The Shackled City
Ability scores will be determined using a 20 point build.
As is the case in all of Golorian, there is a wide breadth of races that can be found in and around Cauldron, below are the most probable.
The native Mwangi make up the largest population in Sargava, with Chelish colonials taking a distant second. It is not uncommon to encounter Varisians in Sargava given the various trade agreements between Sargava and Varisia. It is rare, however not unheard of for other nationalities to be found within Sargava. However, other nationalities in Sargava are usually fugitives, and garner suspicion from the locals.
Wild Elves live in small tribes throughout Sargava. Within Cauldron, Elves hails from many distant lands, their purpose unique to each, but finding much in common with one-another. Elves are regarded with respect and often draw the fascination and admiration of the city’s populace. Therefore, half-elves are not uncommon within Cauldron.
Once word of valuable minerals in the Bandu hills began to spread, especially inCauldron, the Dwarves braved the seas to extract and refine the many ores and precious gems in Sargava. Dwarves mainly came from Janderhoff and Highhelm. Dwarves inside the city generally work as traders, selling goods their relatives have mined. Dwarves are considered to be courageous and trustworthy people.
These crafty folk have long been integral parts of human society and culture and often thrive wherever humans are. Cauldron is no different. The halfling population in Cauldron can be found in all walks of life. They have a stereotypical tendency toward crime and mercantile exploits but it is difficult to say how much truth there is in this. There is also a reclusive tribe of Halflings that dwell in the Laughing Jungle to the south of Cauldron, however, it some members of the tribe have been seen around Cauldron and have made contact with the city’s citizens.
Gnomes typically live in the jungle south of Cauldron, but similar to other races in Sargava, many traveled to the frontier lands. Gnomes that live in Cauldron typically work as herbalists, or tend to the plantations surrounding the city.
The environs around Cauldron are generally troubled by other sorts of creatures, so Half-Orcs don’t quite have the bad reputation they do in other regions. As such, half-orcs are accepted as normal members of society. South along the mountain range from Cauldron is the Half-Orc settlement Dogash-Ber. Many barbarians, fighters and rangers hail from this settlement as mercenaries.
The barbarians in the lands around Cauldron are fierce jungle warriors. They often have to deal with dinosaurs, gnolls and even other tribes. There are rumors that some tribes contain barbarian/sorcerers. Some tribesman claim to have seen a crater deep in the jungles West of Cauldron where, in ancient times, a great city once stood. It is now reported to be infested with demons.
Much of the campaign takes place in urban and dungeon environments, so a barbarian designed to excel in the wilderness won’t have as much to do as one who focuses on skills like Climb, Intimidate, Acrobatics, and Perception.
Many bards train at the Bardic College in Eledor,and then decide to travel inland to see more of the world. Many come to try to find a monavic deva that is said to watch over and protect the region.
An excellent choice for the campaign, there are ample opportunities to influence important NPCs during the campaign and skill in Bluff, Diplomacy, and Intimidation, plus access to enchantment and illusion spells can be a great help.
The clerics in Cauldron are often called upon to cleanse the water of the central lake. During a harsh winter several decades ago, the waters of the central lake rose so high they reached Ash Avenue and completely submerged many of the lower buildings. Representatives of the churches got together under the urging of the high priest of the church of Iomedae and created several wands of control water to combat the next flood season. That winter, priests from the four temples patrolled the lower streets of Cauldron and fought back the flood using their wands. The citizens were grateful for their aid, and assisted with sandbagging and shoring of buildings where they could; even with the magic wands, the flood waters could still do significant damage. So successful were these measures that, after that flood season ended, the city of Cauldron erupted into a massive festival. In the years to follow, this grew into a tradition. It became to be known as the Flood Festival. But time breeds contentment, and as the years went by the temples began refining their uses of the wands and found they could build fewer wands and still make it through the season. At the same time, the Festival became more extravagant and gaudy. Over the past decade, the winters have been fairly mild, and it is doubtful the lake would flood again even without the wands.
