ウォー・フォー・ザ・クラウン

ウォー・フォー・ザ・クラウン・プレイヤーズ・ガイド WAR FOR THE CROWN PLAYER’S GUIDE

偉大な国は選ばれし少数が動かしており、その少数はまた小さな事に動かされている:気まぐれ、欲望、恐怖、病、、あるいは適切な背中に突き立てられた適切な物。War for the Crownアドベンチャーパスはプレイヤータルドールの北へ南へ、そして更にその先へ導き、タルドールの英雄たちはモンスターで貫き、邪なカルティストにファイアボールを放つだけでなく、タルドールで最も危険な競技、即ち政治に参加することになる。魔獣と戦い、議員と知恵比べをし、内海地域で最も卓越したスパイ達を相に騙し合いをすることになる。これら全てはタルドールの内戦を阻止するためだ。この国の六千年の歴史の終焉を阻止することができれば、彼らはこの頑固に伝統を守る国を未来へ導けるかもしれない。
このアドベンチャーパスのトーンはアクションスパイ活動、そして陰謀だ。PC達はある晩はフォーマルな服で上品な酒を飲み、またある晩は泥の中を這いずり回り敵を切り伏せる勇ましい漢である。最終目標はユートロピア王女を正当な権利に基づき獅子の王座に付かせることと、可能ならばその闘いの中で彼女の意と前向きさを失わせないことだ。キャラクター達自身政治的なを殆ど持たない状態から始まる。彼らは下級貴族商人、そして平民ですらあるかもしれないが、彼らの冒険や人脈、そして女帝の感謝は彼らをタルドールで最も重要な人物へと押し上げてくれるかもしれない。
アドベンチャーパスはタルドールの輝かしい首都、オパーラで、大王が特別な平民に貴族の位を与える祝日である称揚の日に始まる。オパーラは極端な街である。アヴィスタン全土において最も裕福な居住地であるにも関わらず、貧困な浮浪者の人口も最も大きい。同じ街で暮らしているにも関わらず、富と伝統は二種類の人々を以上に分け隔てている。

COMING TOGETHER

In a city of over 100,000 souls, the PCs may be friends, family, schoolmates, or complete strangers. Regardless of the heroes’ connection, the War for the Crown Adventure Path assumes each party member has some investment in Taldor and its future. They may be resource-strapped gentry trying to look out for their tenants, reformers who hope to make tomorrow better, or selfish schemers who want to climb the social ladder, but regardless of their motivation, they won’t back down once the chaos starts. Many of the campaign traits(see page 8) offer ways to tie a character’s past or future to Taldor’s government. Pathfinder Campaign Setting:Taldor, The First Empire discusses much of Taldor’s culture, history, and geography, and provides some insight into the national mindset, making it an invaluable resource for players and Game Masters alike.

The Grand Day of Exaltation provides a motivation for characters to gather in Oppara even if they must travel from the far-flung corners of Taldor or beyond to do so. Minor nobles, ordinary citizens, and even peasants try to make the trip at least once in their lives to see the capital at its most convivial. Some citizens of Andoran, Cheliax, Galt, Isger, and Lastwall—countries Taldor still regards as wayward colonies—cross their nations’ borders to enjoy the fireworks, parades, feasts, and sporting events that fill the week leading up to Exaltation. Entertainers from across the Inner Sea region journey to Taldor to capitalize upon the cheap food and generosity the festivities encourage.

Even residents of nations beyond Taldor’s former colonies have reason to visit this cosmopolitan trading hub. Tourists and opportunists can find the same appeal in the spectacle of the Exaltation, but the week is business as usual for the year-round flow of trade. Oppara’s ports see an endless succession of trading ships arriving from and departing toward Absalom, Rahadoum, Druma, Varisia, and even Taldor’s former enemy Qadira—though Keleshites may find equal parts hostility and hospitality when they disembark.

This is a week when important treaties are signed and trade deals negotiated against a background of wine, music, and raucous color. And just as Oppara attracts politicians and strangers, it attracts schemers and criminals aiming to take advantage of both.

Adding to this year’s excitement are rumors that the Taldan senate will finally vote on the matter of primogeniture:Taldor’s ancient law that decrees only male heirs may inherit their families’ titles, lands, and the authority that comes with both. Its repeal would be an enormous step forward for all of Taldor’s women and people of other genders. Furthermore, it would give Taldor its first official heir since the accidental death of young Prince Carrius 20 years ago:the Princess Eutropia. Regardless of which side of the issue a given citizen supports, nearly every Taldan is passionate about the vote, and waiting for the results with bated breath.

Wherever your character hails from, two things bind you to your fellow adventurers:the aforementioned desire to save Taldor from itself, and a woman named Lady Martella Lotheed. Whatever brought you into the public eye—your own political ambitions, a sports victory, a protest—also earned you the attention of this young schemer looking for fresh talent for her own growing web of intrigue. In exchange for your service, she offers coin, new clothes, and invitations to one of the most prestigious social events of the year:the Exaltation Gala, held in the senate building. Anyone in Taldor needing a favor, an ear to bend, or a patron can find one during this annual event, as senators and nobles alike gather for hours of food, wine, and music, as well as for official senate business to be conducted before the Grand Prince arrives to formally exalt a citizen. No matter your feelings on the busywork the Lady Lotheed has in mind, these invitations represent rare access to high society and networking opportunities that can change the courses of lives.

WHAT WAR FOR THE CROWN IS NOT

War for the Crown is not an Adventure Path dedicated to helping a single player character become emperor of Taldor. While you can certainly play it this way, declaring a single PC the most important rarely turns out well, and can easily lead to player infighting(though this might be the exact sort of argumentative, backstabbing tone you want to set for a political game). It’s also not an AP where you decide which political horse to back(not that we didn’t consider it, but in the end it would require a lot more text in each adventure, and no one wants to pay for pages of content their campaign won’t use). From a setting perspective, War for the Crown helps us move our timeline in Taldor forward from the default established in the original Inner Sea World Guide published 6 years ago; Stavian’s an old man, after all, and has only so many Adventure Paths left.

Since its introduction, Taldor has often been the punch line of jokes:stagnant, spoiled, out of touch. These aren’t inaccurate descriptions, but they don’t make a setting sound like a fun adventure background, and that seems like a waste of an entire nation. Adventure is about change and drama, after all. Taldor’s stagnancy makes it ripe for conflict, and a conflict that comes down to the question of “do we stay the course or do we move forward into a changing world”—Eutropia the reformer or Pythareus the traditionalist—strikes at the heart of what makes Taldor tragic and gives the PCs a hand in bringing the nation and her people some hope.

