Ideas Page

This is the idea page for the campaign. Here I'll put stuff that I would like to incorporate into the campaign. This will have a focus on including stuff from the setting, rather than just random ideas, to fit with it being on the wiki and not in a campaign doc.

# Setting Sections

## TO DO

* Are the River Kingdoms and Brevoy part of Vasloria? If not, where does that border go? If they are, how did they deal with Good King Omund's death? Maybe Good King Omund ruled parts of Vasloria, but the far side of the region was ruled by their own rulers.
* Ajax accidentally freed Tar-Baphon? Around the time of the conquest of Vasloria. They had a battle but where both scared of as they were roughly equal in power.
* Do I want a Cheliax equivalent in my world?
* Continue Working on 400 Worldbuilding Prompts
* Create the River Kingdoms Page.
* Do I want to include the Halls of the Blood King adventure into the early levels of Kingmaker?
	+ Could do it like when they are in one of the wilderness villages one of the black coaches that I've thought of before runs through the village. It might also grab one or more villagers, which would give them more reason to go after them, and make it harder for them to decide to bail, but not impossible.
		- They might find a crashed coach with a coffin spilled into sunlight. The coach contains a invitation to the Halls.
	+ It might be too OSR to work well with PF2e, especially the Kingmaker Campaign. What would happen if they across the Blood King Early? Would they have the right mindset not to fuck themselves over?
* What do I want to do with Good King Omund? Him only ruling over Aendrim would not be that big a deal if he dies for the rest of Vasloria.
	+ Maybe he ruled from Aendrim to Brevoy. This will need to fix the timeline then, since Brevoy has been its own history.
		- It would work if he was ruing the countries above the Thorn Wode, plus minus the hold of Belkzen and maybe Numeria.
			* Would probably be easiest to just say Omund did not conquer Brevoy and the River Kingdoms. In fact the River Kingdoms might have been vary of his since it might have looked like he was going to conquer them next. Furthest East he came was Razmiran?
		- Timeline: 800 YA (Years Ago) Caelian empire falls. The broken lands split into many small countries. - 200 YA Choral conquerors and unites Brevoy - 100 YA Good King Omund Unites North Vasloria and the Broken Lands. - 50 YA Ajax slays and defeats Omund and conquers Aendrim, kills all the dukes.
	+ Do I even need to deal with this? I could just have Omund be a defeated enemy of Ajax that is known by the politics people, but the peasants don't really care.
	+ I have tested out both Fantasia Archive and Goblin Notebook. Both seems god for running a campaign, will have to decide which to use.
		- Fantasia Archive Pros
			* Is free
			* Is offline
			* useful and expansive question boxes
		- Fantasia Archive Cons
			* is offline
		- Notebook Pros
			* Cool and easy to understand relationship tracker.
			* Easy linking system
		- Notebook Cons
			* Has a subscription.
* Differentiate the different races. Stuff like Dwarfs having stony skin/ whenever a dwarf stands still for 3+ hours stones begin to build up on them, Elves being weird.
* How to contextualize the different magical traditions in PF2e? I have Arcane and Divine magic down pat, what about Primal and Occult?
	+ Primal could be about manipulating the Laws
	+ Occult could be the

* **Saint Cail the Sorcerer and Saint Elemein the Arcanist. Write them up for Benja.**
* Idea: Teki's gun comes from K6BD. That's why it is so much higher tech than most other weapons in the world.
* https://www.kickstarter.com/projects/legendarygames/ultimate-faeries-fey-monsters-and-campaigns-for-dnd-5e-and-pf?ref=zovgjl - Look into this when it comes out. Should be out around DEC 2022. Either buy the pdf or what for it to be available through other means.
* How to translate the Real Differnce Chart to my setting.
	+ It could be that the more "real" you are, the more convincing you are to the universe about your truth, Its why being more real makes you a more powerful spellcaster.
		- Do i want the Realness to have a mechanical effect? Like one of the players, like Vanessa, becomes more real for some reason. This gives them a +1 to their rolls and dc or something like that, together with with some behavioral shifts as drawbacks.
	+ Being less "real" meanwhile means that you have a low about of self truth, which is why you are so effected by the truths of other. Its is why your form is blurry and unstable. It is affected by everyone else's truth about how you should look. You are also much less perceivable, for if you don't assert your truth on the world, other's wills will supersede yours, and their truth will not account for you unless you force it.

