Elim is a strange place. All manner of creatures wander the world, all the myths and monsters. Ghosts? Real. Ghouls? Real. Zombies? Totally. Tooth Fairy? You’ll never sleep again. Easter Bunny? Steals souls and hides them in eggs in the back yard.
Thing is, most people don’t know about it. They’re happier that way. It’s your job to hunt the monsters and put them down. You save people from monsters they don’t even know exist. It’s a thankless job, but it needs doing.
Thankfully, you’re not doing it alone. There’s a network of hunters out there, all clued in and all working to the same purpose. Mostly, they’re loners or working in pairs. You can call on them when you need to, but you’d better be prepared to either owe a favor or cash one in when you do.
Technology Level: 1900s, semi-steam punk. Advanced firearms, steam travel, no internal combustion.
Magic Level: There is magic out there, but it’s highly ritualized. Mostly limited to hedge wizards and witches, though some more formal magic is known. No public knowledge of magic.
Religion Level: Clerical magic exists in a limited fashion but most people deny its power. Religion is social and psychological comfort for most.
- Alchemist: a common hunter class
- Bard: uses magic subtly and without being seen.
- Cavalier: occasional hunter class, especially in the rural regions.
- Cleric: Good clerics use their deity’s blessings to soothe and protect without their congregations’ knowledge. Evil clerics seek to undermine the church’s influences quietly or wreak havoc expressly to destroy and terrorize.
- Fighter: a common hunter class
- Gunslinger: a common hunter class
- Inquisitor: frequent hunter class, less careful about preserving people’s impressions of the world than paladins.
- Magus: very rare, but make the most epic of hunters.
- Oracle: occasionally turn up in hunters’ bars with news of work. Not a PC class.
- Paladin: Warriors of the church, frequently present in the hunters’ network.
- Ranger: woodsmen and hermits, but protective of the natural order. Occasionally become hunters.
- Rogue: a common hunter class.
- Sorcerer: inborn magic makes them frequent targets of hunters, though occasionally will become hunters themselves.
- Summoner: seldom seen, though sometimes crop up as legendary hunters.
- Witch: frequently targets of hunters. Many hunters also take levels as witches as they learn offensive/defensive magics.
- Wizards: Not a dedicated class option, but many hunters will level in wizard as they learn offensive/defensive magics.
Additional note on classes: There are many classes, archetypes and prestige classes available throughout the supplemental materials of Pathfinder and its attendant campaign settings. Always checks with your GM before beginning to write details of your class on character sheets. She might have an option available that might suit better than the basic class.
- human: 80% of Elim’s population is human.
- half-elf: 10% is half-elven, usually at least three generations back.
- half-orc: 5% is half-orcish. They are frequently hunted by hunters and regular townsfolk alike.
- dwarves: 1% is dwarvish. They shun human society and prefer to keep to themselves in the mountains.
- gnomes: 1% is gnomish. They tend to stay in the forests, though they sometimes pester human civilizations that border their territory. Usually targets of hunters rather than hunters themselves.
- elves: There are no full-blooded elves left in Elim. Most people who moved to the continent believe them to be nothing more than fairytales.
- The remaining 3% of Elim’s population are isolated groups of other races such as dhampirs, kitsune, orcs, beastfolk, elemental offspring, etc. These groups usually try to hide within human society or keep themselves away in forests or wilderness areas.
Appearance: We will be using a modified stat block configuration to include seven stats: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, and Appearance. Appearance is rolled just as the other statistics. Disguise will be rolled on Appearance instead of Charisma and some other skill rolls will use the Appearance modifier in place of the standard.
Sexual Orientation: For the purposes of some spells and social interactions, it will be necessary to have characters state their sexual orientation. For NPCs, I use the Kinsey Orientation Scale. This scale makes for a gray-scale of sexual orientation, rather than the strict definitions of gay or straight. A character’s sexual orientation is strictly their own business and it is not required that they disclose their preferences to other characters (though the GM needs to know). Please note: not all characters will decide to act on their inclinations. There are plenty of people who land in all kinds of places on the scale who have chosen to deny their interest in one sex or the other in favor of fitting more smoothly into society.
The society of Elim is predominantly heterosexual and hetero-normative. Most people are assumed to be heterosexual and, if this proves not to be true, social interactions may be awkward while the new information is assimilated. Most of the gods do not teach a “right” or “wrong” way to be, sexually and indeed some more actively embrace identity exploration (Calistria and Shelyn are a good examples).
Harrow Cards: The Pathfinder Harrow deck will be important to some aspects of the game later on. During character creation, I would appreciate if you could look over the list of cards and choose one which represents your character. Typically, this is done by taking your alignment and highest stat, but this doesn’t always fit perfectly. Feel free to choose whichever card speaks for your character best. You do not have to disclose this information to any other player. List of Harrow Cards