CHARACTER TIPS

War for the Crownではどのようなキャラクターが活躍できるだろう?改革の推進派か?自身の富と権を求める大臣か?帝国中の女を口説こうとする放蕩者か?頑丈な剣を持つ軍人か?答えは、これらの全て、そしてそれ以外もだ。War for the Crownにはそれなりの密やかな仕事や社交の場面があるが、倒すべきモンスターや潜るべきダンジョンもそれなりにある。キャラクターがタルドール政治に関わる動機が何であれ、機会は充分にあるはずだ。
War for the Crownの本質は、崩れてしまった体制を立て直すことであり、自分のためにそれを乗っ取ることや、血まみれの反乱で全てを破壊することではない。この茨の道は、君たちが陥れたい者たちの世界をひっくり返し、一から始めることではなく、その者たちの中に紛れ込むこと意味する。様々な卑劣な輩を陥れるために面下で動きつつも、彼らに対する忠誠を偽装するような、妥協とごまかしを意味する。しかしこれらを通して、君たちは君たちの後援者と同様に権威と権を獲得し、君たちの行動はユートロピアが王座にたどり着いた(もしも辿り着くのならば、だが)彼女の統治を形作る助けとなるだろう。

ALIGNMENT

War for the Crownのキャラクター達は中立の候補者のために闘い、彼らの存在意義は彼女の代わりにを汚すことだが、困難を攻略し、目標を達成するには中立属性のキャラクターの方が適しているだろう。王位継承の法律はWar for the Crownの開始に未踏の領域突入するため、秩序のキャラクターは伝統に縛られる必要はなく、ユートロピアの長期的な目標腐敗した不公正な体制を全体のために転覆させることであるということに、混沌のキャラクターは安心できるだろう。当てのキャラクターはマルテラ・ロシードの下で働くことで富と名声を得られる充分な機会があるだろう。悪属性のキャラクターも、仲間から彼らの後ろ暗い衝動を隠し、他人と協することができるのならば、これらの機会を利用することができるだろう。

ARCHETYPES AND CLASS OPTIONS

War for the Crownで遭遇する困難では鋭いと同じくらい、冷静な言葉と嬌のある笑顔が重要となり、戦闘は自ずとやってくるが、社交の場面に馴染んだり、不思議な出来事を調査することができるキャラクターは輝く機会が増えるだろう。殆どのキャラクタークラスはWar for the Crownに適しているが、険しい自然をテーマとしたキャラクターや戦闘外での仕事が少ないキャラクターは物語の多くの部分でできることが少なくなる可能性がある。多様な能を持ったキャラクター、特にバードインクイジター、インヴェスティゲイター、ミーディアムローグスワッシュバックラー、そしてヴィジランテは、遭遇する様々な困難に上く対応できるだろう。戦闘寄りのプレイヤーは殆どのファイターレンジャーよりもブローラーキャヴァリアー、そしてパラディンの方が有用と見るだろう。呪文使いに関しては、研究と制御に基づいた術者(アルケミストアーケイニストクレリックメイガス、そしてウィザード)は魔法が出処が不明な遺伝子、偶然、あるいは未知なるに基づく者たちよりも上流社会で受け入れられやすいだろう。オラクルソーサラーサモナー、そしてウィッチタルドール社会では一般的に見下されている。タルドールの大部分において、自然で活躍するクラスバーバリアンブラッドレイジャーハンターレンジャー、そしてスカルド)は都市部で活躍できる者たちよりも能が有効に使いづらく、また受け入れられにくいだろう。多くのタルドール人は特にドルイドに不信感を持ち、その理由として何世紀にも渡るヴァーデュラン森のワイルドウッド・ロッジとの敵対を挙げるだろう。

War for the Crownの大部分は歴史や遺産、そして精神と共に、陰謀や不思議な焦点を置いているため、様々なオカルトクラスはこのアドベンチャーパスに特に適している。
いくつかの有用なアーキタイプを以下に記す:

BLOODLINES, MYSTERIES, AND PATRONS

ソーサラーブラッドレイジャーのキャラクターはタルドールでの冒険での最適な選択肢ではない一方で、彼らは依然有効である。以下の提案はこのキャンペーンのテーマに合っていたり、このキャンペーンにおいて有用な能を提供するだろう:運命の子皇族の血脈ARG巨匠UM 、 そして星の魂APG。このアドベンチャーパスのテーマに最も強い関連のあるオラクル神秘シャーマン祖霊UM生命伝承金属UM、そしてUMである。War for the Crownに適したウィッチの守護者祖霊UM、欺瞞、UM欺き、そして判断である。勿論、これらの選択肢はあくまで提案であり、プレイヤーはこれらの選択肢に縛られる必要はない。

FAMILIAR AND ANIMAL COMPANIONS

エキゾチックなペットはタルドール貴族の間では珍しくなく、この国の多多様な環境は国境内で様々な動物が見つかることを保証している。特に使い魔は上流階級では一般的に見られる。より裕福な家は海の向こう側からのエキゾチックな獣のために大を出せるかもしれないが、タルドール現住の使い魔にはキャットフライング・フォックスB5フライング・スクワールB3フォックスB3グリーンスティング・スコーピオンUMホークヘッジホッグUMハウス・センチピードUMリザードモンキーオッターB3、オウル、ピーファウルpeafowlUWラビットUWラットレイヴンスクワールUWスラッシュUMトード、そしてウィーゼルなどがいる。以下の動物タルドールとヴァーデュラン森で発見でき、簡単に入できる動物の相棒だ:アンテロープB3バブーンB2バジャーB2ベアバードキャメルビッグ・キャットスモール・キャットクロコダイルディグモールB5ドッグホースハイエナB1モニター・リザードB1ポニーラムB2ジャイアントレイヴンgiant ravenB6ロックB1ヴェノマス・スネークスタッグB4スワンB4ジャイアント・ヴァルチャーB3、そしてウルフ。しかし、これらの内、上流階級の会合で適切とされるのは、バードスモール・キャットドッグホースポニー、そしてスワンのみである。

FAVORED ENEMIES AND ENVIRONMENTS

プレイヤーはWar for the Crownアドベンチャーパスを通して広がる都市、古のダンジョン悪臭を放つ路、そしてうだるような平原をする中で様々な敵に遭遇するだろう。得意な地形の最適な選択肢は都市、続いて平地地下だ。冒険中、敵対する人型生物、特に人間、続いて動物魔獣、そして来訪者がPC達の最も良く遭遇する敵となるだろう。

ORIGINS

キャンペーンの性質上、キャラクター達は恐らくタルドール出身の中流または上流階級だろうがロシード婦人は特殊な状況下で発見した下流階級のPCにも声をかけたかもしれない。若い、あるいは経験の少ない貴族や、商人の弟子、駆け出しの有名人、学生、改革者、ギルドメンバー、ジャーナリスト、そしてスパイ指す者達は皆オパーラの危険政治を出す理由があろうだろう。ユートロピアは更に、権を持つ者はそれを賢く慎重に使用しなければいけないと信じる秘密組織、ソヴリン・コートの支持を得ており、アヴィスタンガルーンド中のパスファインダー達も彼女にを貸すためにタルドールへやってくるかもしれない。