## Kill Six Billion Demons and the Cosmology

I really like the cosmology in K6BD, but does it work for a pathfinder game? A lot of the higher level stuff is probably out of reach even for lvl 20 PC's, but maybe with mythic levels they can get there. Then again, do I need them to have to fight with the Kings of the Seven-part World? no, it could be a campaign that focuses on plane hopping, but I don't think something like Kingmaker will interact with it much, at least not on such a power level. It can just hint at the wider world out there.

Throne is the center of the cosmology. Orden is one of the 777,777 worlds created by the children of YISUN. The God that created Orden split itself into the gods of Orden. This is known to few.

###### **Problem with the above**:

If this is true, how will the reality of it interact with the inhabitants of Orden? If I want the devils from K6BD to appear, there needs to be some sort of bridge between Orden and the rest of the Cosmology. There needs to be ways for it to seep in, but I still want it to be a fantasy medieval world, not a Planescape world. At most there might be some of these creatures in Capital or Absalom.

###### **Solutions:**

* Orden is different, and its connected through a different plane. The plane that the Mundane World is in is not the one connected to the rest of the Wheel.
	+ This seems like the easiest solution, with maybe a bit of the other two as a reason as to why they have a low presence in the Mundane World.
* One of the Demiurge owns the key to Orden, but has forgotten about it or hasn't bothered to do anything with it,
* The fact that the gods in Orden somewhat remain where everywhere else they have decayed and died gives Orden special privilege's that keeps it out of the hands of the Demiurges.
* Orden was one of the worlds that was not conquered during the Second Conquering, and escaped the subsequent war. It is known today, but none of the Demiurges or anyone else can try and claim it without upsetting the balance between them.
* Combine the K6BD and Orden a lot more. Throw out the whole 777,777 worlds and only have Orden and the Planes. YISUN was part of the creation of Orden,

###### **Consequences**:

What kind of consequences will this have on my world and its cosmology?

###### **Questions:**

* What to do with pf2e devils and demon? How to do they interact with the rest of the Cosmology
* Power level, how strong is a Lvl 1 pc compared to the rest of the Wheel?

## Central Tension

Law, Order and Civilizations vs Nature, Chaos and Wilderness.

Humans, Dwarfs, Lizardmen and Hobgoblins represents Law and Civilization

Elves, Orcs, Goblins and Gnomes represents Nature and Chaos.

Animosity between the Elves and the Dwarfs stem from the central tension of Law vs Chaos. Dwarves are Very lawful, and Elves are very Chaotic. Humans are kind of lawful and goblins are kind of chaotic.

## List of codices:

S&F has:

* The Codex Terragnosis
* The Codex Umbra
* The Codex Incabulum
* The Codex Automata
* The Codex Dryadalis
* The Codex Miror
* The Codex Ignis
* The Chronos Codex
* The Codex Mortis
* The Codex Multiversalis

K&W has:

* Astral Codex
* Codex Adamant
* Codex Bellorum
* Codex Canticalus
* Codex Granatine
* Codex Mutabilis
* Codex Oraculum
* Codex Solaris
* Codex Tempestatus

Without rules:

* Codex Caelum, Book of the Sky Elves.
* Codex Sanguis Silva, book of the Blood Wode. The Book of Prophecy. Describes a future where the sun, cracks.

### For use in the campaign:

I like the idea of the players finding the **Codex Caelum(sky elf book)** somewhere in the middle of the campaign, like around the end of book 3 to middle of book 4. Whilst there are no rules for the codex, it would have to allow the players to create flying cities. This way they can make their stronghold or city fly. That would be really cool and really open up a lot of possibilities. That being said, will need to look into Kingmaker when it comes to see if this can really break the campaign, and come up with ways to manage that. If they make their city floating, that would at least limit how aggressive they are with it, since they have a bunch of civilians on it rather than just their stronghold.

