Lazlo COS Pathfinder - Low Magic
The campaign setting
Click here for a good overview of the History of Lastwall.
NOTE: Lastwall is an area of Golarion which has been significantly overhauled. The published material on this area however was very limited to begin with, thus conflicts should be minimal. Should additional official material for the area be published I’ll be happy to review and integrate it as long as it does not directly screw up my campaign story line.
The Kingdom of Lastwall
The basic theme of your adventures will center on Castle Firrine in the Kingdom of Lastwall on Lake Encarthan within the Pathfinder official campaign setting. Lastwall is currently locked in an all out war with the Orc tribes of Belkzen who have been invading Lastwall’s northern & western border for decades. It is now time to start pushing them back! Due to the closeness to the tomb of the Whispering Tyrant at Gallowspire the campaign will see a fair amount of encounters with undead.
Ref Current events in Lastwall
Other areas which have a significant influence on the events in Lastwall would be their Northern neighbor Ustalav, and their southern neighbor Nirmathas. The other nations of Avistan tend to stay out of Lastwall as much as possible for fear of being drug into the chore of holding back the Whispering Tyrant or the invading orcs of Belkzen.
Another major hub of PC activity is Jasper Village which lies about twenty miles east of Castle Firrine (due south of Vigil, northeast of Castle Everstand) where it enjoys the protection and trade with all three forts. Trunau is another location that sees a lot of attention in the campaign as it is a town that basically sits behind enemy lines to the west and is a common staging point for frequent scouting missions into the orc held western slope.
One of the ways in which Lazlo’s Lastwall campaign is different from others is in the cultural clash present within the kingdom. Before Lastwall or Nirmathas were established as the generally well defined kingdoms they are now there were indigenous tribes of mostly humans who lived within the forest of Fangwood. These tribes wore mostly animal furs and leathers, lived off the land, and venerated the ancient dark spirits of the forest to watch over and protect them. These spirits taught them magical arts which would give rise to groups of Druids, Rangers, and Witches (among others) over time. In a world where magic is much more limited than others, this fact is significant enough to make the Wild folk seem very “wild” indeed.
To this day the forest is still their primary home and the tribes of “wild folk” pay little attention to the fact that two different kingdoms now claim the forest within their borders. Genetically the wild folk are mostly human with a couple of scattered tribes of wood elves and the infrequent orc & half-orc tribes. For the most part the wild folk tend to stay out of the political affairs of the surrounding kingdoms, content to live their lives in relative isolation. When seen in town they tend to be stand offish and at times even abrasive in demeanor, but usually try to avoid trouble unless provoked.