills have not gone unnoticed and you have been increasingly entrusted with more and more important tasks for the temple.   You gain a +1 trait bonus on Perception and Appraise checks, and once per week you can reroll an Appraise check and take the higher result (You must announce that you are using this ability before the results of the check are known).   Goldenfire Initiate: Thornkeep’s arcanist's guild primarily serves to protect the financial interests of its members, limiting competition and preventing price undercutting. As a low-ranking member of the Goldenfire Order, you are assigned the least pleasant tasks, but are thankfully well-paid for your services. Members are mostly left to their own interests, so you have learned little from the guild and are beginning to realize your education might be in your hands. Some extra action might also be required to stand out in the guild and find more profitable work.   You begin the campaign with an extra 100 gp. You also gain a +1 trait bonus on Spellcraft checks.   Zantetsuken Armiger: The Knights of Fort Inevitable were crusaders who opted to end their pilgrimage and defend Crusader’s Road for the benefit of future crusaders. The Knights' devotion to law and structure has long appealed to you and you have trained hard in the hopes of one day joining the order to protect Fort Inevitable and your kin from the endless bandits and roving beasts that prowl the land. You were initially mentored by the newly arrived Knights, Signifer DiViri, but she vanished some time ago while on an expedition, leaving you to continue your training on your own. Knowing that being able to ride quickly and move through the heavy underbrush of the woods is valuable, you have focused your training on the intimidating heavy armor of the Knights.   You reduce the armour check penalty of worn armour by 1, to a minimum penalty of 0.   Merchant Connections: You have strong ties with a merchant in either Thornkeep or Fort Inevitable, either through friendship or family. They’re willing to invest in your expeditions by spending some of their own coin purchasing treasure and are able to quickly order items you desire from elsewhere in Ivalice. Pick one of the following merchants:
  • Thom Braddon of Braddon's General Store in Fort Inevitable.
  • Mormuk Goldfoot of the Goldfoot’s Mercantile trading house in Fort Inevitable.
  • Yunar Barask of the Thornkeep Mercantile general store and trading post.
When dealing with that merchant you increase the base value and purchase limit in their settlement by 50%.   Reformed Bandit: The roads of the Foxwood are commonly frequented by brigands, particularly along the seldom-patrolled roads leading to Thornkeep. The Knights Zantetsuken have recently made it their task to stamp out banditry along Crusader’s Road, harshly punishing those outlaws they capture. You spent a number of years as a bandit, earning a living off of travelers and traders. Having barely escaped justice on several occasions, you have decided it is time to retire from banditry, and now live a somewhat more honest life. Nonetheless, your meager savings will not last forever, so you will need to find some other means of employment.   You gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with bandits, and one of these skills is a class skill for you.   Sage's Apprentice: You have been trained in the arcane arts by Abernard Royst, the resident sage of Fort Inevitable. For the last several years your time was spent assisting the wizard with assorted research projects and experiments, long enough to see past Royst’s cantankerous exterior to the caring master underneath. The aged sage seldom leaves the Fort any more, trusting you and his other apprentices to do his errands. As the most promising of his apprentices, the difficult tasks most often fall to you.   You gain a +1 trait bonus on Knowledge (arcana) checks. Additionally, choose any one spell of the transmutation school; its save DC increases by +1.  
The Foxwood Region

There are numerous small settlements and locales in the region.       Alejia's Crossing: Set on the crossroads of Valley Road and Mosswater Road is a small inn run by a retired adventurer. The inn serves merchants and travelers alike, but the area is said to be frequented by bandits who prey on the unwary.   The Emerald Spire: This small keep of vibrant green crystal is ancient, possibly being one of the oldest structures in the region. The central spire of the keep is comprised of a strange green glass harder than granite. The clearing surrounding the Spire is curiously devoid of trees and the dense underbrush of the surrounding woods. It is common knowledge that beneath the ruins is a dungeon, but its size is unknown, as the ruin has never been fully explored.   Fort Inevitable: A bastion of law in a lawless region. Fort Inevitable is a small city mercilessly ruled by an order of Knights who have dedicated themselves to defending the town and Crusader’s Road from bandits, monsters, and other dangers. Fort Inevitable is one of the few locations in the Maldonbeck Territories to permit slavery, and many crimes are punishable by a length of forced servitude. However, while the Knights Zantetsuken permit slavery, they do not condone the abuse of slaves.   Most of the inhabitants are fine with their overlords, focusing their energy on farming and equipping the assorted crusaders heading south to Dravania. Those who can stay out of the way of the Knightsare happy for the security they provide. However, not all residents are content with the Knights’ rule, and there are rumors of a resistance movement gaining in numbers.   Mosswater: Abandoned fifty years ago after a series of merrow attacks, the town is a reminder than the Foxwood is not safe, even for larger settlements. The ogres that devastated the town still lurk in Glow Water Lake, encouraging travelers to detour around that stretch of Crusader’s Road for the safer Valley Road.   Oreena’s Cottage: Grandmotherly Oreena is a druid who works to spread the teaches of Hydaelyn, teaching the townsfolk of Thornkeep respect for the woods.   Thornkeep: A forest stronghold frequented by brigands, pirates, mercenaries, and barbarians. Thornkeep is ruled by the strong, who are able to take what they want and keep what they have. This lawless town harbors the dangerous and the desperate, and serves as a location for bandits to spend their tainted gold.   However, there are a number of honest folk who make their living in and around the town; while Thornkeep is dangerous, it is safer than the wilds of the Foxwood. Artisans earn a decent living, providing a necessary service and needed goods, and there is a thriving logging industry providing lumber for the assorted homesteads and points of interest in the region.   Woodbristle Homestead: The home of a large halfling family who live secure behind their goblinbramble fortifications. The halflings are known for their extensive mushroom gardens.  
Fort Inevitable

Between the Foxwood and the broad expanse of the West Sellen River stands a resolute stronghold of law and order: the walled town of Fort Inevitable. From its stern keep, companies of Knights Zantetsuken ride forth to enforce the strict laws of their commander and bring authority to the unclaimed lands of the Crusader Road. While the taxes imposed by the town’s rulers are heavy and the laws inflexible, no one can deny that prosperity has followed the Knights’ establishment of hard justice in this small corner of the Territories. Merchants, travelers, and adventurers journeying on the Crusader Road find that Fort Inevitable provides a rare island of safety in an otherwise lawless land — so long as one is careful not to run afoul of the Knights’ laws.   The Knights forcefully patrol Fort Inevitable and the surrounding lands, enforcing Drovust’s strict laws. They swiftly intervene to break up brawls and prevent crimes. If they fail to catch a perpetrator on the scene, the Knights thoroughly investigate the situation. They maintain a long “wanted” list of known or suspected criminals, and regularly circulate sketches or descriptions of suspects. Bandits and other criminals from nearby towns have a saying: “Zantetsuken never forget.”   While obvious monsters are fair game to all, the Knights do not recognize the right of any self-declared adventurer to kill “villains” and seize their belongings. That’s common banditry, and those who ride back to Fort Inevitable after committing such vigilantism can expect to be arrested — unless they’ve first secured a letter of warrant.   A letter of warrant is a license from the lord commander authorizing the bearer and her company to “act in the interest of good order and keep the lady commander’s laws.” That is generally construed as doing most of the things adventuring parties typically do — attacking outlaws, hunting monsters, surveying dangerous ruins, and investigating mysteries. The lady commander’s agents also require reports of just what actions were taken with a letter of warrant.

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