Clerics in Cauldron generally worship Ioemedae, Sarenrae, Gorum, or Pharasma. Shrines to Desna,Shelyn, Abadar, Torag, and Gorzeh exist in the area as well. There are some undead in the campaign, but not large amounts, so feats that convert turning attempts to other abilities might be worth considering.
There are mainly two types of druid in Cauldron and its environs: jungle and mountain druids. Being subtropical, and existing inside the crater of a volcano, many druids live in the city as it is close to nature. Other druids roam the jungles, or walk the mountain paths. Rumor among druids tells of silvery, frog-like creatures, the size of a human, who live in the Underdark in the Cauldron region. Some druids claim to have seen a crater in the jungle to the West of Cauldron. It feels wrong to them.
Druids have the same issues as barbarians, but there are many opportunities to use the Druid’s special abilities. The inhabitants of the region are familiar with animal companions and will generally be understanding of their presence.
Fighters can be found anywhere, and Cauldron is no different. Fighters often join the Town Guard, or become caravan guards and protect merchants travelling to the other settlements or Eledor or join skirmish squads who journey around the base of the volcano and kill any dangerous beasts who come too close.
Monks are rare in Cauldron and its environs.
Paladins in Cauldron are uncommon. They generally come from noble families, but some are simple folk who hear the call of a god. Some paladins in town have recently had a dream where they see a person with a smoking flame in place of an eye. They don’t know what it means. The most notable paladin in town is Alek Tercival, a paladin of Iomedae, who is often seen travelling around town on his white charger.
The rangers in the area can be found both in the wilderness and in the city. They are often in the Town Guard, and sometimes employed as members of Skirmish Squads who patrol the base of the volcano and prevent monsters from getting too close. Some travel the jungle in search of ruins, caves and interesting places. Some rangers who have traveled far to the east of Cauldron have returned with stories about a ruined city, and the strange half-snake/half-humans that have been seen there.
Rangers have the same issues as barbarians and druids. The best choices for a ranger’s favored enemies are animals, dragons, humanoid (human, goblinoid, or orc), or outsider (evil).
The rogues of Cauldron come in many shapes and sizes. Some are diplomats, whose tongues are sharper than their rapiers. Some work for the Town Guard performing the jobs that bulky, muscled fighter-types just aren’t good at. Some are freelance, while others are in guilds. The city has more than one small guild of thieves, but perhaps the most influential is the Last Laugh. The guilds symbol is the silhouette of a laughing jester, shown in profile. The guild oversees various rackets, including security, blackmail, extortion and assassination. Generally only the most nefarious and unscrupulous rogues join the Last Laugh.
There are a large number of traps in the numerous dungeons so the normal rogue skills would be useful. Also, rogues focusing in social skills will have ample opportunities to use them.
Sorcerers pop up in many places. Recently a tribe of jungle barbarians has found that some tribesmen possess the power of sorcery. Many half-orcs of Dogash-Ber seem to be sorcerers too. The Cauldron area has long been inhabited by dragons, so it stands to reason that sorcerers would be common. Rumors among the folk of Dogash-Ber tell of a black dragon who is trying to create an army of his spawn, but none know his name or where he is, or even if the rumors are true. He may possibly also be breeding with the half-orcs.
The wizards of Cauldron and its environs have long had many interesting things to study, and as such have been attracted to the region. In terms of study, there is a wizard academy in Eledor, and the Bluecreator Academy in Cauldron. Also, every now and then the Town Guard encounter a problem that needs a magical solution. Surabar Spellmason himself was a wizard of great power, and as such wizards in the area are treated with respect. Arcane lore tells of an ancient race of strange 6 armed beings that once lived in the region.
My general feeling about the other classes is that they are more or less just hybrids/offshoots of the main classes. As such, most of the above should be relevant to other classes.
All characters get maximum hit points at first level. Every level thereafter a roll is required as detailed below.
1d6 hit dice classes roll 1d4+2 for hit points.
1d8 hit dice classes roll 1d6+2 for hit points (re-roll 1’s)..
1d10 hit dice classes roll 1d6+4 for hit points.
1d12 hit dice classes roll 1d8+4 for hit points (re-roll 1’s).
All characters start with maximum starting wealth for their class.