Other options - Also possible that they find more than one (give them each one? might be a bit gratuitous):

* Codex Bellorum (war book) - Fun and the Warfare bonuses could make them win against bigger badder enemy armies. That would make them feel even more heroic, and would make them feel like only they could be able to conquer this land. The other powers also don't seem to disruptive, but still cool and impactful. Might change the undying one to something that lets them change the world somehow.
* Codex Granatine (stony book) - Just a cool book. It doesn't have that many super special and powerful features, but they are all pretty fun and flavorful. This means I might be able to give the book earlier in the campaign, giving them more time to play with it. It might be found in the Dwarf Ruins in Chapter 2. It could also be given more abilities as the campaign goes on potentially. LINK - Has some cool ideas for how to earn the right to the codex. Would work best if one of the players was a dwarf.
* Codes Miror (magic book) - This could be fun for a spellcaster. Would probably replace the Book of Wonder feature, since feels a bit weird to be a Rod of Wonder joke feature on such a Artifact. If I use this will mostly depend on party composition. If Benja's magus character is the only arcane/occult caster then probably won't use this.

## Short Collected Thoughts

* Wanna put in, Wizards and their true names being their weakness.
* Beastlords of Kham were in nowadays Khoursir. They were masters of beast magic.
* Twilight celestials exist in the place of Equinox, do I wanna do something with them? Will need to finish DUSK to know more about them.
* Do I want the Lizardmen to worship spirits? They can function like Loa from WoW. They are the result of Lizardmen worship, much like the human gods. However because the lizardmen are so splintered and there worship co-efficient lower than humans, their spirits don't become gods, but still have power. Because of this they are much closer to their worshippers and involve themselves much more than a god would. They are closer to Saints then Gods.
* The Last Caelian Emperor = Aroden i Pathfinder?
* What to do with Dragons?
	+ In Matt Colville's Lore they are super powerful, even more so that in Normal DnD, like Forces of Nature level strong. This could work in my game to, but might need some replacement for the regular dragons that are around too?
		- Could have actual dragons stay asleep, while lesser dragons exists in the world, like how lesser elves exists. Maybe they were created during the war with the humans.
			* Then again its a bit boring to have a bunch of True Races, and then you mostly interact with the lesser versions of them. Probably skip this part of the lore, either use standard pathfinder dragons or make up something yourself.

## Demons and courts, add to the wiki

* So add the pf2e demons to their own court/courts? Or do they belong to the Court of the Deep? Probably not since they doesn't have the souls consumption and lethe. Maybe call them the Court of Sin?
* not sure what to do with Daemons. They might just belong to a different plane, and to a court per horsemen of the apocalypse. They also have soul consuming powers, so they are probably from the abyssal Wasteland.

## Things I need to think about

* These PF Fey are Arcadians instead
	+ Unicorn
	+ Pegasus?
	+ Cu Sith
	+ Spirit Turtle
	+ Huldra

* Do I want to have people like the Runelords in my setting?
	+ What would be the problems with including them?
		- Would any of them be active right now?

# Kingmaker Section

## General Notes, Later either move them to the right section or remove.

* If you need more fey variety there is a lot more fey from 1e that is not converted yet. There will also likely be a lot of new fey in the rerelease.
* If I need to keep track of factions and their relationship with each other and the players it might help to use a mindmap program to draw up a diagram. Could also use a UML like I did with the mega dungeon before.
* Do I want to use the same Magic Mist Fog that the game uses or should I do it with scary monsters?
	+ The issue with scary monsters is that its hard for the players to realize that the scary monsters are connected with them going too far out of bounds, and not just a result of a random encounter. I suppose I could begin to heavily foreshadow their presence with stuff like claw marks, howl and other indication of them nearby.
* I'll need to know if the players want politics in the game or not before I put effort into it. This can be done through text I think before session 0 and everything. Use the offers from the various factions as example of politics.
* What to do about exploration in the books? At least in the 1e version there is still the expectation that the players will hex crawl even whilst the players are high levels and kings. This might not work with the players, and might need to be changed. **NOTE:** This might be changed in the book. **From what I can see on the preview pages it says that you don't create the kingdom until chapter 4. I don't know if that means you have settlements before that which are similar or if its a different system.**
	+ One option would be that the players can control their own group of lower level retainers. Their main characters are the most powerful (maybe mythic) combatants in the kingdom and are the ones sent in to deal with the strongest threats. But exploration and small problems are left to the players retainers.
	+ The players organize a corps who's job it is to explore and claim hexes. They report back to the players and the players might have to step in if its gets to deadly or if they encounter other sentient races. This seems like the easiest but least interesting solution.
	+ Skip it entirely. The 4th book and onward is not focused on any exploration other than maybe flavour.
	+ Give the players a reason to explore with their main characters. This can probably not be a solution for every book, but could work for some of them.

