Brave New World
This month's column is the first of three parts. Once I wrap up detailing Varisia in three months, I'm turning the column in a new direction.
Unrelated to world-building but directly related to this column, I've gotten published again (paid) for the first time in several years in the free for download Signs & Portents 91. Hopefully more articles on sword cults will follow.
I mention this not only because I'm pleased (I am) but also to add my two cents that a regular writing gig, even an unpaid one like a column here at rpg.net, is good for an aspiring writer (even one who just wants to write on the side while working another full-time job). The idea for these sword cults started with world-building for RuneQuest II right here in this column.
Also, as many rpg.net regulars already know, my rpg.net editor Shannon Appelcline writes a lot for rgp.net and has turned one of his columns into a book deal (also with Mongoose Publishing). My point here is that if you enjoy writing and want to write then write, even if you don't get paid. A column here is a great place to work on your skills. And Shannon is easy to work with as is Nick at Signs & Portents (Paizo's staff is friendly as well). You can work with some nice people in the RPG market even if the pay isn't huge.
And now back to the world-building.
Black Steel Campaign in Northwest Varisia
"Blind in our ways, we warred amongst ourselves as we had for generations. Until black steel scarred the land and our true enemy came upon us."
—Koeas-Civin, Words of the Elders
This column details the Black Steel campaign setting using the Pathfinder rules. The campaign could certainly be run using RuneQuest, the Warhammer Fantasy RPG, D&D, or another fantasy RPG.
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The Red Mountains The Red Mountains and the Nolands nearby are a location in Varisia ready for a brave would-be king and his companions to tame and settle. Threats include cannibal berserkers, a rift filled with madness and horror, and an eerie settlement devoid of settlers and haunted by a nameless evil. This location can be used as a springboard to kingdom building for middle level adventurers.
The Red Mountains region is found in northwest Varisia of the world of Golarion. The area best supports mid-level (around levels 7-13) PCs who want to build their own kingdom by wresting it from berserker cannibals and unwholesome, madness-inducing monsters while negotiating between a city of thieves, a realm of Vikings, and a kingdom of witches and monsters. Story seeds planted during this time can lead to high level (14+) trips to the Plane of Shadow and into the Skylands (the flying and floating areas above Golarion) to secure enough power to keep the newly founded realm secure.
In addition to the creatures found on the random monster tables in the Bestiary and Bestiary 2, many NPCs drawn from the GameMastery Guide can be encountered in northwest Varisia. Here's part one of a list of those NPCs and where they might be encountered.
Encounters anywhere in northwest Varisia (d10):
1-2: Battle mage
Battle mages can be found alone, guarding a traveling merchant (CR 7) or guide (CR 8) or adventuring with a medium or minstrel, monster hunter or gladiator, and tomb raider (CR 9).
3-4: Monster hunter
A merchant prince often has a pair of monster hunters on payroll (CR 10) to dispose of threats to business. Patrols of four monster hunters (CR 9) might serve as wilderness border guards. A monster hunter may also adventure with a battle mage, a medium or minstrel, and a tomb raider (CR 9).
5-6: Tomb raider
A tomb raider often works alone, but he may also cooperate with an archaeologist and a pair of burglars (CR 8). A tomb raider scout might be found with a monster hunter (CR 7) or even with a group of four raiders (CR 9). Adventuring tomb raiders often travel with a medium or minstrel, a battle mage, and a gladiator or monster hunter (CR 9).
7-8: Sellsword
A canny sellsword may travel with a battle mage (CR 8), or a medium and two acolytes (CR 8).
9-10: Archaeologist
An archaeologist might partner with a medium to placate the spirits of the dead disturbed in her explorations (CR 7) or supply a traveling merchant with exotic relics (CR 8).
Encounters in any civilized area of northwest Varisia (d12):
1: Minstrel
A minstrel down on his luck might play for a barkeep (CR 6). Two minstrels could be the apprentices of a celebrity bard (CR 11), while a troupe of three minstrels might play for a noble (CR 10) or even a king and queen (CR 15).
2: Caravan guard
A squad of six caravan guards might accompany a highwayman (CR 8), or guard a group of six vagabonds (CR 8) or five pilgrims (CR 9). A troop of eight caravan guards is usually led by a sellsword (CR 9), or a traveling merchant or merchant prince can hire eight caravan guards to guard his caravan (CR 8 or 10).
