Taldor, shining beacon of civilisation.

Taldor, birthplace of culture and art.

Taldor, where rich and poor are both happy.

Taldor, crumbling empire of lies.

OVERVIEW OF TALDOR
Written by Ubiquitous (Isaac White)

Taldor was the greatest empire the Inner Sea has known since Earthfall. When society dragged itself out of lawlessness and mere subsistence, Taldor was first. Thousands of years ago, Grand Prince Taldaris, a boy - as legend would have it - raised by wild lions before being adopted by Opparan soldiers, unified a collection of city states into the mighty Taldan empire.

Across Avistan the Taldan Armies of Exploration marched and conquered. At one point the Empire’s borders stretched like ancient Rome: Cheliax, Andoran, Galt, Lastwall, only Qadira and Garund halted their advance southwards. Taldor even launched the Shining Crusade that imprisoned the lich-king Tar-Baphon, the Whispering Tyrant, within Gallowspire. Glory was theirs.

But like ancient Rome, its mighty imperialism could not last forever. One by one, its holdings slipped through the fingers of weak, inept Emperors like so much sand. As Qadiran invaders harassed its southern borders, Governer Aspex the Even-Tongued tore the Empire in two, declaring himself king of everything west of the Sellen River (Cheliax, Andoran, Isger). The province of Lastwall ceded, claiming neutrality in the ensuing civil war.

But question any Taldan, high-born or low, and they will affirm: “Taldor is the greatest nation in the world,” without a shred of doubt. History is written by the victors, and though centuries of defeat and loss have bloodied its past, Taldor's scholars always win. Mistakes, rebellions, corruption are all forgotten by time, or woven half-true into an aggrandizing tale.

Heritage, history, family: these are all cornerstones of Taldan identity. Heirlooms passed down across generations. Lineal lines tracked, preserved, honoured. To be born in Taldor is to learn the weight of responsibility that rests on your shoulders. Your parents did their part for Taldor in their own way, whether that was to farm a narrow stretch of dirt, or eke out small triumphs in Taldor’s ruthless senate politicking, and so must you.

An upbringing within this narrow education leads Taldor’s populace to not question their position or role in life. Although there lies such disparity in wealth and concerns between a high-born noble seeking to achieve acclaim in art, fashion, warfare, hunting, scholarship, or some other pursuit; and a low-born farmer trying to raise livestock, endure harsh weather, scrape together money to afford medicine for their children; both wear a mask of pride and duty, trusting that their efforts are part of keeping Taldor great.

After all, Taldaris - first Emperor of Taldor - was a common-man, elevated to his position. If one strives hard enough, can’t they also achieve that dream?

YOUR CIRCUMSTANCES

You have seen the lie for what it is: Taldor is decaying. A proud, brilliant lion no longer, its ragged fur hides aging bones and wheezing lungs. There’s blood on its breath. It lives for a lack of predators: Cheliax fights rebellion within its borders; armies of hobgoblins, demons, and giants cause strife across northern Avistan; Andoran struggles to keep its banner of democracy held high; only Qadira leers close, still afraid of the lion’s powerful teeth and tearing claws.

Taldor’s decay has a face: Grand Prince Stavian III, reigning Emperor of Taldor. Wearer of the Primogen Crown, his white-knuckled grip on the Lion Throne in absolute, but cursed. His son, Carrius II died 19 years ago in an equestrian accident, leaving only his daughter - Princess Eutropia - who, due to Taldor’s laws of inheritance, cannot claim the throne. Though time - and politics - may change that fact.

Being a true Taldan, your life has driven you towards a singular goal: with enough guile, enough strength, enough political manipulation or forceful negotiation, you can do your part to save Taldor. You’ve a big enough chip on your shoulder to pull it off.

Your life has led you to the city of Oppara, Taldor’s shining capital. Home to its Emperor, the senate, and representatives from all major houses. Oppara is Taldor’s beating heart. From city streets to docks, tea-rooms, and theatres, it thrums with excitement and intrigue.

You have attracted the attention of a patron: Lady Martella Lotheed. A distant member of the respected Lotheed family, Martella’s interest in you represents a considerable political advantage, given her expertise and knowledge regarding high-society Taldor, and you have finally proven yourself worthy enough that she has promised a difficult - yet rewarding - assignment to you. An assignment that will let you rub shoulders with senators, nobles, possibly even see the Emperor himself. Better figure out what to wear!

SOCIAL INFLUENCE

War for the Crown uses a mechanical social structure for influencing NPCs, acting as a kind of “social combat” marked by rounds and limited attempts. It could be used - for example - for a ballroom scene where PCs could have limited time between or during dances to interact with specific targets they wish to influence or interact with.

Once per round, you can use one of the following two actions on your target:

  • Discovery
    Learn either one of the skills you can use to influence the target, or a weakness about the target that grants you (and anyone you share the information with) a +4 bonus on future influence checks. Discovering an influence skill is normally a Sense Motive or Knowledge (nobility) check. Learning a weakness tends to require skills specific to the target’s interests.
  • Influence
    Win the target’s favor using one of the skills you have discovered, earning successes against the number required to gain their favour. A successful skill check counts as one success, with an additional success granted for exceeding the target DC by 5 or more. The PCs can try (GM willing) to use a skill not listed for the target NPC, but doing increases the influence DC by 5.

