Hey everybody,
I'm super excited about this, as most of you know, and I've been working on several character concepts for most of the summer. I have some advice, and some questions for Zach.
Angela: I found the Mendevian Priest in Inner Sea Magic which you might find interesting for your cleric. It calls upon themes I've seen you play before, and so might provide an easy way for you to relate to the setting. A little background first.
The most important thing to know about the setting of Golarion revolves around the god Aroden, the Starstone, and the Age of Lost Omens. Here's the cliffnotes.
The earliest recorded event with a definite date was Earthfall. This was the cataclysm in which an artifact of immense power called the Starstone fell from the sky, created the inner sea region, and cast the world into a thousand year period of darkness. This may have happened at the behest of the Aboleth, who opposed the rival human empires of Azlant and Thassilon, which will both be important in the game. The date given to Earthfall is -5293. Yeah, minus. Skip ahead 5293 years, and the human hero Aroden raises the Starstone from the bottom of the inner sea, founds the city of Absolom, and becomes a living god. This marks year 1 of the Age of Enthronement. The Starstone is still in Absolom, and is protected by a labyrinth adventurers are free to attempt to navigate and perish in. To date, only Iomedae, Norgerber, and Cayden Cailean have passed the Test of the Starstone. All of them also became living gods.
Skipping ahead to the most important parts. Cheliax was the empire that carried Aroden's light into the world and spread far and wide. Year 4606 was prophesied to herald the return of Aroden to Cheliax, where he would lead his people to a new golden age. Instead he died. All of his clerics lost the ability to cast spells, he no longer responded to prayer, and since then no prophesies have come true. This is the Age of Lost Omens. In the void left by Aroden's death, Cheliax underwent a mad scramble of various groups seeking power. The House of Thrune, diabolists, took power. Cheliax crumbled and fragmented, several wars happened, it's now a much smaller state and is openly diabolist. That means they openly traffick with devils.
At the time of Aroden's death, two other things happened of great importance. The world wound opened. This was a direct portal to the abyss, where demons continue to pour out to this day. Mendev is a country that partially contains the worldwound, and is the focus of the Mendevian Crusades, in which people of high and low character alike seek retribution against the demonic hordes.
Also, the Eye of Abendego formed, a perpetual maelstrom which has never been successfully navigated.
The date of the Inner Sea World Guide is 4711, and I think this lines up with Rise of the Runelords. So it's been just over a hundred years since Aroden died, and the world has settled down somewhat. There's an enormous amount of history in the ISWG, and it's a great read, however, that's some of the background to explain the backdrop of the game. (After RotRL, it might be possible to play Wrath of the Righteous, which involves Mythic tiers and taking on the Worldwound.) Elves, Dwarves, and older Gnomes might remember the chaos of the fall of Aroden. Humans and half-orcs and others probably heard about it. Most of the church of Aroden shifted to worship of Iomedae, who was an ally of his and has taken up his mantle.
So, back to Angela's cleric. This cleric variant is an archetype which, unfortunately gives up one domain choice, but is otherwise fairly neat. It relates to Mendev and the perpetual battle against demonic incursion there. The worldwound is a horrific place where the material plane and the abyss overlap. They say that anything growing there is toxic, and merely drinking the water can slay a man.
Mendevian Priest (Cleric Archetype)
People of high and low character flock to Mendev for glory, plunder, or the desire to slay demons from the Worldwound. Crusade-minded clerics of Iomedae, Gorum, and other churches come to Mendev, learn battlefield tactics and the weaknesses of demons, and strike out to make a name for themselves. A Mendevian priest has the following class features.
Weapon and Armor Proficiency: A Mendevian priest is proficient with all simple weapons, light armor, medium armor, heavy armor, shields (except tower shields), and the favored weapon of her deity.
Diminished Spellcasting: A Mendevian priest chooses only one domain from her deity’s list of domains rather than the normal two domains. In all other respects, this works like and replaces the standard cleric domain ability.