LANGUAGES

共通語はタルドール発祥なため、定義上共通語がタルドールの公用語である。学者や教養のある者はアズラント語、天界語、あるいはエルフ語をステータスの証として学ぶことが多い。近くに位置するカディーラは、多くの商人兵士、そして旅人がケレッシュ語を話すことを意味する。ケーリド人の土の大部分の上を行進したタルドール歴史は、多くの下流階級、特にヴァーデュラン森の中や周囲に住んでいる者たちはハリト語を少し話すことを意味する。一方、タルドールに多いドワーフハーフリングは自分たちのコミュニティの外で人間以外の言語を使用することは少なく、ドワーフ語やハーフリング語にそれらのグループの外で遭遇することは珍しい。
オパーラでは特に使用される言語の幅が広い。ウールフェン・ガードの存在のため、スカルド語は兵士や召使いの間で一般的であり、タルドールオシーリオンジャールメレイとの貿易関係はそれなりの数の商人会計士オシーリオン語やヴードラ語を覚えることに繋がっている。

RACES

タルドールの帝国と貿易の歴史はその人々に反映されている。数世紀もの間、タルドールは可能な限りの土を侵略し、可能でなかったものとは貿易を行った。近代のタルドール人には、貴族も平民も、ほとんど全ての人が見られる。更に、この国では幅広い種類その他人型生物も暮らしている。タルドール出身ドワーフはマヒートMahetoやスカイシタデル・クラヴェンカスKravenkusで暮らしている。ヴァーデュラン森には大勢のノームがウィスピル周辺に住んでいる。タルドールの田舎ではハーフリングの村や農場が、点々としており、都市部の者たちはパン屋、料理人、芸人、そして召使いとして働いている。ハーフエルフからジニーキンまで、半人もタルドールの国民に数えられる。タルドールを故郷と呼ぶ他の珍しい種族もいる。大都市にはフェッチリング家族が隠れて暮らしており、西海岸ではギルマンが見かけられる。ヴァーデュラン森のライカンスロープは北の田舎に住んでいる。テングヴィシュカニャまでもがゴラリオンを渡り歩き、タルドールへやってきている。五王山からのドワーフキョーニンからのエルフを代表とした、人間でない者たちも頻繁に来訪する。
しかし、表面上は世界的なタルドールは、依然として頑迷に古臭い、人間を中心とした、人間以外には配慮しない帝国である。ハーフオークハーフエルフ、そしてジニーキンなどの半人は特に広く差別されており、一部の人間は公にそのような者たちを「雑」やより酷い名で呼んでいる。タルドール貴族の血を引くハーフエルフは一般的には快適な生活をするための資源を持ち合わせているが、引き換えに生涯孤立している。ハーフリングノーム、そしてハーフオークは召使いにのみ適していると考えられている。ドワーフエルフはこの差別への外であるが、それはタルドール人間にとって利益があると見なされているというだけの理由だ。エルフ達はそのしさと賢さによって、そしてドワーフ達はタルドール経済的な恵みへの貢献によって。この代遅れな態度への特筆すべき外は、アアシマールの許容である。タルドール人達は天使の血を引く者たちは彼らのエイローデンとの永い関係によるものだと信じており、彼らをタルドール自体の文化的、そして道徳的な啓蒙の体現だと考えている。

RELIGION

エイローデン信仰は依然としてある程度はタルドールの日常であるが、教会が存在している一方でその資産は尽きかけており、それ故に政治的な権も殆ど持たない。タルドールの実質的な信仰アーバダーカイデン・カイリーエンノルゴーバー、そしてシェーリン(所謂「タルドールの神々」)であり、カリストリアアイオーメディ、そしてクージェスもそれなりの信仰者がいる。多くの忠実なタルドールの伝統主義者達は未だサーレンレイ信仰をタブーと考えているが、現在では違法ではなくなったため、この信仰は貧しい者の間では広まりつつある。より邪な神の信仰社会階級によって大きく異なり、自堕落貴族ウルガソーアの大食と贅沢の女神としての側面を信仰しており、貧民はノルゴーバー、特に灰色の主としての側面に頼っている。グリーン・フェイスはヴァーデュラン森の主要な信仰であり、驚くべきことに、この帝国はシェリアックスからいくらかの信仰をも取り入れている。

SKILLS AND FEATS

War for the Crownの多くの場面で、様々な社交知識技能が味方を増やしたり、がかりを発見するのに必須となるだろう。戦闘や物理的な困難も現れるだろうが、プレイヤー達は少なくとも以下の内一つの技能を持っていなければ仲間はずれになったと感じてしまう恐れがある:〈はったり〉〈交渉〉〈威圧〉、または〈真意看破〉。そこまで必須ではないが頻繁に出現する技能〈知識:歴史〉〈知識:貴族〉〈芸能〉〈職能〉、そして〈隠密〉である。社交遭遇や操作で役立つ多くの特技はPathfinder Roleplaying Game:Ultimate Intrigueに収載されている。特にテーマに合った特技はPathfinder Campaign Setting:The Inner Sea World guide収載の《国際派》、《Flagbearer》、《Noble Scion》、《Secret Signs》、《Stoic》、そして《Taldan Duelist》の特技や、キャラクターの血統に関わる物語特技だ。人間でない者はタルドールの保守的な権者と関わるAPG《人間の振り》特技が役に立つかもしれない。また、タルドールデュエリストの国でもあり、《素人スワッシュバックラー》ACGや、《攻防一体》《迎え討ち》《武器落とし強化》《踏み込み》《一撃離脱》、そして《武器の妙技》は全てテーマに合っている。多様なサービスを利用できるPC達に、作成特技の必要性は薄いだろう。

TRAITS

以下のキャンペーン特徴に加えて、Pathfinder Roleplaying Game:Advanced Player’s Guideは特にWar for the Crownのテーマに合っているか、重要な技能を与えてくれる。これらは〔養子〕〔鎧の熟練者〕〔荒くれ者〕〔古典の学習者〕〔信仰の寛容性〕〔都市の目と耳〕〔饒舌〕〔剣客〕〔集中する精神〕〔魔法の才能〕〔サバンナの子〕〔疑念を持つ者〕〔博識〕、そして〔世界を旅する者〕。これら以外では、Pathfinder Player Companion:Spymaster’s Handbookがこのキャンペーンに適切な特徴を収載してる。中でも特に適している物は〔Criminal Roots〕、〔Deep Cover〕、〔Hidden Faith〕、〔Official Ties〕、そして〔Persuasive Insight〕である。

CAMPAIGN TRAITS

War for the Crown アドベンチャーパスはタルドール政治に関心を持っているが比較的どうでもいい人物であるプレイヤー達をこの国のステージでの主要なプレイヤーへと導くだろう。キャンペーンはこの帝国の輝かしい首都オパーラで開始され、それぞれのキャラクターはちょっとした行為によって一部の貴族に留まり、マルテラ・ロシードに協を仰がれることになる。背景に関わらず、それぞれのキャラクターはタルドールを国として守る意思があるべきであり、その大きな的のために他人と協する意思があるべきである。それぞれのキャラクターはキャラクター作成に得る二つの特徴の内、一つは以下のキャンペーン特徴から選ぶ。

