
The Wyrm of the North is a campaign about mysterious artifacts, powerful dragons, and the group of heroes that saves the world from disaster. The story's main themes are climate, greed, and heroism. This story takes place in The Divine Era, 300PGC (Post Great Collapse).
If you're reading this Player's Guide it means your GM has roped you into starting a new adventure. In this Pathfinder 2e campaign you will be starting at Level 2.
To the right, you will find an index to navigate this guide with ease. Make sure to read it in its entirety at least once, it's the least you can do.
Below you’ll find spoiler-free lore, campaign details, and specific suggestions to help you create a character tailored specifically for this campaign. This Player’s Guide is organized into the following sections:
Gazetteer
A brief overview of the area in which this adventure will take place.
The State of the World
An overview of the state of the world when the campaign starts.
Key Players
A look at the many key players that are active within the setting in general, each of which plays a role within the story.
Coming Together
The plot hook for the first session, and a reason for the party to stick together.
Character Suggestions
Additional guidance, practical advice, and specific tips for creating a character that fits seamlessly into this campaign.
Game Execution
An overview of everything relevant to the meta-level execution of the campaign.
This story will start and continue to return to Clover Town, a small adventuring town on the coast of the Greenhorn Fields. Clover Town is a relatively wealthy fishing and adventuring town, located close to an artifact of Aquer.
To the east of Clover Town, we find the Kanyan Forest. The Kanyan Forest is a wide forest where the Vishkanya reside. It contains all manners of wildlife, friendly and unfriendly, and is rumoured to have a Fey influence.
The Green Capital is the Greenhorn Fields's capital city, located north of Clover Town. It's a big bustling city, with all manners of wares, secret locations, and interesting people.
Our story takes place in The Divine Era of Eirlysia. An era of renewal, revival, and change. The world is finally starting to settle down from the Great Collapse, an event where the god of fear Agrismal shattered and took down the Pantheon of Beasts with him. Slowly but surely, powerful mortals are ascending to godhood by appeasing The Ancients. Most recently, Solariel built a great tower in the World's Eye, a tower so large it pierced the heavens. The Ancients celebrated this great feat by granting him power over the sun.
Technology is rare and fickle. Though a great deal is known about alchemy, magic, and medicine, the world has not yet seen the likes of guns, airships, and other advanced technology.
The following factions are likely to play a role in the adventure:
Clover Conclave - The ruling class of Clover Town, those residing in the town are sure to encounter them at one point or another.
The Wyrm - The Great Wyrm in the northern deserts has its sights set on something in the Greenhorn Fields. Whatever could it be? And to what lenghts will he go to take what he believes is his?
You receive a letter from the Clover Conclave:
Dear Adventurer,
We have completed our drawing of lots, and your name is on the list for the next Artifact Condition mission. You are to travel out to Aquer's Lighthouse and check for signs of intrusion. If intruders are found, you are to remove them from the premises and make sure they do not return.
You will meet your party in the Square underneath the Great Tree of Verdanwyth. Your reward for this mission will consist of 10 gold pieces per person, as well as a few useful items.
We wish you the best of luck on your quest.
Kind regards,
The Clover Conclave
The party meets when they are sent on the same mission by the town's rulers, the Clover Concord. Some of you may know each other from previous adventures, other fields of work, or just as a familiar face of the town. You do not need to reside in Clover Town to participate in this plot hook, all that matters is that you're registered as an Adventurer at the local guild.
You are free to shape your character in whatever way you would like, taking into consideration the matters described above and below. Taking the following matters into consideration will help you get the most out of this campaign.
This campaign is most suited to good aligned characters. Your character should care about the state of the world, the state of their town, and the wellbeing of the people.
Humans are the most common Ancestry in Clover Town, making up a whole 30% of the population. Humans are very versatile, and work all manner of jobs in the town.
Gnomes and Halflings make up a big part of the reaminder of the population. Gnomes are hardy adventurers, often found exploring the Kanyan Forest for leads on the Fey influence it holds. Halflings keep the town safe, warm, and fed, running restaurants and inns for both townsfolk and tourists.
