For various reasons that are best saved for some existentialist rant in the future I had this idea of providing a set of conversion notes for use with Sarvaelen as a setting powered by Pathfinder. What follows is the fruit of that effort...
Pathfinder Conversion Notes for the World
of Sarvaelen
Races of Sarvaelen
Humans are
the sole default race of the setting. There are a few racial variations by
ethnic or cultural origin, and a few optional non-human races.
Official Nonhuman Races: in prior entries Ghuls and Naga have been provided as racial options. While primarily intended as a way for GMs to roll up detailed NPCs of these two types, both are certainly possible as PC races if so desired. I'll provide additional stats for each in another blog entry (soon, hopefully), or at least point out which resources in Pathfinder work for them (there are ghoul feats, for example).
Optional Non-Human Races: tiefling,
dhampir, nagaji, and vishkanya are four permissible races. Aasimar might ber
permissible in the form of humans touched by the divine will of Nevereth. By
contrast, a tiefling would reflect a cursed bloodline from Camrinal of a
certain nature. Dhampir and nagaji would be permissible as presented. Nagaji
would be a remote race from the south, in the region of Yakhal and Sammar. I may provide more detailed entries on how each of these four races would specifically fit in to Sarvaelen in the future.
Random Racial Origin Table:
D100 Racial
Origin
1-94 human ; roll for homeland
below
95 ghul (sane)
96 Naga; (1-3) expatriot or (4-6) traveler of Nagapuram
97 dhampir; roll for
homeland below
98 tiefling (1-3) or
aasimar (4-6); roll for homeland below
99 nagaji from either
Yakhal (1-4), Sammar (5) or Neremune (6)
00 vishkanya from either
yakhal (1-7), Sammar (8-9) Shul (10) or Nagapuram (11-12)
Random Homeland Generation Table for
Pathfinder
D100 Homeland (Special Subtables & Suggested Stat Bonuses)
01-25 Aeronost Possible Camrinal
bloodline**; any
26-32 Esrenor Possible
Camrinal bloodline**; +2 CON
33-40 Iandei Mixed
Homelands*; +2 DEX
or CHA
41-45 Mandrelavas None; any
46-55 Thaerinal Possible Camrinal
bloodline**; +2 CON or WIS
56-70 Atlenar Possible
Camrinal bloodline**; +2 STR or CON
71-75 Neremune none; +2
CHA or INT
76-80 Yakhal none; +2
CON or DEX
81-85 Emon*** Elemental Taint***; +2 INT, WIS or CHA
86-90 Viskar Steppes none; +2
DEX or STR
91-95 Katari Possible Camrinal bloodline**; +2 DEX or CON
96-00 Sammar none; any
*Mixed Homelands: The iandei roll a
second time to establish their local origin. If Iandei or Sammar comes up, then
the iandei is a pureblood of Shul.
**Camrinal Bloodline: There is a chance
equal to a INT or WIS check on DC 22 that an adventurer from this land has some
heritage from the old empire. If the character starts as a spell caster then he
is automatically considered pureblood. Purebloods are prone to attracting
special attention from demons, old gods, spirits and other malevolent beings.
***Elemental Taint: Emoniae revere the
elemental old gods, and still worship them. There is a chance equal to WIS
check DC 22 that an emoniae has some elemental heritage in her or her
bloodline. The immediate effect is an innate basic understanding of that
elemental tongue (starting language) and an affinity for that element, which
means that they tend to be regarded favorably by elementals of like type that
they meet and should schools or domains as appropriate.
The Emoniae
Most emoniae
have a talent for magic, and usually choose +2 to INT, WIS or CHA according to
preferred magical heritage. Emoniae are, like pureblooded of Camrinal, prone to
attracting the attention and interest of demons, spirits, elementals, old gods
and other beings from the Elemental Realms.
Magic In Sarvaelen
The following spells are unavailable in
Sarvaelen: all detection spells, all alignment-affecting spells. Resurrection
spells of any type are permitted but have a potent cost and a good chance of
restoring the target as an undead creature (target must make a DC 30 CON check
to avoid becoming an undead when any resurrection spell is deployed). Magic
beyond level 6 in Sarvaelen is “lost magic” and known only to be found in
ancient Camrinal grimoires.
