Hello, folks, I’m Jeff Lee. I’m one of the new kids on the block, relatively speaking, when it comes to freelance writing. As a gamer, though, I’ve got over three decades of experience, going all the way back to the “blue box” edition of Basic D&D. Shortly after placing as a finalist in the Monarch of the Monsters contest, Wolfgang approached me with an offer to do a series of short pieces, highlighting various cults set in the south of Midgard. He gave me a few to do and asked me to brainstorm other ideas. I did just that, and he gave me a list of the ones he liked to add to the original list. Among these are three that have been unlocked as stretch goals in the Southlands Kickstarter: the Emerald Order, the Hand of Nakresh, and the Servants of the White Ape. I’m going to share a little bit about these pieces and the process that went into bringing them to fruition.
Sinkholes might open up unexpectedly, leading Southlands adventurers into new areas—and into interesting situations. You can roll randomly for a result below, or use the handy number provided with each entry to figure out your result on a d12. You can also pick the one that works for the area in which your characters currently linger.
In 1986, my parents took me and my brother to the World’s Expo in Vancouver, B.C. There, sometime after the kiddy rides and the bouncy castle but before getting sick on cotton candy, we visited the Rameses II exhibit. It was too long ago for me to remember clearly, but fragments of the exhibit stick in my mind: enormous stone statues, glimmering gold jewelry (somehow soft-looking, like it was shaped from Play-Doh and painted gold), and peering through a small window to see the sarcophagus of Rameses himself beyond.
The exhibit inflamed my imagination. I wanted to learn more about Egypt. In my small pre-Internet town, that limited me to encyclopaedias, a novel called The Egypt Game by Zilpha Keatley Snyder, Elizabeth Peters’ Amelia Peabody mysteries, and a book of Egyptian fairy tales. The wonder of those grand adventure tales set among the desert sands never left me.
Like many Kobold Press projects, the Southlands Kickstarter offers great gaming and great adventure at a good price. But if you’re looking to throw a few extra platinum pieces our way, we will try to make it worth your while. Two of the higher-pledge rewards are the Special Editions and the private forums for design shop talk. Here’s what those are about, for book geeks and for game design geeks in particular.
Southlands Special Editions
For the major releases from Kobold Press, we often create a limited run of leatherette, foil-stamped books. These are heavier and more durable versions of the book, with endpapers, bound-in ribbon bookmarks, and special treatment of the cover and spine. We’re offering this special edition again for Southlands, and if you love well-made books, you should take a look at some of the images of the Deep Magic leatherette special edition.
“One who leaves the path belongs to the jackals.”
— An ancient sab siraati saying.
If we ever gain the ability to conduct a huge character census, I think we’ll find that an abundance of orphans populate the worlds of the Pathfinder Roleplaying Game. My own collected but still substantial if only anecdotal evidence suggests the percentage of parentless PCs would be quite high. It makes sense. The lack of ties makes it harder for a GM to mess with beloved alter egos, and mythology is rife with heroes who have to shed (or have had pruned) the vestiges of mortal and mundane existence.
Consider only the cross-blooded races of Pathfinder, and the percentages of parents who are MIA or beyond distant increases. You may have a hot fling with an orc, but it doesn’t make him a good father, and the celestial parents of aasimars have better things to do with their immortal existence than show up to fencing practice every week.
From the start, I wanted to go another direction with the jinnborn.