The Kitsune are the ruling class of Clover Town, and often take up positions of leadership within the town or church.
Catfolk are a plenty as well, often making careers as adventurers and storytellers. They organise monthly story tellings at the Square.
The Vishkanya live in the Kanyan forest, decidedly away from other humanoids. They make gorgeous works from the natural resources all around them, and are often found sharing stories around a campfire. A Vishkanya would need a good reason to leave their community, and the stories one can tell as a former adventurer often play a part in this.
Leshy are a plenty in the forest, living around the Vishkanya. The Fey energy in the forest often grants these plants conciousness, and the ability to move and live.
The Kobolds live up north under the rule of the Great Wyrm. Though most all Kobolds who attempt to escape don't make it past the mountains, those who do find safety and solace away from the Wyrm. Were they to return to the desert however, it is certain that they would have a target on their back.
Once in multiple Dwarf generations, one of them decides to venture away from Titanpeak Island to discover the world. Their first stop would be Clover Town, the perfect beginning to a new life as an adventurer.
Almost all classes are viable for this campaign, and each can find their own niche within it. Keep in mind that the better part of this game is likely to take place in a desert, so characters with good survival skills and heat resistance will have an easier time.
The only class that is unavailable is Gunslinger, as guns do not exist in this age of the world. Though they are technically playable with crossbows, this significantly nerfs the class and is overall considered unfun to play. If you're looking for a high damage class, consider the Fighter, Ranger, or Investigator instead.
While skills and lores that complement your character concept are the best ones to take, some may see more use than others. It is good to keep the below information in mind when choosing.
Diplomacy
This campaign will feature many encounters that can be solved diplomatically if desired, characters with a high Diplomacy can lead in this endeavour.
Religion
The gods play a major role in the town, and may become more important further into our story.
Survival
You will eventually travel outside of Clover Town, and the Greenhorn Fields altogether. To ensure safe travels, the Survival skill is recommended.
Lore: Dragons
Dragons are a major theme in the campaign.
Lore: Kobolds
You will be encountering a lot of Kobolds during the game, knowing about them will aid you in your quests.
Lore: The Great Wyrm
The Great Wyrm will feature as our antagonist for the campaign, knowing lots about it will aid you.
Lore: Aquer
As Religion, but the DC of your checks will be lowered when using a relevant Lore skill.
N/A
The Game Execution includes some standard rules and set-ups for play. This will be updated after session 0.
At the start of each session, every player rolls a d20 to determine who writes the summary. The player who wrote the previous summary rolls with Fortune. A player who did not write their summary before the session rolls with Misfortune.
The sessions will run once a month on Saturdays or Sundays from 13:00 to 20:00.
We will take various breaks during the session.
Attendance is to be indicated in the WhatsApp Event beforehand. Failure to indicate this means you're not playing, even if you are available.
We will play with a minimum of [2 or 3] players.
Everything you need before session 1
A 2nd level character sheet in Pathbuilder for your character.
A printed version of this sheet for play at the table.
A set of polydice (aka D&D dice)
A nice notebook and pen
Minimum of one paragraph, maximum of two pages (excl everything below).
A TL;DR / bulletpoint version of the backstory.
Two backstory hooks for a personal storyline (example: lost family member, cursed piece of equipment, deal with a devil).
One character goal that is unrelated to the main quest.
Two NPCs you know in town.
One rumour about your character (true or false) that the others have heard.
A list of mentioned NPCs (with as much detail as you feel like adding).
We will be using the 2024 Remastered rules for Pathfinder 2e.
Legacy content is allowed as shown in the LegendKeeper. Legacy items are also allowed.
Please message me before using any other legacy content.
We will be using the Free Archetype optional rule.
Please check the usage of non-common items, spells, feats etc. with the GM first.
Lines and veils are used to set boundaries on content in a game. Lines are hard limits on content, things that the game master or the players don’t want to engage in. Setting up a line means that content won’t show up in the game at all. Veils are soft limits, things that are ok “behind a curtain” or when they “cut-to-black.” Setting up a veil means that the content might be in the game but not spotlighted or described in great detail.
Spiders
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