Demonic Knowledge (Ex): At 1st level, when making Knowledge (planes) checks regarding demons, demonic cults, and their magic, a Mendevian priest gains a bonus on the check equal to half her class level (minimum +1)
and can make these Knowledge skill checks untrained.
Teamwork Feat: At 4th level and 8th level, the Mendevian priest gains a bonus feat. This must be a teamwork feat, Alignment Channel, Greater Spell Penetration, Leadership, or Spell Penetration. The cleric must meet the prerequisites of the selected bonus feat.
The exchange is you lose a domain, but gain heavy armor proficiency (PF clerics do not gain this normally), two feats, and a neat knowledge ability about demons, demonic cults, and demonic magic. Thematically, however, you, even though first level, might be able to swing your background into encounters in the worldwound. Obviously up to you and Zach, but I've got access to almost all of the PF material, and I happened upon this and thought I'd share it.
On to questions for Zach:
Factions, Magic Schools, and shit: In several books there are various factions the player can join which contributed to the final rules for reputation that appeared in Ultimate Campaign. I have a proposal to do with these.
Each of the books, Faction Guide, Inner Sea Magic, Guide to the Pathfinder Society, and Ultimate Campaign provide a slightly different set of rules and open the world up a bit more. Faction Guide has lots of great ways to tie a character into the setting, Inner Sea Magic has arcane schools, and important for everyone, rules for religions to belong to, and UC has the basic reputation stuff. Pathfinder Society sources list factions within the Pathfinder Society, which provide for some more interesting interplay for Pathfinder Society play.
It is intimated in several of the books that a character could belong to several factions, depending on if they have conflicting interests or not.
Religion is an important part of the setting, and given the Empyreal dedication feat and it's interesting potential, in Chronicle of the Righteous, which more accurately reflects the tendency of Catholics to revere a specific saint in addition to their God, in exchange for a feat and ritual dedications. Belonging to a monastery basically represents having an active religious life and giving two shits about your deity, in exchange for membership fees and gives the option to perform rituals and if you do good works for the religion in question you can progress and gain access to higher rituals and more powerful boons.
Here's the proposal: Characters can get involved with these factions, but can only "cash in" an adventure or deed with one faction at a time. I could benefit with the Church of Iomedae for slaying a demon, or I could publish it with the Pathfinder Society, but not both.
Alternately, an action promotes the relationship the character has with each faction that would care about it. This would mean that an action of forgiveness and clemency could promote a relationship with the church of Ioemedae and the Pathfinder Society, but might harm a relationship with the Szarni. This is more complicated, and could lead to escalating boons that almost seem powerful.
Finally, up to the total of: one arcane school, one religious order, one secret society, one guild, one faction from Faction Guide, the Pathfinder Society, one faction from the Pathfinder Society, and one version of the faction rules from Ultimate Campaign could be combined, and one prestige point/score tracked. This puts the burden of combination on the player, which is really keeping track of what the different factions care about, and what the boons are for the different expenditures. It would not be as complicated as it sounds. Essentially, you would track your score from UC, and could spend it on the lists for all your chosen factions.
Integrating players with the campaign setting is important to me because this is an opportunity to play in one of the most richly detailed campaign settings in print, and I plan to enjoy it.
Players that opted out of joining factions wouldn't be missing out on a whole lot, depending on how involved other players got.
Next up is the rest of the supplemental rules from UCam. I really like Fame scores and the downtime rules, and kingdom building is solidly out of the scope of the campaign, unless I'm sorely mistaken about the timeline that the game follows. If we're going to get a few days of downtime now and again, the downtime rules would be great.
Honor and honorable codes seem like a good addition to me as well. Could these be used?
And so on. Each of the supplemental rulesets in UCam are excellent and I plan to use them in any PF game that I run.
Finally, Other alternate rules, such as Piecemeal Armor, called shots, wordcasting, and so on. Which of these are acceptable, if any?
And more finally, which classes are forbidden? I think you said at one point that you didn't want to see certain things in play.
Edit: I stand corrected, RotRL occurs starting in 4702, it was mentioned in the timeline in the ISWG.