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Mysteries of Canix

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    MYSTERIES OF CANIX

    Players Guide

    A 2 year adventure through worlds that are not what they seem.

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    WORLD INFORMATION

    The land in which you live is known as Canix. There are only five towns in your

    region, though it is common knowledge that there are other settlements across the sea.

    The ridge of mountains that surrounds the land is known as the Simesa mountains.

    To differentiate parts of the mountain ranges, they are called by location: western Simesa,

    southern Simesa, eastern Simesa, and the Simesa Advance. That last name is given to the

    mountain range running up the middle of the map toward the ocean. Old wives tales

    suggest that giants live in the mountains, so very few people dare to trek through them.

    Dwarves and kobolds whisper of dragons in the eastern Simesa.

    The world at large is generally more akin to Sigil than Greyhawk or Forgotten

    Realms. Strangeness abounds, and language more closely resembles what you might hear

    in a Planescape campaign than anything else.

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    TOWNS

    Using the map on the previous page, these are the numbered locations.

    1. Briarton, population 400At the base of the mountains, this frontier town welcomes adventurers, if for no

    other reason than to tame the wilds.

    2. Falconworth, population 1000Named for the famous elven falconer that has made it his home for over 100

    years. The elf also cares for messenger birds that can fly to various locations.

    This farming community isn't very magically inclined, but the people are highly

    martial, and highly inventive. Gnomes are populous here, inventing better ways

    to mass produce food and clothing for export. Across the river, rangers and

    druids populate the forested region.

    3. Seameet, population 28,000While most communities only trade with Seameet, the river city of Seameet

    trades with all of them, and benefits greatly from its location. Most of the local

    forests and the small mountainous area nearby have been fully explored, so it is

    a rather safe community as well. Unfortunately, that does present a rather

    boring prospect for any adventurer. Any excitement or danger would come fromthe ships that gather at the port, and the trades that happen throughout the city.

    Seameet has rather... unusual leadership. The town is run by flumph.

    4. Goldenleaf, population 4,000They say that something funny must have contaminated the water here, because

    so many sorcerers seem to originate from this location. Magic just seems natural

    here. The weather is always wonderful. The forests are never sinister but

    always full of adventure. And the nearby mountains? Dragons.

    5. Leeside, population 18,000Also known as the windy city. Leeside is a port city that does brisk trade with

    Seameet. At almost any given time, there are Seameet ships at the docks. If any

    city had an unseemly side, this would be where youd find it. Here is where

    classes like the smuggler, swashbuckler, and rogue flourish. And while the city

    might not lay claim to any piracy that happens on the high seas, it certainly is

    willing to provide a port to any captain that can afford it, no questions asked.

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    RACES

    In Canix, many races are available to play. Kobolds & dwarves are allies, holed up in

    the mountain ranges where few dare to tread. Goblins & gnomes have formed a

    partnership of chaos, mischief, and invention. Githyanki & githzerai manage a delicatetruce, often just barely enough to keep them from immediately killing each other on sight.

    Aasimar & tieflings are like two sides of a coin, the most noble and most disreputable. Orcs

    & gnolls have been warring against the other humanoid races for as long as memory, and

    every half-orc child is murdered at birth by the civilized races, as such a hybrid is assumed

    to always be a product of rape. In turn, the orcs burn with hatred toward any half-elf they

    can find, merely out of resentment that such a mixed breed is not only allowed to live, but

    to thrive.

    You may visithttp://tinyurl.com/c7538r9 for a list of links to the Pathfinder rules

    for each playable race.

    CLASSES

    All the core & base classes in the main Pathfinder books are available to play, with

    the following exceptions: there are no gunslingers, nor any variants.

    ALIGNMENT

    In this game world, alignment is earned, not declared. In a nod to 4th edition D&D,

    most people are unaligned. If you cast Detect Evil in the middle of a corrupt church, you

    may actually find that many of those sitting in the pews do not radiate an aura of evil,

    despite who they worship. If these people have lived a relatively stable life without making

    any waves, their true alignment may not have registered. On the other hand, if someone

    does radiate evil, it is a clear sign that the person has actually committed acts of great harm.

    Because of this change, you are free to begin play without an alignment, and any

    class may be played with any alignment. Yes, this means paladins of chaos exist. However,

    it is extremely important to note that classes which represent a god (paladins, clerics, and

    so on) must accurately represent that god. Therefore, while some classes are completely

    set free of restriction and will face no loss of power regardless of which alignment they

    choose, those that represent gods will still face the expectations of their chosen deity.

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    CHARACTER CREATION

    Follow the outline for character creation as shown in the main book, or at

    http://tinyurl.com/3mhn8tt, using the following parameters: 20 point buy (using the

    Pathfinder point buy system, different from the old 3.5 point buy system), with 6,000 goldto start for purchase of items. You may increase your character up to 4th level. Set your XP

    to 10,000 (using medium progression, if you are using a program that needs that info).

    You may select one trait (this is different from racial traits, which are built-in; these are

    backstory traits that are available online and in the APG, each trait equals roughly half a

    feat, and typically cannot be swapped out at a later date, as they are intrinsic to the

    characters history).

    GEAR

    This game has no limitation on how you spend your money. You may spend all of it

    on one item and come into the game with nothing but your free outfit and your single piece

    of equipment. However, please note that the lower levels of the game are intended to be

    about resource management that is, do you have enough food, enough arrows, etc. By 4th

    level, most characters are starting to move beyond that, though usually they do this via

    magic such as a ring of sustenance. If you do not take care of this issue, your character may

    still be dealing with resource management. I like that, so I am fine with that. If you do not

    like that, find some good deals in the Ultimate Equipment Guide, and spend wisely to

    address that issue.

    SKILLS

    Note that Use Rope and Search are back in the game. Use Rope will be

    approximated by any of the following skills: Survival, Profession (sailor), Profession

    (farmer), Profession (fisher), Profession (rancher). Search (really closer to ransack) isapproximated by Knowledge (nature) for outdoor hazards and natural style traps such as

    pits and deadfalls, while indoor/manufactured traps and hidden doors can be discovered

    via any of the following skills: Knowledge (engineering), Knowledge (dungeoneering),

    Profession (engineer).

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    CHARACTER BACKGROUND

    While you may already have ideas for the back story for your character, dont write

    it up yet. Every character will be involved in an origin story before play begins, and that

    origin story needs to be experienced before you make solid plans for your charactershistory. What you can do right away is to think about items 3 and 4, below, using the guide

    to the 5 towns as a basis for the characters location.

    Once youve played the origin story, you are ready to create a background story.

    Consider the following questions as you write it. Answering these questions with at least a

    sentence for each, but no more than a page or two for all answers in total, will net you an

    extra 500 XP as the game starts.

    1. In your origin story, who lived or died that mattered to your PC?2. Provide a backstory which uses as much or as little of the origin story as you wish.

    Note that it is possible to name relatives or friends who matter to you, and they will

    in fact provide some help in the game (at DM discretion), but they are also a liability

    as they can be harmed/blackmailed to get at your character. I will let you decide

    how deep your ties go, if any.

    3. Provide an explanation of how your character got to be level 4. Note that by level 4,your character may have achieved some small status in the world for example,

    while you could say that the PC rose to level 4 as a guard, you may also say that he

    or she started as a guard and now holds a higher rank. For reference as a rough

    guide (give or take a level, here or there), noobs are level 1 or 2 in this world,

    competent people are level 3 or 4, leaders are level 5 to 7, and heroes/legends are

    level 8 to 10. So try to be fair as you fit yourself into the world.

    4. Where did you grow up, and how did you come to be in Seameet, where theadventure begins?


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