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 three, the last part, of a list those NPCs and where they might be encountered.
The Lands of the Linnorm Kings (1d10):
The Linnorm Kings are a collection of rulers who dominate the few large settlements in the frigid rugged lands of the extreme northwest of the continent of Avistan. The rulers take their names from the tradition that only a king can carry the head of a linnorm (one of the smaller kinds is an immense wingless dragon with a serpentine body, triple tail, and powerful talons) through the city gates. Hunting, trading, and raiding are ways of life.
1-3: Raiders
Raiders are often found alone but may travel with a monster hunter (CR 7) or in pairs with a Viking (CR 9). Six raiders might form a raiding party with a chieftain, or serve as a chieftain's honor guard (CR 12).
4-5: Viking
A lone Viking may travel with a minstrel to chronicle his journeys (CR 8) or with a first mate and captain (CR 12), while five Vikings might serve as honor guard to a chieftain (CR 13).
6: Chieftain
A chieftain might lead a raiding party of 10 raiders (CR 13) or nine Vikings (CR 14).
7-10: Random monsters
Random encounters roll on Table 7-63: Polar in the GG.
The Red Mountains (d10):
The Red Mountains are relatively low by Varisian standards, their rocky soil rusted red with thick iron deposits. The residents, primarily miners and herdsmen, eke out meager livings from the barren hills, banding together on their shaggy upland ponies against the lawless raiders of the Nolands. So close to the berserkers, the ridges and gullies of the Red Mountains hold a natural appeal for paladins and rangers, who make it their calling to protect Varisia's northern border.
Of late, the raiders appear disturbingly organized, and many of the local leaders have begun appealing to the southlands for aid, even going so far as to send emissaries to Riddleport and the Hellknights stationed in Magnimar. The Hellknights are looking for a would-be king to pacify this area, recapture Brinewall, and re-establish trade with the Linnorm Kings.
1-2: Bandit
Bandits are usually found in pairs (CR 1) or in a gang of a dozen accompanying a highwayman (CR 8). They often make up the rank-and-file members of a bandit lord's gang (CR 12).
3-4: Highwayman
Two highwaymen might be the bodyguards of a guildmaster (CR 11), while a trio of highwaymen may serve as the henchmen of a bandit lord or bounty hunter (CR 12). A lone highwayman may lead a gang of a dozen bandits (CR 8) or travel with a minstrel and a pair of cavalry for his gang (CR 9).
5-6: Bandit lord
Bandit lords may have a pair of sellswords as bodyguards and sparring partners (CR 12), or may travel with a battle mage, sellsword, and a gang of eight bandits (CR 12).
7-8: Trapper
Trappers are typically loners but will sometimes pair up with another trapper (CR 5), a monster hunter (CR 6), or a beast master (CR 7) for companionship.
9-10: Hermit
Hermits rarely have companions other than animals, but they may occasionally have a pilgrim or a pair of vagabonds as guests (CR 7) or take counsel with a shaman and beast master (CR 9) whose tribe lives nearby.
For random encounters, roll on Hill/Mountain in the Bestiary.
Rift of Niltak (1d8):
Whether the Rift of Niltak was opened by great magic or some geologic calamity, none alive today can say. Filled with strange, pulsing structures and bizarre flora, the canyon's mist-shrouded depths swarm with enormous centipede-like horrors, shrieking bat-like predators, and worse. It should be noted that accurate descriptions of the depths are made that much rarer by the high suicide rate among the few explorers who return from journeys below.
Investigation into this rift points to some intelligence deep inside being the driving force behind the emptying of Brinewall as well as what peaked Baba Yaga's interest in the north. A source of great power is hidden in the rift and many different forces on trying to seize it, control it, and keep it safe from rivals.
1-2: Cultists
Cultists might 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).
3-4: Conjurist
A conjurist will often keep a battle monk bodyguard or may have a hedge wizard or medium as an assistant (CR 7).
5-8: Random monsters
For random monster encounters roll on Underground in the Bestiary. Other possible monsters include: mobats, urdefhafs (some mounted on skavelings), titan centipedes, mu spores, and phycomids. Neothelids at the bottom are sending out seugathi to set up cults of worship bent on preventing exploration of the rift by adventurers.
Velashu Uplands (1d8):
The horse lords of the Velashu Uplands are widely regarded as the best horse breeders in Varisia. Astride their great destriers, the Velashans race across their domain, thanklessly protecting the southern lands and occasionally venturing to Riddleport or beyond to charge top price for their magnificent steeds.
1-3: Cavalry
Cavalry are usually grouped in lances of four (CR 9), often with a guide or knight officer (CR 10). Four or five cavalry might also serve as a mounted honor guard for a noble or merchant prince (CR 11 or 12).
4: General
A general is usually accompanied by a knight adjutant, with a lance of four cavalry as bodyguards and messengers (CR 12).
5-8: Random monster encounter
Random encounters roll on Table 7-65: Temperate Plains in the GG.
Next Month
Something new.
May you find the path, Charlie