3: Sellsword
A squad of four sellswords might find employ with a merchant prince (CR 11) or bandit lord (CR 12). A bounty hunter can also hire a pair of sellswords to help bring down a dangerous foe (CR 12).
4: Merchant
A delegation of four traveling merchants might be sent as a trade mission or ambassadors from a far-off land (CR 9), while two traveling merchants can serve as deputies for a merchant prince (CR 10). Lone traveling merchants typically travel with four caravan guards (CR 7), while those with a merchant train share the company of a guide, four vagabonds as drovers, and eight caravan guards (CR 10).
5: Merchant prince
A merchant prince often retains a sellsword as a bodyguard (CR 10).
6: Wanderer Wanderers often travel in troupes of four entertainers (CR 6), or in larger groups of a dozen or more (CR 9+). A lone wanderer might accompany a vagabond (CR 4) or hedge wizard (CR 5), while a troupe of five or six might work with a fortune teller (CR 8) or highwayman (CR 9).
7-8: Vagabond
Two vagabonds might join a troupe of four wanderers (CR 7), or occasionally travel in small groups of four, accompanied by a single wanderer, pilgrim, or trapper (CR 6).
9: Pilgrim
A pilgrim often works alone, but two or three might staff a remote clinic (CR 5 or 6). Pilgrims can also be found in groups of four, often accompanied by four caravan guards or eight acolytes (CR 8). A single pilgrim may be served by a guard, caravan guard, or pair of acolytes (CR 4). A pilgrim in turn might serve under a shaman (CR 6), while an evil pilgrim may work with a torturer, helping to keep prisoners alive (CR 6).
10: Hedge wizard
A hedge wizard might apprentice with a conjurist or hermit (CR 7) or partner with a medium as mystical advisors to a mayor (CR 9). Two cultists might be found working with a hedge wizard (CR 6), or a hedge wizard may work with a pilgrim and two acolytes to administer to a remote village (CR 6).
11: Medium
A medium might be accompanied by two acolytes or a doomsayer (CR 5), or two cultists (CR 6). A medium and hedge wizard (CR 6), hermit (CR 7), or conjurist (CR 7) could preside over a forest oracle or be traveling mendicant mystics. A medium and two acolytes might accompany a priest (CR 9), while five or six mediums could form the entourage for a saint (CR 12) or high priest (CR 13).
12: Shaman
A shaman may keep a gladiator, monster hunter, or raider as her bodyguard (CR 7), or might have two doomsayers as apprentice shamans (CR 6).
Encounters in any wilderness area of northwest Varisia (d10):
1-2: Beast master
Beast masters and their animal companion may be encountered alone, hunting or simply swapping stories with a monster hunter and a trapper (CR 8), or as a trio working with a bounty hunter (CR 12).
3-4: Guide
A single guide may be encountered escorting two pilgrims (CR 8) or a pair of traveling merchants and their sellsword bodyguard (CR 10), or she might lead an entire caravan, with eight caravan guards and eight vagabonds (CR 10). A guide might also partner with a monster hunter or minstrel (CR 8) or two knights hunting evil in the wilderness (CR 9). A wise guide frequently works with a pair of trappers who are intimately familiar with an area (CR 8).
5-6: Bounty hunter
A bounty hunter can also hire a pair of sellswords to help bring down a dangerous foe (CR 12).
7-8: Merchant
A delegation of four traveling merchants might be sent as a trade mission or ambassadors from a far-off land (CR 9), while two traveling merchants can serve as deputies for a merchant prince (CR 10). Lone traveling merchants typically travel with four caravan guards (CR 7), while those with a merchant train share the company of a guide, four vagabonds as drovers, and eight caravan guards (CR 10).
9-10: Medium
A medium might be accompanied by two acolytes or a doomsayer (CR 5), or two cultists (CR 6). A medium and hedge wizard (CR 6), hermit (CR 7), or conjurist (CR 7) could preside over a forest oracle or be traveling mendicant mystics. A medium and two acolytes might accompany a priest (CR 9), while five or six mediums could form the entourage for a saint (CR 12) or high priest (CR 13).
Next Month
Part two of three of kingdom in the mountains.
May you find the path,
Charlie