〔競技の勝者〕/Athletic Champion:君の体格と技は大衆の注を集め、君の笑顔はその注を掴んで離さない。タルドールは優れた競技の選を高く評価し、彼らを文化的な英雄として祭り上げる。君がグラディエーター、ランナー、レスラー、あるいはその他の競争者であるかに関わらず、君の最近の勝利は権者のに留まった。君の前には政治的なキャリアは待っていないかもしれないが、今の所は君の名声は少し多くのを得ることに役立っており、それで十分かもしれない。以下の技能から二つを選択する:〈登攀〉〈交渉〉〈知覚〉〈水泳〉。君はそれらの技能に+1の特徴ボーナスを得、それらは君にとって常にクラス技能となる。更に、君は人混みの中を移動することに慣れており、人混みの中を移動するための判定や、呪文や押しやり、引きずり、位置ずらしなどの自分の意思に反して移動させられる効果に対し、+2の特徴ボーナスを得る。

〔オパーラの子〕/Child of Oppara:君はタルドールで有貴族の家系に生まれたが、物語の開始、君は親族と仲が良いかもしれないしいかもしれない。君の育ちの良さは上流階級での知識において君にとって有利に働き、君はそれなりの資産を持ってゲームを開始する。ユートロピア王女タルドールの平民達に恵みを与え、何年もの伝統をひっくり返そうとする動きによって、いくつもの引き返せない変化が静かに起こり始めており、君は君にそのつもりがあろうとなかろうと、それらの陰謀に巻き込まれていく。
この特徴は君が下級貴族の家系に所属していることを想定している(家名は自分で決めて良い)。この場合、君の家族エイローデンズ・ビューまたはセネーツ・ヒルに小さな屋敷を持っている。もし君がオパーラの大きなな貴族の家系に属したいのであれば、1レベルに《Noble Scion》特技を取得しなければならない。
君は〈鑑定〉〈知識:貴族〉判定に+1の特徴ボーナスを得、そのうちの一つは君にとって常にクラスキルとなる。《Noble Scion》特技(補足参照)は君にとって魅前提条件がない。加えて、君は貴族の服印章指輪、そして200gp以下の価値の魔法でないアイテムを一つ持って開始する。

〔没落貴族〕/Disgraced Noble:君の貴族の家系は一期は有だった…君の父がタルドール将軍、マクシラー・ピタレウスに反抗するまでは。ピタレウスの君の家系に対する告発は、真実であろうとなかろうと、君の評判をに落とし、君を社会から孤立させた。今、君にとって唯一重要なのは、自分の快適な暮らしのため、あるいは自分の家の汚名を晴らすために、社会階級を再び登ることだ。君はタルドール社会的な集団に入り込むために欺瞞を身につけた。君は自分の正体を隠すための〈はったり〉判定に+2の特徴ボーナスと偽造書類を発見するための〈言語学〉判定に+2のボーナスを得、この内の一つの技能は君にとって常にクラス技能となる。一日一回、君は君の家を破壊する陰謀に関わっていたと信じている人型生物を一人選択して良い。君はそのNPCに対する攻撃ダメージロールに君のキャラクターレベルに等しいラウンド数の間、+1の士気ボーナスを得る。10レベル、このボーナスは+2に増加する。

〔駆け出しのスター〕/Rising Star:偉大な脳はその芸術のために苦難を強いられることが多いが、君は幸運な者の一人だ。君の技能は君の食住や道具のためにを出してくれる貴族に留まった。君はパトロンに他の文化的なエリートに紹介されながら、上流階級の危険域を航行することをゆっくりと学んでいるが、君はまだ食事を得ることが一苦労だった頃を覚えている。君は〈真意看破〉〈生存〉、そして君の選択した一つの〈製作〉〈芸能〉を用いた判定に+1の特徴ボーナスを得る。これらの技能の一つは君にとって常にクラス技能となる。一日一回、君は君のパトロンの名を出すか、自身の代表作の名を上げることで一度の〈はったり〉〈交渉〉、または〈威圧〉判定に+2の状況ボーナスを得ることができる。君はパトロンからの贈り物として、高品質な楽器か、君の選択した〈製作〉〈芸能〉技能に適した道具を持ってゲームを開始する。

〔将来の議員〕/Senatorial Hopeful:君は貴族である一方で、辺境の土出身なため、君はオパーラの社交シーンのスターと睦を深めるための魅や富が不足している。君の人生は流行の音から孤立した静かな物であったが、君はこの経験が洞察の源になると考えており、いつの日か議員となり、人々を助けることを目標としている。長いになるだろうが、君は既にどのを握り、どのように人の望みを注意深く聞くかを学び始めている。君は〈交渉〉〈知識:地域〉判定に+1のボーナスを得、これらの技能は君にとって常にクラス技能となる。毎週一回、君は家族のコネを利用して君のキャラクターレベル×25gpの価値を持つ一つの装備品や消耗品の魔法のアイテムポーションやスクロール等)を得ることができる。君が依頼した品物の配達には1d4日かかる。10レベル、君の依頼できる魔法のアイテムの価値はキャラクターレベル×50gpに上昇し、君は依頼で呪文サービスやワンドを選択することができる。

タルドール国者〕/Taldan Patriot:君は君の国を、その歴史を、そしてその人々をしている…彼らは君をさないかもしれないが。君が官僚であろうが、下級貴族であろうが、兵士であろうが、君は君のコミュニティが可能な限り良いものであってほしく、君はその国心をタルドールの人々に役立つ位に捧げる。君は全ての〈真意看破〉〈知識:歴史〉判定に+1のボーナスを得る。更に、一日一回、君は一人のタルドール貴族の人柄について社交戦における発見判定で知ることのできる情報を含む、一つの詳細な事実(趣味や嫌いなもの)を思い出すことができる。

〔若き改革派〕/Young Reformer:君はタルドールの下流階級として生まれ、友人や家族が生活の改の希望なしに終わりなき苦労を強いられていることに嫌気が差したのかもしれないし、君の特権階級としての態度は同情や悲劇によって砕かれたのかもしれない。いずれにせよ、君は今の体制が壊れているということを理解しており、君はそれを直すことに人生を捧げてきた。しかしタルドールは大王と同じくらい伝統に支配されており、改革は君が持っている以上のが必要だ…今の所は。君は数人の友人や味方と十分な意思の強さを持っているが、国を変えるためのを得るためには、君はより密かな段で間違いを正し、上流階級の行を食い止める必要がある。君は〈装置無力化〉〈知識:地域〉判定に+1の特徴ボーナスを得、この内の一つの技能は君にとって常にクラス技能となる。一日一回、君は君の仲間が君のためにを回しておいたことにより、一度の〈はったり〉〈装置無力化〉〈威圧〉、または〈手先の早業〉の代わりに〈知識:地域〉判定を行っても良い。この〈知識:地域〉判定難易度は置換する技能難易度に等しい。を回してもらう内容(の鍵をけておく、衛兵を排除しておく、盗んだ鍵を置いておく等)は事前に予期して準備することが現実的なものでなければならない。えば、君が変装している重要な外交官であることを予め貴族に説得しておいてもらうことはできるが、戦闘中に君のネットワークに代わりにフェイントをしてもらうことはできない。この能は事前に使用する必要はない。ある困難遭遇したに宣言することで、君はこの状況を予期し、事前にを回してもらっていたことになる。

変更版特技:《Noble Scion》

You are a member of one of the significant noble families of Oppara, whether or not you remain in good standing with your family. In many cases, these families are Imperialists loyal to Maxillar Pythareus, and as such you either are a black sheep or your family has cut you off entirely.