* How should Ajax play into the whole campaign? Should he even have a presence? He is currently pretty central in my wiki stuff, but that is mostly because I copied it from the Orden Wiki.
* Remember that Saints and Gods are not the only beings with power and not the only beings that can grant powers. Just don't have to make all Pathfinder gods into Saints, and Gods like Asmodeus can serve as the Lord of Hell and still occupy a similar role.

## Where is the Stolen Lands in Orden?

So it would probably have to be somewhere in like the west of Aendrim in Vasloria. To from the west it would be Aendrim -> Pitax/Numeria -> Stolen Lands -> Brevoy. Would have to account for something like Numeria somewhere to the north.

## Stuff to Add to the Campaign

* Have them find a an old ruin or an old inscribed stone. Have it be like the stone of Cyrus the Great, where it talks about how much he conquered and that if you want to consider yourself great, you'll have to conquer even more.
* Have them find clues to some of the secrets of the setting.
* Have them find relics of the earlier settlers and conquerors. Stuff like the Taldan Warrior Dog Tag or Ancient Rostlandic Coins. Hints that there has been people and empires here before. This will also serve as hints to the history of the place.
* Add the Chronicler, and the relics from the game, if he or something similar is not added.
* I wanna Add the Lizardmen settlement of Orthult somewhere in the Stolen Lands. Maybe in the Hooktongue Slough as a rival to the Boggards, or in the Easter Narlmarches.
* I want to use Domains from K&W. All the bad guys in the various book have domains. I am not sure if the Stag Lord will have one, since I don't know if the players will have enough of a domain themselves to interact with his. Also I don't know if Nyrissa will have one, guess it will heavily depend on what they do with her and the end in PF2e. Regardless I want at least Hargulka, Vordakai, either Baron Drelev, Armag or both, and Castruccio Irovetti to have domains that the players can interact with through Intrigue. I also want them to start a spy/information network.
* It looks like the PF2e version of Kingmaker will include the added Season of Bloom scenario from the game. This will take place between the Trolls of Book 2 and the start of Book 3. Will have to see how they are planning on tackling it before I decide what to add or change with it.
* They will also be adding a dungeon underneath Candlemere Tower. That sounds like fun, and it with probably have Cthulhu influence. Maybe that's where they encounter a Shoggoth? Will again have to see what they do with it.
* Something that would be really neat would be that I could show the players art for their capital growing from a little outpost to a City. I have some art that does indeed feature such a time progression, just need to see if I can manipulate things into ending up so that the images fit.
* Add a field of invulnerability where they encounter an enemy. Hopefully that enemy will be able to kill on of the players to demonstrate the fields power. This field also effects the monster so they'll need some way to get it out of the field. Could also be cool if there was like gladiator monks that trained inside the field, letting them have deadly spar without risk of dying. Maybe the players could add them as their royal guard or something in exchange for money and building up facilities.
* Add an orc tribe to the south of the map. The might ally with the trolls, depending on what the players do. Probably have the players encounter some orc scouts in chapter 1, which will influence how the orcs see predisposed to the players and Hargulka.
* Add something like **IVO TESARIK**, bogeyman shadowdancer, servant of the Green Lady, feared Lord of Brevoy, from the daddy dm game of Kingmaker if one of the players have missing family or close people.
* Make sure to think of all who made the magic items they find, at least the big ones. Like is it dwarven made? Made by the Xin Empire way in the past? These items would look different, and also have personalization's from the creator or the former users.'
* Cool things to steal from 13th Age if I don't want to play the system itself
	+ One Unique Thing - When the players create their character, they get to decide something unique about their character. This can be something like " I have a clockwork heart made by the gnomes."
	+ Escalation die? Will need to read more about what it does.