EXAMPLE OF PLAY

The iconic barbarian, Amiri, needs to convince Count Kevoran to vote in her party’s favour in an upcoming behind-doors meeting of nobles. But she only has a short amount of time before the mingling guests are seated for supper. This may be her last chance.

Round 1

Amiri I’ll use Sense Motive to discover a skill I can use to influence the Count. I got a fifteen, is that enough?

GM Yes: you watch the Count from a distance. He seems to be surrounded by fawning sycophants, and he preens at their ego-stroking words. You can definitely use Bluff to influence him.

Round 2

GM Well, Amiri, what do you want to do? You can see the servants preparing to usher everyone inside for supper. It’s the last round of influencing.

Amiri Bluff? I don’t have time for such useless words! I want to use intimidate to threaten him about what might happen if he doesn’t support us.

GM Go ahead. Though it’ll be more difficult.

Amiri Desna willing… a twenty-three!

GM That’s enough for two successes: he’ll be voting in your favour.

Amiri Good: I stride across the room to him. Shouldering his followers aside, I say: “Kevoran. I am Amiri. My blade can cleave giants in two as easily as you draw breath. You support us, and it’ll be on your side. You don’t, and it won’t.” I glare at him until he says yes. Then it’s finally time for some food.

CAMPAIGN TRAITS

These serve both as roleplaying motivation and inspiration in terms of your character’s background, as well as providing a mechanical benefit that will assist them as they’re thrust into Taldan high society. I used SheepishEidolon’s list for the bonuses, so full credit to them.

  • ATHLETIC CHAMPION
    Description Your physical prowess in competition and combat has been noted with admiration and envy. You’ll prove through your mettle and vigor that the spirit of Taldor still lives on in you.
    Bonus Gain +1 to Escape Artist and it becomes a class skill.
  • DISGRACED NOBLE
    Description
     Your house’s name is now only a byline in the news, a shrug in the streets, but you’ll turn it around. You’ll drag Taldor out of its slump, and your house’s grand name back into the spotlight along with it.
    Bonus Gain +1 to Bluff and it becomes a class skill.
  • RISING STAR
    Description
     You are in ascendance. Previously overlooked as provincial or low-born, your ability to maneuver and manipulate in social circles has given you a surge of upward momentum. For Taldor!
    Bonus Gain +1 to Disguise and it becomes a class skill.
  • SENATORIAL HOPEFUL
    Description
     A senator’s life is your goal. You’ve weathered the storms of dull tutors, malicious teachers, and raging lecturers to understand the intricacies of Taldor’s politics. Time to prove yourself. Time to regain Taldor’s greatness.
    Bonus Gain +1 on all Influence checks.
  • TALDAN PATRIOT
    Description
     You long for the Taldor of old: the glorious Armies of Exploration. The Shining Crusade. The real Empire. Taldor must regain its strength in order to survive. You will hunt out allies and discard the rest.
    Bonus +1 to Sense Motive and Perception checks when interacting with nobles.
  • YOUNG REFORMER
    Description
     You have a goal and you’ll see it through. Sometimes that requires circumventing the law. This doesn’t bother you: you’ll do what it takes to get Taldor to where it needs to be. The end will justify you.
    Bonus Gain +1 to Disable Device and it becomes a class skill.

CHARACTER CREATION TIPS

RACES

Taldor’s populace is predominantly human, with small pockets of dwarves, halflings, and half-elves, although Oppara’s status as a centre of art and culture draws in people of all ancestries from across Golarion.

  • HUMAN
    - Taldans claim to be the direct descendants of the Azlanti - often with extensive records to prove their bloodline - though their bronze skin owes much to centuries of Keleshite relationships.
    - Chelish, lighter-skinned than Taldans, still referred to as betrayers or devil-worshippers. Mostly as a friendly jibe, but sometimes not.
    - Qadirans and other Kelesh people are widely distrusted and rebuked due to the long-lasting conflict between their nations.
    - Ulfen and Kellids are sometimes glorified for their barbaric strength - the Emperor’s closest guards are a cadre of Ulfen warriors - yet in other situations they can be unfairly disparaged as uncivilised.
    - Garundi and Mwangi peoples are honest traders, powerful allies, and widely respected, although they sometimes struggle to be seen as a real presence in Taldan high-society.
  • ELF Sometimes rebuked for carelessly throwing off Taldan rule, elves are nevertheless perceived as inspirational figures: to have lived through so many years of Taldor’s empire and seen its glorious days of old. This honour can quickly turn, however, if an elf speaks unpleasant truths about Taldor’s past.
  • DWARF Taldor has held the Five King Mountains as a close ally for hundreds of years, giving dwarves the right to work within its borders. Dwarves are well-respected crafters and labourers, but rarely seen socialising at the events for Taldan nobility.
  • HALFLING Small, tight-knit communities dot Taldor - especially since halfing slavery is not practiced as it is in Cheliax - and many noble estates have generations of halfling families in their service, but only as servants.
  • HALF-ELF Common in Taldor, due to the Empire’s long occupation of the elven homeland of Kyonin, many noble houses have half-elf members in their ranks, though with their obvious distillation of pure Taldan blood they tend to never be recognised as true heirs.
  • HALF-ORC Uncommon, like Ulfen humans they are respected for their strength but looked down upon for their barbaric nature. Have to work harder than anyone else to be seen as more than a common thug.
  • GNOME Common, notably due to Taldor’s border on the Verduran forest, gnomes’ colourful natures lets them fit in amongst the nobility, though to common folk they can be seen as lacking the diligence and duty required to eke out an existence in a hard-working life.