前提条件【魅力】13あるいは〔オパーラの子〕の特徴、取得1レベルでなければならない

利益:You gain a +2 bonus on all Knowledge(nobility) checks, and Knowledge(nobility) is always a class skill for you. You also gain an additional benefit depending on which family you belong to.

Basri:You come from the long line of ambassadors, diplomats, and travelers that make up the Basri, and your family maintains the strongest ties to the elven nation of Kyonin of any Taldan humans. Select one of the following as a bonus starting language:Celestial, Elven, Gnome, Sylvan. You gain proficiency in one of the following weapons:longbow(including composite), longsword, rapier, or shortbow(including composite). If you gain proficiency in all martial weapons at 1st level, you can instead select elven curve blade.

Clement:Your Garundi and Mwangi ancestors served Taldor proudly during the Sixth Army of Exploration and were awarded titles for their service. Your family, which has maintained their noble titles to this day, is known for keen insights and biting observations. You can substitute your Wisdom modifier for your Charisma modifier when attempting Diplomacy skill checks.

Corcina:Your family came to prominence during the Second Army of Exploration, and maintains a legacy as explorers and sailors. You gain a +1 bonus on Climb and Escape Artist checks, and a +2 bonus on Survival checks to navigate.

Karthis:Yours is a family of distinguished military veterans, charismatic demagogues, and xenophobic zealots. As the rest of the family becomes increasingly Imperialist, you have made no effort to remain in their good graces, but you retain the skills they taught you during a childhood of rigorous training. You can apply your Charisma modifier instead of your Dexterity modifier to Initiative checks.

Kastner:Your stalwart family defines itself by opposing your devil-worshiping Chelish cousins, a grudge that inspired some of Taldor’s greatest healers, priests, and negotiators. You gain one additional use per day of channel energy, lay on hands, or mesmerist tricks, or 3 additional rounds of bardic music per day. You gain only one of these benefits, even if you later acquire a second class that provides one of the other class features listed.

Lotheed:Your family ranks include the greatest wizards and arcane scholars in Taldor, and schooling in some of the most comprehensive arcane libraries in the Inner Sea was your birthright. If your Intelligence is 11 or higher, you gain the following spell-like abilities:1/day—dancing lights, prestidigitation, read magic, unseen servant. The caster level for these effects is equal to one-half your class level.

Merosett:The cunning members of your large family, a longtime fixture in Oppara’s bureaucracy, specialize in tracking lineages and sidestepping red tape. You gain a +5 bonus on Bluff checks to send secret messages and Sense Motive checks to discern secret messages. You halve the time required to search through archives, navigate government offices, review contracts, or otherwise work with the complex bureaucracies your family has mastered for generations.

Stavian:As a close relative of the Grand Prince, yours has been a life of material comfort and indulgence, colored by constant threats and direct influence. You gain a +2 bonus on Fortitude saves against poison and on Will saves against enchantment spells of the charm and compulsion subschools.

Talbot:Your starkly conservative family are merchants and entrepreneurs first and aristocrats second, willing to forgo duty if they can instead pursue profit. They condemn would-be adventurers and readily oust them from the family ranks, leaving you an outcast. You gain a +2 bonus on one Profession skill of your choice. Once per day, you can use this Profession skill in place of a single Knowledge skill check.

Varima:Your family immigrated to Taldor from Vudra hundreds of years ago, and thanks to noble roots, extensive trade contacts, and an unparalleled skill in negotiation, soon developed into a steadfast fixture of Oppara’s social scene. Whenever you use Diplomacy to influence a crowd or a room(but not individuals), you can roll twice and use the better result.

Vernisant:Your family is descended from the great general Arnisant, who commanded Taldan forces during the Shining Crusade... and they will never let anyone forget it! Their fierce Imperialist support and nationalist fervor has left you alienated from your relatives now, but their emphasis on scholarship left a mark nonetheless. You gain a +1 bonus on all Knowledge skills in which you have at least 1 rank.

Vinmark:Newcomers and outsiders, your Ulfen family was exalted to nobility 19 years ago, when Stavian III promoted your family patriarch to Baron of Oppara as a reward for service in the Ulfen Guard. Established aristocrats consider your family crude, choosing to leave them on the margins of Taldan politics unless a noble thinks they could use you to curry favor with the Grand Prince, but hard-won practicality and newborn cynicism grant you insight most Taldan nobles lack. Once per day when rolling a Sense Motive check, you may roll two dice and use the better result.

Zespire:Your family runs charities and lobbies heavily for social reform, leaving them with few friends among their Opparan peers but heartfelt support from the common folk and lesser nobility. You gain a +2 bonus on Diplomacy and Perform checks when dealing with common citizens and with nobles whose titles are limited to Lord, Lady, Knight, or Dame.

特殊This is a variant of the Noble Scion trait presented in Pathfinder Campaign Setting:The Inner Sea World Guide. If you take this version of the feat, you cannot also take the version presented in that book.

WANT TO READ MORE?

Several additional books provide more perspective and knowledge for your War for the Crown Adventure Path campaign. Listed below are sources that, while not necessary, may prove useful or inspiring while playing through this campaign.

FOR GAME MASTERS

Pathfinder Campaign Setting:Inner Sea Intrigue
Pathfinder Campaign Setting:Taldor, The First Empire

FOR PLAYERS

Pathfinder Campaign Setting:Inner Sea Races(additional details on the Taldan people)
Pathfinder Campaign Setting:Inner Sea Intrigue
Pathfinder Player Companion:Heroes of the High Court
Pathfinder Player Companion:Spymaster’s Handbook

TALDOR AT A GLANCE

The popular image of Taldor being a nation of inbred fops sipping tea as their empire burns isn’t entirely baseless, but reducing the entire nation to only that does a disservice to its citizens and influence. Much of Avistan’s culture and language stems from Taldor, and the empire influenced the history of three continents. But, overseen by rulers with more interest in luxury than the nation’s well-being, Grand Prince Stavian III being only the most recent, the nation now is a shadow of its former self.

Taldor is a nation of long histories and deep divisions. Following Earthfall and the Age of Darkness, it was the first settlement on Avistan to rebuild itself, allying disparate city-states into an empire. This mythic task, achieved by the legendary First Emperor Taldaris, gave birth not only to a nation but also to a nationalist fervor. Taldan patriotism praised hard work and discipline; the nascent empire channeled these values by mastering cavalry and building roads from Oppara to the Arcadian Ocean unmatched by the rest of the continent’s scattered Kellid city-states. Taldor’s military might created imperial economic power; Taldans saw their conquests as bringing enlightenment to “backwards” people and inferior states, seeing the empire itself as proof they deserved the great wealth that flowed from their mighty colonies.