Character Advancement
All characters in Sarvaelen advance on the
slow experience track. Sarvaelen’s heroes rarely get past level 10-12, even
after decades of adventure.
Classes of Sarvaelen
The following classes are permitted in the
world of Sarvaelen:
Sorcerer Bloodlines in Sarvaelen
The following bloodlines are considered most
suited to Sarvaelen: Aberrant, Abyssal, Arcane, Celestial, Destined, Draconic,
Elemental, Infernal, Undead; APG: Dreamspun,
Protean, Serpentine; UM: Accursed,
Djinni, Efreeti, Marid, Rakshasa, Shaitan.
Domains of the Known Gods of Sarvaelen:
Deity Name (Alignment, Domains)
Contemporary Gods
Nevereth
LG community, good, law,
healing, protection, nobility
Padmavati
NE evil, law, magic,
knowledge, weather, magic, nobility
Agharda
NE evil, charm, strength,
war, trickery, destruction
Wishara
CG chaos, luck, travel,
trickery
Matrigias
CN chaos, destruction,
strength, animal, madness
Dragon Cults
any chaotic usually chaos, destruction, evil, war,
fire, rune
The Sun
Dragon
LN sun, plant, law,
glory, protector, fire
The Black
Hag
CE death, evil, chaos,
magic, trickery, knowledge, rune
Old Gods
Shamanza’gadhal
NE death,
destruction, nobility, magic, darkness
Satarnas
TN earth, repose, rune,
strength, weather
Eshraggol
CE evil, madness,
animal, rune, war, destruction
Roeghast
CE chaos, knowledge,
magic, rune, trickery
Gaol
CE chaos, death, evil,
destruction, war, darkness
Yaramas
NG glory, good, healing,
sun
Vitru’Forazh
CG fire, strength, knowledge, trickery
Kadellan
TN darkness, weather,
magic, liberation
Grotares
LN community, law,
plant, animal, luck
Traldreggor
CE charm, madness,
trickery, evil
Formos
CN madness, trickery,
weather, magic, death, earth
Graeehn
TN animal, strength,
repose, destruction
Valos
LE death, magic, war,
law, glory
Elemental Gods (pagan deities from Yakhal
and Neremune)
Erasak
NE fire, glory, sun, war
Sylverune
NG water, weather, plant,
travel
Aisherus
TN air, weather,
knowledge, destruction
Grome
TN earth, protection,
rune, strength
Magic Items in Sarvaelen
Magic is exceedingly rare in this land.
While magic items exist, they are regarded with a certain measure of fear and
wonder. Most items bear a great gift and also a curse. While it is certainly
possible to sell magic items, very few are in any position to barter for the sale
of such goods, and almost no one has the proficiency or skill with which to
manufacture magical goods.
All magic weapons in Savraelen are relics of
Camrinal and the old era, with few modern forgers able to craft such weapons.
Magical enchantments in Sarvaelen tend to fade after only a few decades in all
but the most potent artifacts, so most surviving enchanted weaponry today are
actually much older and more powerful relics which have since degraded with
time.
As a rule of thumb any horde or treasure in
standard Pathfinder terms should be worth 1/10th of its listed value
as listed on the Slow Track treasure awards chart (table 12-5 pg. 299). Thus a
typical award at level 1 for an encounter is roughly 17 gold pieces, while a
level 5 reward would be roughly 100 gold.
This does not apply to magic items, which
can be awarded according to the list value; but the coin value is always
reduced. Ex: a 5th level treasure parcel is worth approximately
1,000 GP, of which 100 may be gold, and the other 900 is a “budget” to spend on
magic items stowed by the monsters.
Economy of Sarvaelen
Gold is precious and rare; most currency is
exchanged as silver or copper. All characters start with their normal gold
value in goods at level 1, but after that they start with coin to buy gear
equivalent to 1/10th the listed value on page 399, table 12-4. So an adventurer starting at
level 5 begins with 1050 GP instead of 10,500. The character may roll their
starting coin for level 1 and add it to this total.
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