Story of Whiteridge

Whiteridge is the central town of this Pathfinder Campaign.  It was teleported into the wilderness by the Arch-mage.  The inhabitants don’t know where they are.  It is your job as a member of the Pathfinder Society to scout the area for the Whiteridge Army and the Duke.

The Arch-mage is an immortal wizard that doesn’t really rule the realms of Man, elf, dwarf, Gnome, and Halflings, but he does keep the peace and fosters expansion into the untamed wildernesses.  He does this by teleporting aggressive city-states from the center of the civilized lands to uncharted wilderness. Before Whiteridge was teleported, it was a coastal town atop white chalk cliffs. When Whiteridge was teleported, the cliffs came with it, but only in a large circle.

Whiteridge now sits high above a forest along a vast and mighty river. The Whiteridge Pathfinders form expeditions to new locations, exploring and fighting then returning to Whiteridge with an hour-long ritual enchantment available from their guild armbands. Each session of play is one expedition at the end of which the players must “armband portal home.”

Since each session is quasi-independent, you don’t have to be around for any given expedition, and new players can jump in at any time. The actual city of Whiteridge is not available for play.  The game starts when you leave. Buying equipment with every present is boring.  Do it at home and email your DM your purchases and character sheet.  There will be other cities in the wilderness so there will be city quests later.

The area around Whiteridge is uncharted. The job of the Pathfinder society is to map the area, find threats and eliminate what risks they can. There is a large table in the pathfinder society guild/pub where other pathfinders have started carving a map. The map will grow the more you explore and add to it.  Inkarnate is the map maker I used for the small map on this website.

Rules

More Rules

Combat Rules

Magic Rules

Dirty Tricks, Hero Points