Those days of dominion are long gone. Though Taldans still refer to them as “the colonies,” Andoran, Cheliax, Galt, Isger, and Lastwall are all independent nations, their populations and resources no longer subject to Taldan governance or Taldan use. While the nation remains a military and economic juggernaut, it has little to show for its past glories beyond an immense but ever-diminishing treasury, an out-of-touch aristocracy, and nationalist nostalgia. Taldan culture still prizes hard work and discipline, but the common folk are the ones practicing those virtues, for little recognition or reward; the nobility, like their imperial predecessors, profess national pride for its own sake, sure that their continued wealth shows they must be doing something right. All the while, Taldor’s once-legendary infrastructure of aqueducts, bridges, canals, and highways crumbles, leaving pockets of the population completely cut off from the nation and areas rendered uninhabitable as rural farming collapses. A corrupt, labyrinthine bureaucracy stymies those nobles who do want to improve the system—or even just maintain their lands.

Taldan people descend from the ancient Azlanti, though not as directly as they might claim. Their ancestors wandered slowly across the Inner Sea region following Earthfall, pushed progressively further east by orcs and aggressive Kellid tribes. Over time, as they incorporated blood and language from Kellids, Garundi, and Keleshites, Taldor’s ancestors grew into a distinct people. Most modern Taldans can trace their ancestry to at least two continents but share key features of their culture, including confidence, stubbornness, a strong sense of camaraderie, and a love of history and art.Intense traditionalism means Taldan culture is still steeped in sexism and racism that many other nations have spent decades gradually shedding. While any Taldan can own property or hold a title via promotion, marriage, or appointment, the law of primogeniture dictates that only men can inherit, both demonstrating and perpetuating Taldor’s inequalities. While many reformers are trying to reverse these attitudes—the emperor’s own daughter, Princess Eutropia, included—Taldor as a whole resists change, even for the better, as a matter of principle. The old ways forged an empire and conquered a hostile world, after all. Why shouldn’t they work now?

GEOGRAPHY

Taldor stretches around the eastern coastline of the Inner Sea, extending from the temperate Verduran Forest in the north to the warm plains surrounding the Jalrune River in the south, and reaching east to the World’s Edge Mountains and the rolling savanna beyond. Its domain encompasses foothills, primeval forest, broad rocky plains, verdant fields, swamps, and desert, divvied up by an immense network of roads and canals. The bulk of Taldor’s population hugs the coastline of the Inner Sea and the banks of the mighty Porthmos River, but large settlements exist in the World’s Edge Mountains and the contested southlands as well.

Taldor is made up of 12 prefectures and several dozen small, largely uninhabited provinces, with each prefecture divided into smaller duchies, duchies divided into counties, and counties finally divided into baronies. The nation owes much of its continued prosperity to the sheer diversity of local products it can export:the World’s Edge Mountains produce rich, deep veins of iron, gold, silver, copper, and tin; the coastline offers a wealth of fish, shellfish, and strong winds to power local mills; the Verduran Forest produces abundant timber and a variety of valuable plants, including healing herbs, fruit, and unique spices. The abundance of volcanoes along the nation’s eastern and northern borders results in rich soil that produces a huge variety of apples, figs, grains, grapes, pears, pomegranates, rice, and olives, all of which find their way into Taldan cooking.

Thanks to centuries of neglect, civil engineering marvels that were once the envy of the world now slowly crumble, producing striking tableaus of abandonment:canals clogged with mud and reeds, tumbledown aqueducts creating beautiful waterfalls in the middle of fields, and roads that simply end for several miles before resuming. Despite this, Taldor still boasts one of the highest standards of living in Avistan for its rural community, and even in lean years, few farmers need worry where their next meal will come from.

GOVERNMENT

Taldor is a hereditary monarchy, with a large senate that shapes imperial decrees into functional law and votes on necessary matters that don’t attract the crown’s attention. A sprawling bureaucracy manages the day-to-day challenges of governance. Grand Prince Stavian III sits on the throne, but is an aging, indifferent emperor, enjoying the excesses of wealth and rarely appearing in public. The nation’s 222 senators have likewise taken a light-handed approach to governance, letting much of the nation’s government run on inertia. While the imperial bureaucracy remains functional—managing crops, news, and disaster relief, as well as collecting taxes and settling legal disputes—bureaucrats’ diligence and effort is set back by the millennia of cobbled-together offices that often leave departments underfunded, redundant, or entirely unstaffed and existing on paper only.

Much of the nation’s rule falls onto regional nobles, so quality of life varies widely depending on the local lord’s whim. While all Taldans have the legal right to move freely, in reality moving to a new domain is often too expensive to be feasible, and some nobles even hold their tenants hostage despite the law.

While Taldor holds tight to its traditions, enough senators, nobles, and regular citizens have grown sick of the status quo to form the beginning of a reform movement. They call themselves Loyalists, and declare their allegiance to the history, great deeds, and people of Taldor, rather than any individual—even the emperor. While she is not a Loyalist, Princess Eutropia also works to reform many of Taldor’s ancient customs and broken systems, with a particular focus toward poverty and gender inequality, and many within the Loyalist movement support her efforts to repeal primogeniture and allow any person to inherit family lands and titles.

In opposition to the Loyalists stand a growing movement of Imperialists, who consider the Primogen Crown the one true authority in Taldor, with the senate and nobility existing only to carry out the emperor’s will. This disparate group shares the firm belief that Taldor’s greatness was rooted in its oldest traditions—and that embracing new ideas was what cost Taldor its imperial might. Their most extreme members insist that no middle ground can exist:either Taldor must reconquer former colonies like Galt and Andoran, or else the empire is doomed to crumble away into nothing.

While not every Taldan belongs to a faction, the increasing polarization of Taldan society is raising tensions across the nation. Other conflicts—growing political instability in Thuvia, rumors that the Seven Houses are undermining Andoran’s government, the squashed rebellion in Cheliax, and the secession of Ravounel—serve only to intensify the turmoil. Secret societies and fraternities, a longtime staple of the Taldan aristocracy that until recently amounted to little more than private clubs, have begun maneuvering to gain power or hoard wealth now, with the expectation that Grand Prince Stavian III’s passing will lead to a painful and protracted succession conflict.

SOCIAL COMBAT

Every conflict in War for the Crown that takes place in salons and ballrooms is just as real—and as deadly—as its daring sword battles through lost catacombs and secret lairs. PCs will need wit and guile as much as a strong arm. The rules here describe the most common types of social interactions the PCs will engage in:winning favor and influencing NPCs. These rules are a simplified version of the rules for influencing an individual presented in
Chapter 3 of Pathfinder RPG Ultimate Intrigue.