Character level advancement
We will not be keeping track of experience points, the DM will tell you when to advance your characters.
All perception checks will be reactive. This means that any traps, secret doors, or hidden treasure will have a chance to be found without incessant perceptions rolls being required. The DM will make perception rolls ahead of time when deemed appropriate to speed game play. All results of the perception checks will be added in DM descriptions, i.e. you spot a suspicious area in the floor where the stonework doesn’t quite match the surrounding stonework. Contested roll, such as detecting hidden enemies, will still be rolled in game.
We will use the downtime rules presented in Ultimate Campaign (see page 74 for details)
Magic Item Creation
A character with an item creation feat can use the feat as described in the core rule book. A character with 1 item creation feat can exceed the Character Wealth by Level guidelines by 20%. A character can further exceed the Character Wealth by Level guidelines by another 10% for each item creation feat beyond the first, i.e. 2 item creation feats allows a character to exceed the Character Wealth by Level guidelines by 30%, to a maximum of 150% of the Character Wealth by Level guidelines.
Character Relationships with NPCs
We will use the Relationship rules from Ultimate Campaign (see page 174 for details)
At character creation, you may select two traits. Because you are local heros, ONE of the traits must come from the list below.
Child of Jzadirune
One of your ancestors lived in Jzadirune (juh-ZAD-ih-roon). Jzadirune was a secluded enclave beneath Cauldron, rumored to once have been a sanctuary for gnome master crafters to build wondrous magical devices. However, 75 years ago, Jzadirune fell prey to a mysterious plague known only as the Vanishing. The entrance to the enclave has long since been lost.
Benefit: You gain a +2 trait bonus on saving throws vs. disease.
The area that is now Cauldron was once the domain of demons, which used the area as a breeding ground. One of your ancestors was the progeny of such an unholy union, a half-fiend. As a result, you carry some of that taint with you.
Benefit: Your demon blood has heightened your awareness. You gain a +2 trait bonus to initiative.
Your dreams are haunted by strange visions of tortured landscapes and deformed monsters. In some of these dreams, you are the deformed monster!
Benefit: You are used to fatigue, and suffer no penalties when you become fatigued. When you become exhausted, you are instead treated as if you are fatigued.
You are descended from a tribe of indigenous peoples who died out as a separate tribe many centuries ago. Still, this tribe’s penchant for necromantic magic runs in your blood.
Benefit: You gain a +2 trait bonus to saving all saving throws vs. spells and spell like abilities from the Necromancy school.
Mark of the Beast
One of your ancestors was a lycanthrope. As such, you feel a bond with a specific predatory animal from your ancestor’s past.
Benefit: Select a predatory animal. Summoned animals and animal companions of that type have 1 additional hit die. Gain +1 on your Wild Empathy checks if you have it.
You are of noble birth and are used to getting your way.
Benefit: You are a noble, gain a +1 trait bonus to Diplomacy or Intimidate (Your choice)this skill becomes a class skill for you. Also, your starting wealth is increased by 450 gp.
You’ve led a hard life. Perhaps you’re an orphan, or maybe you suffered some sort of traumatic experience as a child. Whatever the cause, your childhood experiences have left you jumpy.
Benefit: +1 trait bonus to Reflex saves.
Scion of Surabar Spellmason
You are a descendant of the man who discovered Cauldron, helped settle the region, and aided in the defeat of an ancient demonic army. Pride for your lineage girds your mind and soul.
Benefit: You gain a +1 trait bonus to Fortitude saves. Gain a +1 trait bonus on diplomacy checks when dealing with the citizens of Cauldron.
Touched in the Head
You’re a little crazy. You have a number of strange quirks (whistling off-key, eating raw meat, a nervous tic, a tendency to scream at odd moments, etc) that can make you difficult to get along with.
Benefit: Your mind is disorganized and chaotic. You gain a +1 trait bonus to Willpower saves.
One of your ancestors was a half-black dragon. You have some sort of distinctively draconic feature, be it reptilian eyes, scales on the backs of your hands, or tiny vestigial horns on your head.
Benefit: +2 trait bonus on Perception rolls. Perception is always a class skill for you.