Brave New World
—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 region is found in northwest Varisia of the world of Golarion. In addition to the creatures listed 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 two of a list those NPCs and where they might be encountered.
Brinewall:
Originally settled by Chelaxians out of Korvosa, and once the northernmost Chelish holding in Varisia, this fortress was perfectly situated to defend against and facilitate trade with the harsh warriors from the Lands of the Linnorm Kings. Despite the constant threat of Nolander barbarians, the dragon-helmed militia manning the fort's eponymous curtain wall proved more than capable of rebuffing attacks.
Twenty years ago, however, all communication with the fortress stopped. Investigations revealed an empty citadel, devoid of all evidence of attack or disaster. Although most blame the Nolanders, the complete absence of bodies and pristine shape of the empty ships bobbing in the harbor speak toward a more sinister calamity.
For random encounters, roll on Table 7-14: Unholy Temple in the GG. The apes, tigers, and girallons are from the Isle of Dread.
A glabrezu worked with xills to empty the city to the Isle of Dread (a demiplane floating in the Ethereal Plane). The glabrezu tried a foray into the Rift of Niltak, wanting to seize the power hidden there. He was rebuffed and his forces badly hurt.
The Isle of Dread (d20):
Some soldiers still remain as slaves on the Isle of Dread. A few planar portals still exist in the city and in those areas random encounters are rolled on Table 7-11: Lost Jungle City in the GG. These encounters (such as a t-rex or gorillas in Brinewall) should point to something being very wrong in the city.
These portals open onto a beach on the Isle of Dread. A jungle city is to the north, an underwater ruin (Table 7-13: Underwater Ruin) to the south, and the beach itself uses Table 7-60: Beach/Coast. Slavers are common in the villages along the beach as well.
1-2: Slayer
Slayers often work with accomplices such as a half-dozen slavers (CR 10).
3: Guild master
A guild master often keeps a slayer or two as bodyguards and enforcers (CR 11 or 12), but some with more flamboyance prefer to keep a gladiatorial champion and sellsword (CR 12) or half a dozen sellswords (CR 13). A guild master may also be found in the company of a pair of nobles or merchant princes of uncertain morals (CR 11).
4: Torturer
A torturer often has a turnkey or a pair of street thugs as brutish assistants (CR 6). Some torturers are accompanied by four guards or two slavers instead (CR 7). A torturer might be paired with a slayer (CR 9), or two torturers could serve a guild master (CR 11).
5: Initiate
An initiate may be found escorting a pair of acolytes (CR 3), or four initiates could be responsible for protecting a group of six pilgrims on a pilgrimage to a distant temple (CR 9). A group of six initiates might be encountered traveling between two monasteries (CR 6), or five initiates could form a training class under the tutelage of a battle monk (CR 7).
6-7: Battle monk
A battle monk often has a trio of initiates with her (CR 6), or two battle monks might accompany a holy warrior affiliated with the school (CR 8).
8: Master
Masters may travel with a cohort of 10 battle monks from their academy (CR 16).
9: Cultist
Cultists might also serve as disciples of more powerful spellcasters. A pair of cultists can be acolytes of an evil medium (CR 6), three cultists might be apprenticed to a shaman (CR 7), four could follow a conjurist (CR 8), or up to a dozen cultists might follow a cult leader (CR 12).
10-11: Conjurist
Conjurists are arcanists who have studied the planes, irresistibly drawn to forbidden lore that shatters mind and morality. Conjurists may be exotic court mages or unusual war wizards. A conjurist will often keep a battle monk bodyguard or may have a hedge wizard or medium as an assistant (CR 7).
12: Pirate captain
A pirate captain is usually found with a first mate and a dozen shipmates (CR 12).
13-14: Bounty hunter
Bounty hunters often work alone, but may lead a press gang of a sellsword, torturer, and two slavers (CR 12).
15: 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).
16: Merchant prince A merchant prince often retains a sellsword as a bodyguard (CR 10).
17: First mate
Away from their ships, first mates can be found with a traveling merchant quartermaster (CR 9), or a captain (CR 12).
18: 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).
19-20: Wilderness encounter
See encounters in any wilderness area of northwest Varisia.
The Nolands:
The Nolands are rough, stony plains where the tribes of the Linnorm Kings exile their most despicable and craven criminals. Centuries of this practice has given rise to numerous bands of berserkers who roam the land, preying upon each other, slaughtering without mercy, and feasting on the flesh of their enemies.
While the Nolanders are too disorganized to prove any real threat to Varisia, residents of the Velashu Uplands and Red Mountains are constantly on guard against the savage raids of the northerners. Some Shoanti tribes banish their criminals to the Nolands as well, although such a punishment is generally seen as less honorable than a clean death.
Cannibals are usually found in hunting parties of four to six (CR 5 or 6), often accompanied by an equal number of half-tamed large dogs (CR 6 or 7). Eight cannibals might accompany a shaman (CR 8) or a chieftain (CR 11).
Nolander chieftains are usually found with two raider bodyguards, a shaman, and a dozen cannibals (CR 12). A chieftain might also lead a raiding party of 10 raiders (CR 13) or nine Vikings (CR 14).
Random encounters roll on Table 7-65: Temperate Plains in the GG.
Next Month
Part three of three of kingdom in the mountains.
May you find the path,
Charlie