Dramatis Personae:For social conflicts, NPCs are presented in a Dramatis Personae section with their social stat blocks. A social stat block provides some basic description, including the NPC’s background, appearance, personality, and goals. It also lists rules elements like relevant skill bonuses and the NPCs’ biases, strengths, and weaknesses, as well as their starting attitude toward the PCs, the steps needed to change it, and the benefits the PCs gain for improving an NPC’s attitude toward them.

Skills:This section lists the NPC’s skill bonuses that are relevant to social interaction, usually including but not limited to Bluff, Diplomacy, Intimidate, and Sense Motive.

Biases:Biases are subconscious preferences an NPC might not know they have, but that shape who they listen to, what information they dismiss, when they welcome interaction, and what might cause them to refuse outside input. People or circumstances an NPC has a positive bias toward gain a +2 bonus on all checks to influence them, while those they are negatively inclined toward take a –2 penalty on such checks. The modifier from one bias stacks with other biases, so an elven woman trying to influence an NPC who favors elves(+2) but hates women(–2) would cancel out. These modifiers also stack with strengths and weaknesses. Strengths:Strengths are particular beliefs, topics, and values an NPC is especially intractable on; any attempt to influence an NPC using one of their strengths takes a –4 penalty. A skinflint politician might have a strength against the plight of the poor, so no matter if a PC tries to sway him using Diplomacy, Intimidate, or any other skill, she takes a –4 penalty if she’s trying to discuss charity or suffering of the needy.

Weaknesses:Weaknesses are approaches, frames, and ideas that an NPC is more likely to be swayed by and that are more useful for influencing them, granting a +4 bonus on influence checks when used. Influence checks against a skinflint politician would gain a +4 bonus, for example, if the PC attempting the skill check opts to offer campaign contributions.

Starting Attitude:This section describes how the NPC initially feels about the PC, referencing the attitudes listed under the Diplomacy skill(Pathfinder RPG Core Rulebook 95).

Influence Checks:This section lists the various skills a PC can use to influence the NPC, as well as the 難易度 for each individual skill. Most NPCs will be more easily influenced by talking about work or hobbies than with a simple Diplomacy skill check. The Skill and 難易度 listed in bold is the discovery check to learn what skills may be used to influence this NPC.

Successes Needed:This section lists the number of successful influence checks PCs must collect to either win an NPC’s favor in the short term or shift their attitude one step closer to helpful in the long term. The adventure and encounter will list which adjustment the PCs need to accomplish.

Special:This section mentions any special conditions, limited availability, or other modifiers that might apply to influencing this NPC.

Benefit:This section lists what rewards the PCs receive for improving this NPC’s attitude.

Story Award:This section lists XP rewards PCs receive for influencing the NPC.

A PC can uncover a bias with a successful 難易度 20 Sense Motive check, and she can learn an NPC’s strength or weakness with a successful discovery check. These stat blocks also list each NPC’s skill bonuses for common social skills, to account for any unusual actions the PCs might take.

SOCIAL ROUNDS

Every adventure will provide a timeline for its social-focused story. Each event or occasion in social combat lists a number of social rounds associated with it. During these social rounds, the PCs can attempt skill checks to influence NPCs or to generally engage with NPCs in a specific area of the location. A PC can attempt only one major action each round, including influencing an area, influencing a specific NPC, or attempting some mission- or objective-related skill check. PCs can also conduct any number of simple actions, such as eating, drinking, wandering to other areas of an event, and communicating with other PCs.

INFLUENCING AN AREA

Sometimes, a PC can attempt to influence a crowd in a room, rather than targeting a single individual. The
room’s description will list any appropriate skills and their respective DCs. Each area has two thresholds, which represent levels of influence over that area. For every point that the PC’s result on one of these skill checks exceeds the 難易度, one point is added to a pool specific to that area. Once the number of points earned by the party as a whole exceeds an area’s threshold value, the GM provides the PCs with the information and story award associated with it.

INFLUENCING AN NPC

Each social round, a PC can move to any location in an event and select a single NPC in that area as her target to influence. She then attempts either a discovery check or an influence check.

Discovery Checks:A discovery check allows a PC to learn either one of the skills she can use to influence the target or one of the target’s biases, strengths, or weaknesses. The exact skill and 難易度 required for a discovery check varies; the discovery check to learn a skill that can be used for an influence check normally requires a successful Sense Motive or Knowledge(nobility) check, with the 難易度 listed in parenthesis in the Influence entry of the target NPC’s social stat block. Learning a target’s weakness or strength requires a successful skill check using the skills and DCs listed in parenthesis in the appropriate stat block entry, and learning a bias requires a successful 難易度 20 Sense Motive check; the GM can reveal the skills needed to recognize these statistics without need for a separate discovery check.

Influence Checks:An influence check is an attempt to make a good impression upon or gain the respect of the target. PCs must attempt a skill check using one of the skills listed in the target’s Influence entry; they can either determine what those skills are via a successful discovery check or guess based on their target’s reputation. A successful skill check against the listed 難易度 counts as one success, indicating growing affection or respect for the PC. Each target’s entry lists the total number of successes needed to achieve a desired outcome(see Winning Favor and Changing Attitudes below). At the GM’s discretion, PCs can attempt to use a skill that is not listed in an NPC’s stat block but is related to the listed skills; however, doing so increases the influence check 難易度 by 5. A PC earns one additional success if her influence check result exceeds the listed 難易度 by 5 or more.

A failed discovery or influence check can be attempted again in subsequent rounds with no penalty unless otherwise noted.

Winning Favor:In some cases, such as making small talk at parties, a PC only needs to win an NPC’s favor. The intention is to make a good first impression and be remembered in the future. In these circumstances, a PC only needs to accumulate the specified number of successes to win whatever listed benefits the NPC provides, though said benefits rarely last beyond the social event in question.

Changing Attitudes:Making long-lasting changes to an NPC’s attitude is more difficult and time-consuming. Unlike winning favor, where the PCs simply hope to leave a good impression for a night, the PCs now hope to make friends and allies, win hearts and minds, and cause long-term adjustments to NPCs’ outlooks. In social encounters where the PCs will seek to change NPCs’ attitudes, each NPC’s starting attitude toward the PCs is listed in their influence section, and every time the PCs accumulate the listed number of successes, the NPC’s attitude shifts one step closer to helpful. The accumulated successes are then cleared and the process begins again. Generally, social rounds are much longer when changing attitudes, and there may only be a few during any given event, but the PCs will have more opportunities to influence these NPCs in the future. This extended time frame can also work against the PCs; for every week that passes without interacting with an NPC whose attitude the PCs are trying to change, they lose one success accumulated toward winning over that NPC. The passage of time and loss of successes can’t worsen an NPC’s attitude, though special events might.

PRINCESS EUTROPIA STAVIAN

Grand Prince Stavian III’s daughter, only child, and constant irritation, Princess Eutropia is a mix of grace and bombastic energy, gratitude and contempt, foresight and improvisation, who fully intends to be the next leader of her nation.