### Stuff to add to the specific books:

#### Book 1

* Start the players off with the objective to kill the Stag Lord, and as a reward they will be given the title of Baron of the area.
* What do I want to do with Tartuccio? The whole taking other companions might not work as well, but I guess I'll have to wait until I read the Companion Guide and see how they suggest the CRPG companions get integrated into the campaign.
* Do I want to add the visions of the Stag Lord and his father? It is nice to give the players some of the backstory of the villains, but idk if I wanna keep the story as is. Him just being abused when growing up is not that dramatic, but maybe hints of him being manipulated can be planted. Him keeping his father locked up in his fort is a nice touch.
* I would like to add some interaction between the players and the Stag Lord, but I am not sure how. Maybe I can arrange a scenario where they encounter him whilst being clearly too weak to be able to take him out. Maybe they have to pretend to be some of his men, or there needs to be another reason why he does not attack the players. Could also have a scenario where they either sneak up on the Stag Lord and his guards are out and talking to one of his men in the forest. The players can listen in on the conversation, and then later when the Stag Lord leave they can deal with the men the Stag Lord just talked to. This could also happen, except the players are camping out of sight and the Stag Lord has the meet close by to where the players are camping. This would work best if the players camp in some hidden location, like up in a tree or in some hidden cave.
* I might want to add 1-2 small villages in the area of the first book. This would let the players encounter and roleplay with some locals, whilst at the same time giving them a place to rest, that is not as far away from the action as Oleg's Trading Post. These villages should be really small, like 4-6 houses, with no services. The inhabitants are fishers, farmers and hunters. They might be willing to buy weapons and other stuff they've looted, but has very little coin, so might only be willing to pay with meals and barter.

#### Book 2

* I think I might wanna expand a bit on the Dwarf ruins that are encountered here. The story in game is alright, but I think I can do better.
	+ I also might wanna give the players a hint towards the location of the **Codex Granatine**. This hint would most likely be at the ruins, or at the very least connected to them.

* I am not sure what to do with the magic anvil in the Dwarf Ruins. The game solved the problem by breaking it, but what if the players find it functional? What can they do with it?
* Take inspiration from this video on how to make Trolls a lot more interesting. This will probably cause them to fight few trolls, with each troll being, weirder and stronger.
	+ Maybe have Hargulka be a troll with a replaced brain like in the video. One troll, because of Nyrissa influence, replaced his brain with a malicious surgeon/fleshcrafter, or put his own brain in a trolls body, but was mostly overtaken by the trolls stronger personality and instincts. This left the troll with the knowledge and intellect of the surgeon. The troll surgeon then found Hargulka and experimented on him, giving him a new brain too. Hargulka leads the kingdom, whilst the surgeon "improves" the subjects.
	+ Maybe Have them encounter a single troll somewhere close to the end of book 1 as a bit of foreshadowing.
* Use the Hargulka's Monster Kingdom from the Paizo forums.
* One of the Events that happens to the kingdom is that there is a serial killer on the loose in the players capital. What the murderer is will depend slightly one at what level the players are when I trigger the event, but a Boogeyman seem like a good fit. They have 3 different versions to help make it fit the players level.

#### Book 3

* Not sure if I want to change the Nomen Centaurs. It could be interesting to have them be Elves, but regardless I would like for the area to be a Wode then rather then a steppe. It could be a really small Wode, that they protect proactively by ranging outside it. If they are Elves it could be interesting roleplay for Teki who might also be playing an elf.
* Vordekai can summon from the Court of Decay using his magic eye. At the start of the chapter he uses it to summon Máelodor Rhyllearnán. Him and his Solstice Hunt are summon, and starts clearing out the humans in cabins around in Varnhold wilderness. They will later start attacking the players lands closest to the east. Could be what alerts the players to something being wrong to the East. I feel like the players finding out that Varnhold being empty would hit harder if they are not given much reason to suspect something being wrong.
	+ The Solstice Hunt could also meet up with the Elves that I might want to replace the centaurs with. He could still do it if I keep the centaurs, since they are tied with the Elves. This could further align the Elves/Centaurs against the players, and give the players an uphill climb to convince them to help the players.

#### Book 4

* With the spirit naga, I want her to be a bigger force in the area with her mind control. If I want her to be a bigger player towards the players, she could do something like in Against the Cult of the Reptile God and spread her influence through potions. This might require that part or the entire book to have a slower pace. I'm fine with that, as I would be happy if this was a more political and roleplay heavy.

#### Book 5

* Maybe use DM\_DudeMeisters Mechanical Pitax thing?

#### Book 6

* Might also go in the direction of a Brevoy civil war as another endgame, with the players being big players. This would need to be further foreshadowed all through out the campaign. Will also require the players to be involved in Brevoyan politics. This can work like in the game with support from Restov that comes with strings attached, or Brevoyan Nobles offering their people to serve as advisors.

