READ THIS FIRST
  1. Journals

READ THIS FIRST

This journal entry attempts to condense all the information required to play in the world of Kaldashia. This is a second draft, everything within can be ajusted to the whim of the party.


Table of contents

  1. General information
    • Language and behavior
    • Campaign Pacing
    • The wiki and its uses
    • Before and after sessions
    • Where? How often? Who? How many?
  2. Player related stuff
    • Describing actions
    • Character creation
    • First Journal entry
    • Comsumables and Upkeep
    • Rotating session summary
  3. House rules
    • Murky Mirror
    • Story Points
    • Heirloom items

GENERAL INFORMATION

Language and behavior

The campaign will take place with English as primary language of use, i feel like my creative toolbox when DMing is stronger when using English especially because all content i have ever consumed in fantasy settings has been in English. 

I assume noone are faint of heart, so the campaign will not shy away from concepts such as slavery, rasicm etc, if you feel like this is inappropriate in any way, i will defer to the lowest common denominator, so contact me personally if any grievances arise, you will remain anonymous.

Campaign pacing

This is a slow paced campaign, any time it is possible we will try to end every session in a town or place you call "home".
Periods of time, as long as several months can pass in game between sessions, so make sure your characters have something to do in their downtime. Maybe you are a painter, a whore or a smith etc.

The wiki and its uses

This wiki is going to be the main hub from which we increase the lore in the campaign, all players are encouraged to write journal entries about what their characters do in their downtime, wirting about their ancestries etc. Either I or someone at the session start will be tasked with writing a summary of the last session to be posted on the wiki and read at the start of the next session.

The lore in this world is not final, and if you feel like you have an ingenious idea for a diety your character wants to follow you are encouraged to write its lore and have it added to the wiki.

Not all pages in the wiki are viewable, i have many pages hidden away which will be unlocked as you uncover more lore about the world, after each session i will post the knowledge articles that either the party or indivial characters have unlocked. Maybe the wizard spends his entire downtime reading about dragons? BAM knowledge article about everything the character knows of dragons. This also helps to stifle metagaming as each player can see in a tangible way what knowledge they have access to, and what they do not.

Not all pages in the wiki are editable by the players, but there is a place called entity notes, i will enable this on all viewable content, consider this the comment section of a wiki entry, if you want to request something be added or expanded upon, please write it here, I hope this triggers some kind of notification for me so i can view them, if we find out this is not the case, we will make a procedure for notifying the DM :)

A final note about the wiki: You are more than welcome to request articles being made or request to make them yourself, this is my way of including you in the world which we create together, use it as much, or as little as you desire, just remember the DMs word is final.

Before and after sessions

We try to be reflective and learn from our mistakes, this means that we take the time to evaluate on each session and implement any changes we see fit.

In practice this means that we do a round table before and after each session:

Before session start we:

  • Say what we hope to get out the session
  • Talk about any rules / interactions we have studied since last time
  • Reflect on last session
  • Give out story points and hero points

After each session we:

  • Go through anything remaining on the "side board". A list of things deemed to disruptive to discuss during play.
  • Nominate a play, and player of the day
  • General impression of the session

Where? How often? Who? How many?

In the start we will aim for getting in one session every month, this might increase depending on what players feel like and the DM is able to provide. It is the players responsibilty to set the next date for the session. If the DM and at least 2 players are available for a session it will happen, although this might require the players to create new characters for a one shot if the party as a whole is under a timelimit or something in the overall campaign.

We aim to play for an entire day, and have that day be a saturday, but everything is negotionable. 

Describing actions

When describing an action your character does, please use as flavorfull language as possible, and end your description with saying mechanically what your character attempts to do. Example:
"I sit down on my knee's and pull out my toolkit with which i mess with the tumble and lock mechanism" "i use Thievery: disable device"

Even if you feel like your description explains what you are doing, still try to end sentence with the game mechanic you are invoking.

In combat try to followup your actions by including what the previous player did.

"While Khunka is fighting the faul goblin, i swing my sword at his companion in an attempt to distract, or kill it" "i use 1 action on strike"

This helps to make the combat feel alive, and can lead to some very creative descriptions to draw everyone into the action.