PRINCESS EUTROPIA STAVIAN 脅威度12

経験点19,200
人間7レベルアリストクラート6レベル・スワッシュバッククラー(Pathfinder RPG Advanced Class Guide 56)
中立にして善/中型サイズ人型生物(人間)
イニシアチブ +8; 感覚 〈知覚〉+2

防御

アーマー・クラス 24、接触17、立ちすくみ20(+4鎧、+2反発、+2【敏】、+2回避)
ヒット・ポイント 110(13 ヒット・ダイス;7d8+6d10+46)
頑健 +9、反応 +12、意志 +14
Defensive Abilities 不死身 4/日、軽快 +1

攻撃

移動速度 30フィート
近接 +2レイピア=+6/+11/+6(1d6+3/15~20 +6精密)
特殊攻撃 発露武勇伝回避の心意気跳ね起き威圧剣舞野送り精密打撃スワッシュバックラーのイニシアチブ)、心意気(3)、スワッシュバックラー武器訓練+1

戦術

戦闘 While she generally avoids combat these days and usually travels with guards, Eutropia still participates in the occasional duel. She prefers to use Combat Expertise, letting opponents tire themselves out on her defenses before disarming them. She is still not above fighting dirty when angry or defending herself, and she may occasionally sucker punch opponents, spit in their eyes, or deliver a swift head butt.

Morale Eutropia generally duels to disarm, but she hates losing and won’t surrender until reduced below 20 hit points.

一般データ

【筋】10、【敏】14、【耐】14、【知】13、【判】14、【魅】16
基本攻撃 +11;戦技ボーナス +11;戦技防御値 28
特技 《攻防一体》《クリティカル熟練》《回避》《裏技強化》《武器落とし強化》《イニシアチブ強化》《鋼の意志強化》《鋼の意志》《説得力》《追加hp》
技能 〈軽業〉+8、〈はったり〉+11、〈交渉〉+20、〈威圧〉+10、〈知識:神秘学、工学、地理自然次元界宗教〉+5、〈知識:歴史〉+7、〈知識:地域貴族〉+13、〈知覚〉+15、〈真意看破〉+13、〈隠密〉+15
言語 共通語、ケレッシュ語
その他の特殊能力スワッシュバックラーの妙技
装備 +3ミスラルチェイン・シャツ、+2 レイピアベルト・オヴ・マイティ・コンスティチューション+4、ライディング・ジャケット・オヴ・レジスタンス+3(クローク・オヴ・レジスタンス+3と同等品)、リング・オヴ・プロテクション+3、スタヴィアンの認印付き指輪急須、580gp

特殊能力

Affluent/Affluent Eutropia normally commands considerable wealth, including many unique treasures of Taldor, but she presently has no access to these. She wields better equipment than a standard NPC of her level, but not enough to impact her Challenge Rating.

Princess Eutropia Stavian is the eldest daughter of Grand Prince Stavian III and is his only living child. Her mother Etroffe died shortly after the birth of Carrius II, well before Eutropia formed any clear memories of her. Even so, for much of her childhood, Eutropia, her father, and her brother seemed to live a charmed life. Stavian doted on his children in their youth, playing with them and taking them for outings that other nobles might have entrusted to a nanny. Eutropia was happy and comfortable, and never thought to question the cost of that happiness. Carrius’s death opened her charmed eyes to a great many truths about the world—first and foremost the pain of loss, and from there she quickly realized how much the people of Taldor sacrificed every day to support the blessed life she lived.

For a time during school and afterward, Eutropia spent rebellious years making trouble, scandalizing Taldan social circles and enraging her now-distant father. She earned the nickname “Princess Head Butt” after settling a duel with a suitor—the young Duke Zellvyngian—in a most unseemly manner, and rumors even circulated claiming she trucked briefly with adventurers in and around the World’s Edge Mountains. Her rebellion eventually lead her to assisting and later leading various charity and reform groups. In time she resumed the role of a respectable, if defiant, noble daughter—backed up her omnipresent, if rarely displayed, reputation as a duelist.

Despite her reputation as a troublemaker and even seditionist—according to certain parties, at least—Eutropia is a proud Taldan patriot. She recognizes the incredible heights to which Taldor rose in the past, but she also understands that those great heights required firm foundations—a social network that supported and protected the people and let every citizen shine. She believes in the monarchy so long as aristocrats are held to considerably higher standards, being all too aware after several diplomatic visits how the Andoren style of democracy can fall to corruption just as easily. The fact that this philosophy just happens to empower her personally is a thought that nags at her constantly and motivates her longstanding indecision over whether or not to advance her political aspirations.

Her father made the decision for her when he attempted to marry Eutropia to High Strategos Maxillar Pythareus and appoint the general his official heir. Eutropia found her husband-to-be repulsive, both emotionally and politically, and she resolved to pursue the throne herself. So much of her focus for 15 years has revolved around destroying primogeniture, however, that she has paid little attention to what she will do if actually crowned. A part of her always suspected she would have a decade or more to consider such matters, and now that Taldor has dissolved into chaos, she feels less prepared than ever for the role.

While proud of her nation, Eutropia recognizes the horrible things Taldor has done in the past:the genocide of native Kellids, imposition of strict gender roles, the expulsion of Sarenites. While she isn’t sure she can fix or even make reparations for any of these crimes from the past, she hopes she can at least shape Taldor into the sort of nation that doesn’t make the same mistakes in the future. This conditional love and historical awareness, combined with her longstanding friendship with the Pathfinder Society, leads many critics to accuse her of putting foreign interests ahead of her own nation or insist that Eutropia’s first act upon gaining the throne will be to hand the keys of the kingdom over to Absalom.Eutropia is outwardly a confident, controlled, and powerful woman, having inherited the distinctive Stavian cheekbones and her mother’s scathingly expressive eyes. Inside, she is far less certain about anything she does, questioning and re-questioning her assumptions and motivations. Her anxiety gives way to frequent insomnia, hours which she fills reading about every topic she can find, and many late nights she worries that these same thoughts are what triggered her father’s decline in mental health. Though she dearly loves her friends, contacts, and allies, she trusts few souls beyond her dog, Taldogis. More than anything, as the War for the Crown escalates, Eutropia finds she simply misses her little brother and the happy father she used to know.

CAMPAIGN ROLE

Eutropia plays a prominent role throughout this Adventure Path, but she generally remains at arm’s length. She is as much a figurehead and concept as an actual character, and so you can adjust her exact personality and priorities to mirror those goals important to the PCs. Your own interpretation of the princess may prioritize additional social reforms beyond the gender equality usually attributed to her, from religious tolerance to immigration reform to racial inclusivity:whatever issues the PCs themselves consider equally important and motivating.

Eutropia can be as involved or as distant in your campaign as you like. Some groups prefer to think of their patrons as little as possible, while others prefer a closer relationship. Eutropia could even replace many of Martella’s functions in the Adventure Path, assigning PCs their missions directly and advising them as events develop, giving the PCs the chance to feel more directly involved in Taldor’s politics and perhaps more influential to its potential new leader. More chaotic, antagonistic, or democracy-minded PCs may instead have a rivalry with Eutropia even as they work toward a common good.

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