## General Overarching Ideas

* I want the game to be more politics and roleplay focused. I want the players to be encouraged and able to form real connections with NPCs and each other(though that is more out of my reach). I want the players to have to make hard decisions, but not every session.
	+ For politics, as the rulers of their kingdom, they are going to have to make hard decisions on who to ally with and who to avoid. They are going to have to maneuver themselves through a delicate political situation.
	+ For roleplay, the main connection the players will form will likely be with their advisors and retainers. The retainers will most likely be created by the players. Otherwise they can be NPCs the player/s impressed and recruited.
* I want the players backstories to matter, and play out in the game. To achieve this, I will change parts of the campaign to tie into the players backstories if possible. I will also give the players plenty of downtime to resolve these matters and also pursue projects of their own. The pace of the campaign will also be slower, with any time-pressure only coming in short bursts.
* I want mass combat to be a factor, and the players choices when adventuring and encountering different factions on matter in these battles. I am unsure whether or not I want to use the K&W battle system or the one that comes in the book.
* I want to start creating my own monster stat blocks, or at the very least changing existing statblocks. Instead of Hargulka having only standard trolls and kobolds in his employ, he has different trolls. Just like there were many different types of Troglodytes in Age of Ashes. Now seeing as there were many different types of troglodytes in Age of Ashes I hope that same work is put into Kingmaker. Even if there are I still want to get better at it so that I feel more comfortable doing so in future games.
* I want to use Factions.
	+ This means that the players won't fight just the Stag Lord and some bandits, they'll be fighting his faction, which has alliances and relationships with other factions in the area. And the Stag Lord Faction won't just be some human/halfling/gnome bandits. They'll have Ogres, tamed animals and other creatures as members of their faction.
	+ I might also want smaller factions that live in the area, like Lizardmen in the swamps and shit

* I want to use Goal-oriented Rewards from this video.
	+ If there is something in the players backstory that needs to be resolved, then give them a quest in foundry to do so, together with an appropriate rewards.
	+ If the players talk about doing something, I can quickly make that a quest in the system, and then tell them what they'll get, though perhaps its only a name.
* I want the players to emote more in chat. This is something they can do even when other are talking. It will hopefully lead to some funny and/or flavorful moments. I've also added language module, so players can chat in a specific language without others understanding. This will hopefully give more ways for players to roleplay their characters. Some players that are bit more shy or don't feel comfortable playing out their character with everyone's focus on them can flourish with this system.
* Try to do more stuff like Matt did in this episode of Dusk. Ask the players to define and make up parts of their character and their culture. It's kinda like the campfire questions we already do, but with more focus on them rather than just trivia.
	+ - Can also do with stuff like their equipment. The might have a longsword, but you can ask them about further details. Who made it, from what material, how did you get it, any thing special about it?

### Setting Expectations with the Players

* Make sure at the start when selling the players on the fantasy of leading armies and clashing with other armies, that they understand that their characters will not be able to heavily influence the battle with their combat abilities. Just because your wizard can cast fireball and other AoE spells, does it mean you can ravage the enemy army. It takes men to hold the field.
* Another thing to remind the players of is that the notion of war as this terrible thing is a very modern notion, one not shared by the majority of the inhabitants of Orden. Yes there will steal by death, tragedy and despair as a result of the war, but war is generally considered to be a great adventure, and a chance to rise up in the world.
* They are going to have to make political choices in the game. Sometimes these choice do not have obvious consequences.

## Mechanics

* The character do not benefit from a full rest when sleeping out in the wild. Only when sleeping in a safe location, most often a settlement does the character fully benefit form a full rest. (See if the book talks about this, they might have another solution).
* Do I want to enforce pretty strict carrying capacity, with gold have weight?

## Session Zero Things

**Have the session zero early, and give the players lots of time to think each matter through, rather than have to come to a decision at the table.**

* Would you like for there to be a lot of GoT-like political going-ons?
	+ These can be in the background and not something you interact with or something that you are a part and actor in. If you want to be an actor in the situation you could either be thrust into it by alliances or by discovering something you shouldn't.
	+ This GoT-like political stuff will include noble houses but also other factions out in the wilderness.
* The mass battle Rules will be opt-in. If only one player want to participate, that player alone will control all the units in the battle. You are of course free to jump in and control a unit if you feel like it, but you don't have to force yourself to participate if you don't like it.
* I think I want to feature retainers, lower level sidekicks to the players. They can be given an assignment or even accompany you on adventure, though I don't think that will be the standard.
* I plan on using some variant rules I think will fit the campaign and my idea of the system better. These are:
	+ Automatic Bonus Progression - This means that Fundamental runes are automatically given to your character at certain levels. This means YOU get stronger, not your weapon. It also gives you more flexibility since you don't have to make sure all your weapons have the latest expensive runes to be able to function at the level intended.
	+ Proficiency without Levels - This means that everyone DON'T add their levels to their modifiers. This means that the modifiers and the DCs increase less quickly. This give a bigger window of enemies that are possible to fight without it just being a slaughter.
	+ Stamina?