Character creation

Every character in the party starts at level 3, all official pathfinder 2 material is available for use. Grater Brainer will provide us with a google drive folder with all available books, if you intend to use something, the material must be available in that google drive folder, or on the pf2srd wiki. Until this requirement is met, the content is considered unavailable for use.

All characters must have a personal bond with at least one other character. No strangers allowed. If characters die this rule might be lifted for new arrivals.

A player is allowed more than one character. If you feel like bringing a new character along, or the whole party decides to put their level 5 characters on hold to try a quest with a new level 2 party. This is allowed as long as it is agreed upon by the entire party and the DM.

First journal entry

Everyone are encouraged to supply a small essay from their characters point of view. Please make sure this is within the capabilities of the power of your character, your level 3 character did not get his surname by slaying the most powerful lich in the land. One last thing, please include some kind specific item your character always has with them in the story and how it made a difference in the story; this will make sense later.

If you need help in supplying names for towns, deities etc which are not in the wiki yet, simply leave the field blank in the essay and contact the DM for specifics.

These journals are not mandatory, but writing one is rewarded with the item described in the story being assigned a your heirloom item, a powerful artefact which gains power alongside your character.

Consumables and upkeep

We will be counting rations, arrows, magical components and living expenses as well as weight and where items are stored. Pathfinder 2 has some very in depth crafting mechanics and items can and will be destroyed. I feel like this aspect is normally forgotten in normal roleplaying campaigns and i would like to try playing with them. After a few sessions we should be able to asertain which aspects are fun, and which are not. By default everything is counted and accounted for, factor this in when creating your character sheets.


Rotating session summary

We will be having the players writing the session summary. Each session a player is chosen from a rotation and they will write a summary from the  viewpoint of their character. It does not have to be long, or overly detailed.

House Rules

The murky mirror

https://theangrygm.com/through-a-glass-darkly-ic-ooc-and-the-myth-of-playercharacter-seperation/

Below is an excerpt from the article:

"The players and the characters are reflections of each other in a murky mirror. They aren’t perfect reflections. But they are synchronous. If the players are sitting around and talking, then so are the characters. They are saying basically the same things, though they might be using different words or abbreviating or whatever. Hell, I know the characters aren’t even speaking English. But if a player is communicating, so is their character.

So, for example, when the player is saying “my character refuses to help because he thinks the orcs are all savages because he saw them murder his parents,” his character is probably saying something like “scum like you butchered my parents and I’d rather have every one of my fingers broken then lift one of them to help a monster like you.”

...

"Of course, the other side to it is that if it isn’t possible for the characters to communicate, then it isn’t really possible for the players to communicate either. If I see my group stopping every turn in combat to discuss every action, I will stop them and force whoever’s turn it is to make a decision or lose their turn. “You only have a few seconds to act, everyone shut up, what do you do?” Yeah. I say, “shut up.”"


Story points

After each session a player of the day will be nominated, the winner is granted a story point.

This can be used in any non-combat interactions to add something to the world. We play by the rule of fun, so please refrain from trying to "trick the DM" or powerplay with these choics.

Need a parade to take place in the city centre to act as a distraction for your infiltration plan?

Great! You just forced the Gm to invent a random holiday or other noteable event, adding to the world lore, and you enabled your partys plans. Win win.


Heirloom items

Any player who completes their backstory journal entry gets rewarded with an Heirloom item, a powerful artefact to aid you on your journey through Kaldashia.

A doll with your brothers soul imbedded, a lucky shoelace, your fathers signet ring or something completely different, the world is your oyster.

Each Heirloom starts with a passive and a daily active ability, these are proposed by the players and balanced in cooperation with the DM. Lets take the lucky shoelace as an example.

"Lucky" the shoelace:
Passive | Not again!: Having a lucky shoelace isnt always all it's cracked up to be, it seems to come undone all by itself. You have +2 perception when it involves searching  the ground.
Active | Dumb luck:  Once per day, you step in your shoelace and lose your balance. You fall prone, any projectile or melee attack that would have hit you, misses instead

As the story progresses, your heirloom will level up much like you do. Maybe in the end of the campaign, we find out that "Lucky" is really an intelligent artefact which has also gained the the ability to write messages on a surface by contorting itself, and later it learns to choke or bind enemies.

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