CLASSES

Social skills appear to be more essential to War for the Crown than perhaps for any other Adventure Path. Bluff, Diplomacy, Intimidate, Knowledge (nobility), and Sense Motive will be essential in getting the most out of social encounters. Related skills could be: Disguise, Knowledge (history, local), Linguistics, Perception, and Sleight of Hand, depending on how your character intends to impart their influence upon Taldor’s unsuspecting nobility!

Subtlety will be key. Being able to disguise your intentions (and possibly your spellcasting) will undoubtedly prove useful. Although Taldans cherish their Azlanti ancestry, and the magical ability which that bloodline carries, at times it may be better to not let your enemies know the extent of your capabilities. Knowledge, after all, is the real power.

  • ARCANE MASTER
    Any class with arcane spellcasting ability is going to be well-respected in Taldor’s society; to possess mastery of the arcane is a sign of strong Azlanti heritage, and a great honour for you and your house.
    - Witch (Alley Witch) Draw power from the close-clumped minds of a city’s populace, and weave this into your spells and hexes.
  • CHAMPION IN COMBAT
    - Barbarian (Urban Barbarian)
    Quell your violent instincts when blending in with nobles of the court and beyond, and when it’s time to unleash, let your rage off its chain and obliterate your foes with sheer physical might.
    - Swashbuckler (Rondelero Swashbuckler)
    Nothing is more Taldan than their most esteemed fighting style: falcata and buckler. Add insult to injury by cracking your foe across the face with your shield to finish them.
  • DIVINELY BLESSED
    With Aroden’s death, Taldor’s primary church fractured. Some rally behind Cayden Cailean as the epitome of Taldan glory, he being originally from Taldor after all. Others crowd to Abadar’s solid laws and mercantile focus.  Finally, Shelyn receives unanimous praise across Taldor, as the arts carry such weight in Taldan culture. While in the countryside, small shrines to Erastil dot the landscape, as farmers, travellers, and country-folk pray for guidance.
    -

    KNOWLEDGE IS POWER
    - Investigator (Empiricist)
    Your mind is a blade - honed with practice and education - and it cuts through intrigue and suspicion with ease. Lets you use your intelligence modifier for just about everything.

  • MYSTERIES OF THE OCCULT
    - Occultist (Battle Host)
    Your implement is a prized heirloom passed down through your family that belonged to a glorious Taldan hero. Use your link with it to embody the strength of your family’s heritage and bring back their spirits to fight with you!
    -
    Occultist (Silksworn) It’s like you were born into nobility: you draw power from the wealth of items you wear. You can learn to deceive and conceal your spellcasting with your extravagant clothing.

  • STRIKE FROM THE SHADOWS
    - Lion Blade (Prestige Class)
    The Lion Blades are Taldan’s well-known espionage corps. Masters in areas of disguise, performance, and assassination, they embody all of Taldor’s greatest qualities: art, lies, and murder.
  • VIGILANTE
    The separation between your true identity - wining, dining, and gossiping your way through events for the nobility - and your vigilante identity - infiltrating, exploring, fighting - is built into the class from the get-go. This, coupled with the vigilante’s social skills and customisation - they can cover a broad range of combat roles - ensures that the vigilante is a fantastic choice.
    -
    Avenger Specialization Full BAB, Heavy Armor, lots of feats. Your vigilante identity could be an ancient Taldan warrior come to life!
    -
    Warlock Archetype Cast Magus spells, sling bolts of mystical energy. No-one will match your mild-mannered noble with this powerful spellcaster!
  • THE WILDS
    - Cavalier (Huntmaster)
    A well-trained hunting animal is an investment that draws admiring nods of approval, and much easier than a warhorse to have accompany you on missions of infiltration and intrigue.
    - Hunter (Courtly Hunter)
    The bond with your intelligent animal companion lets you navigate social circles with ease and grace, and your animal companion can transform into a subtle, court-appropriate form, like a corgi!
    - Ranger (Urban Ranger) You move through city streets with preternatural skill, blending into crowds with ease. Your knowledge of your city (or community) gives you strong bonuses to dealing with the local populace.

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