# For the Setting in the Future

## Maps for locations

### Underdark

In the Top Layer of the Underdark is Darklingtown, sitting on the Darkling River from Dyson Logos

In The middle layer of the Underdark is the Black Loch from Matt Millby. It also contains his map of Brazenthrone, that is linked to the Loch.

### Unknown location

I want Matt Millby's map of Mont-Saint-Michel to be somewhere in the world, though I Don't know where.

Barrier Peaks?

# Wiki Section

## Stuff to add to the Wiki

* Add in the aboleth meteor and the age of darkness? Perhaps it brought the end of the age of the stone dwarfs? Or it killed of an ancient human empire, or both? It could be that Lyl sacrificed herself to save the the world. She shattered into divine dust, most of which concentrated into the human gods we know today. This divine dust also exist in every human and even to a often lesser extent other races. This is what allows human worship to elevate saints into their position of power. People dying worshipping a god give their dust to fuel that entity.
* Some of the Gol worship Old Gods ie lovecraftians
* Add Erastil as a saint of Salorna. Old Deadeye is the saint of huntsmen and foresters. He is one of the oldest still revered saints, some believing him to be worshipped for even longer than Salorna herself. It is said that he was the first human to learn how to use a bow, and with it were able to hunt anything.
* For my solution with the fey and Arcadians. It makes sense that the Feywild would lay do close to the Mundane World since it was created by banished true elves just like the World Below, except it didn't merge. Instead is is basically just separated by a thin planar membrane, like two bubbles touching. There is no astral sea between.
* Do I want someone like Tar-Baphon in the setting? Could be one of the few challah hers to Ajax and one of the reasons Ajax is avoiding the area. He would probably be in the area to the south of the River Kingdoms, but not too close. Don't want him swept into the campaign randomly. But he might send emissaries to the players which could be cool.
* Add stuff about the Aldori Swordlords.
* Add in my version of The River Kingdoms and decide how they should behave. The River freedoms should also stay most likely.
* Change the spelling of Fey to Fae.
* Wodes are not the smallest they've ever been, their sizes waxes and wanes, just as the civilized lands does. When the civilized lands retract the wilderness is right at their heel. Because it has to be. It seldom get to be the one gaining territory so any opening it takes hard
* Fix codex stuff formatting
* Giants descend from humans, and show up later. Probable result of wizard fuckery. Maybe?
* Gnomes are clockworkers? they have a clockwork guild and are responsible for most of the clockwork stuff. They have a heavy presence in Pitax.

# Pathfinder 2e Section

## Magic

### What do I want to do with pf2e magic?

Make it a bit more impactful. Currently it feel like of lot of the spells don't really feel that impactful, and just do a bit of damage.

### What do I want to accomplish?

I want magic to be more impactful and cooler. I guess what I want is to go back to the linear fighter quadratic wizards problem from previous editions. **Is there a way to still buff magic but avoid causing the martial classes to be outshined in later levels?** The Martial classes could be similarly buffed, but that would mean that monsters would also have to be buffed to keep up, which leads us back to square one.

Options:

* Increase the spellcasters utility function
	+ How: Give them Item that lets them cast utility spells more often, whilst not letting them be cast unlimited. Probably would work best in a "x casts per week" format. This would let them use if needed, but also not just cast them all in a day then do it again in the morn.
* Increase spellcaster damage and increase martial utility
	+ How: Give casters bonus to their to hit, DC and damage rolls with spells. Give martials additional things they can do with their skills. Their physical capabilities are also demi-god like.
* Increase spellcaster damage, at the expense of martials.
	+ How: Give casters bonus to their to hit, DC and damage rolls with spells. Increase monster challenge.

