Commoners in Galt

Welcome to Galt. The year is 4714 AR, the Red Revolution is still in full swing, and you are a nobody. Good luck!

Before creating your character, please familiarize yourself with the setting. Read the chapter on Galt in the Inner Sea World Guide, or failing that, one of the online summaries. Paizo hasn't yet published a sourcebook on Galt and the information on it is a little sparse (and all of the official sourcebooks neglect information that I consider important, such as demographics and economy), so I wrote my own description of the country. I mostly tried to avoid contradicting the canonicial sources, but where contradictions occur, my version takes precedence. (But let me know if something that I wrote doesn't make sense or if you feel that it contradicts canon in an important way.)

I've also taken the liberty of modifying the standard Pathfinder rules somewhat to address some of what I feel are deficiencies. My aim with these rule changes was to make simple, targetted changes and to avoid anything with far-reaching consequences that may break other rules in bad ways. Again, let me know if you think that any of my changes don't make sense or have worse consequences than those that I foresaw.

You will be residents of the town of Forbach, a settlement of about 1,000 people in the Horun Plain about 20 leagues west of Litran. It has a mixed population with a larger-than-average number of halflings. Besides being a commerce hub for the surrounding agricultural district, major export industries are weaving and cheese-making. There used to be a sugar mill there, but all of the people who knew how to operate it fled or were killed early in the revolution and it's been idle ever since. Forbach is not a very important town, so it has been spared the worst ravages of the Revolution. However, everyone knows someone who met their end on a Final Blade.

Your characters are young, at most a few years past the minimum age for adulthood, and they've either just finished or are close to finishing some sort of apprenticeship or studies. Perhaps you were apprenticed to a cooper. Or maybe you just entered the monastery as a novice. Please stick with core races; if you want to be something else, come up with a good reason why you live here and why the locals let you live here, and we'll talk. Use 20 point buy for ability scores so that you can be somewhat awesome. Don't build a first-level PC; create a basic creature with no class levels, one d6 hit die, 4 + INT (min 3) skill ranks, and Skill Focus in a Craft, Profession, or Knowledge appropriate to whatever you trained in. While your characters doesn't have any class levels yet, they have certainly day-dreamed about being PCs and known what classes they want to take. So figure that out now so that we don't have to wait for you when it comes up in game. Please avoid pets that regularly take part in combat unless your character is a support caster who doesn't do things that take much time in the combat round; combat turns for builds like melee characters with melee animal companions take up far too much time and detract from the rest of the party's enjoyment. If you take Leadership, the same applies to your cohort. And keep in mind that the DM gets some control over your cohort; your cohort follows you because it admires you and wants to learn from you, not because it's magically bound to you. If you regularly make your cohort do boring stuff while you have all the fun, or if you keep sending your cohort into dangerous situations, your cohort may get tired of you and leave. Finally, while you have some influence over who you take as a cohort, the pool of candidates isn't infinite; you don't necessarily get to build its stats from the ground up.

The first important thing that's going to happen to you is that you're going to be served a conscription notice. You'll be railroaded into something that will get you your first PC level (and remember, you can take whatever class you want, regardless of what the sergeant says); after that, you will have a lot of options to determine your own fate, such as deserting and trying to make a new life in some other country or returning to camp and loyally completing your term of service. It would be great if the entire party agrees on this sort of thing.