* Utilize something like Spheres of Power, but only for the people who want it. Problem is that its for 1e, and for them to understand their options they need to know what they are. It might work to have them read the 1e versions and then we convert them to something that would fit 2e, though some would probably not be that easy to convert.
* Spell damage. It's all dependent on heighten and never scales naturally as you level. Perhaps an option to burn lower level spells to heighten a spell as you cast it? Like cast 3rd level fireball and then expend 2 second level spells to cast the fireball at 7th level (assuming you are at least 13th level). Maybe not a 1 to 1 exchange on levels but something akin to the Wizard's ability to turn 2 spells of any level into a spell slot 2 levels higher?

## Magic Items

### What do I want to do with pf2e Magic Items?

Make them cooler and more useful. Currently it feels like a lot of them are one use per day, with maybe a small passive bonus. These feel more like toys than ancient magical artifacts. Especially Staffs feel very flaccid, and that they get outscaled quickly, whilst giving little benefit. Their only benefit is giving you one extra spell to cast a day, but is limited to the often mediocre spell selection tied to the staff.

### What do I want to accomplish?

I want magic items to be better than that, and not just something you collect as nifty trinkets. Big magic items should impact how you play your character. Players should be happy and proud of the items they found, not just stick the bag of hold since it might be useful, or stick it on for a negligible bonus.

### Problems:

* Some magic items have static DCs in them, this guarantees that they will be outscaled sooner rather than later. Their solution to this is to have multiple different tiered versions of the same item, but this seems inelegant. This can also get a bit ridiculous when there are lvl 20 version of otherwise pretty mundane items, more powerful than artifacts.
* Some magic items have very strict and restrictive use cases, and even when they can be used, they are not very attractive. EXAMPLE. The Weapon lets you instantly skim a book. For some reason its been limited to only once per day. It seems like it would in many campaigns be rare to use this often, and even when you do, I don't see many reasons as to why getting to do and unlimited amount of times would somehow be broken.
* Too heavy emphasis on abilities that trigger on critical hits. Whilst the system has expanded the ways of getting crits, I still feel too many power and boons are tied in with a crit. You have traits like Deadly and Fatal, you have crit specialization, you have a lot of abilities that get stronger when applied with a crit. A lot of the magic items doing their special thing on crits then don't have the same impact. EXAMPLE. The knife requires a Crit to let you leap. Another higher level EXAMPLE. A 9th lvl item that requires a crit to do its special thing. This is also another item that will pretty quickly get outscaled by the enemies, since it has to target the highest level spell, which it wont be able to dispel.
* Boring effects. Some items have effects that are just really boring or seemingly useless. EXAMPLE. The Weapons has an effect that lets you plant it in the ground and give an AoE buff to all allies, however that buff is a +2 item bonus to Performance. There will be extremely few circumstances that this will ever be useful in the average campaign, and even then its not particularly impactful when it would be useful.

#### Solutions:

##### Staffs

* Tie them into the improvement I want for spellcasters. Put in a much of situational utility spells, and then have them regain charges every week/month(?). This will let them have impact on adventuring whilst also not requiring the caster to have to broad a spell selection prepared for all possibilities. The slow recharge rate will also reward those that are more prepared, and make it so that you can't brute-force problems with magic.

##### Wands

* Wands will work like they do in Pf1e, where they have a set amount of charges on them, and each casting take 1 charge, and it does not regen any. This will let the wands serve as back-ups, but are a consumable. It also works good as magic utility batteries.

##### Weapons

* Have cool effects that are not directly tied to just a number increase or some small effect that triggers on a critical hit. EXAMPLE. NOTE: I would like it have an action where it says what would happen if you wanted to charge an enemy with the flying sword and ram them.
* Avoid creating weapons with static DCs. Try tying the weapons save into something that also scales, like the creature needs to save against the attack roll that hit them. AC and DC seem to be pretty equal as I compared it. Another Solution is that you do a skill check against the enemies DC, so that it already scales.

##### Worn Items

* This grouping is much less unified compared to the other groups, not sure its possible to do any sweeping changes here that would help fix the items.

### Mundane Items

Mundane items like Caltrops get outscaled almost immediately. Lvl 1 creatures like cultists have often more than a 50% chance to avoid any effect from them, and caltrops only cover a square. The caltrops never get more useful. This is made worse with some Critical Specializations like the longbow, that has a flat DC 10 Athletics check. It does require an action to escape, which makes it more balanced, but at that point why even bother with the roll at all.