GM Gluttony's The Mother's Maw

Game Master Jigamorphic

Way of the Wicked meets Urgathoa! Wickness, undeath, and excess abound!


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In the kingdom of Talingarde, many crimes may send you to Branderscar Prison, but the sentence has but one meaning. You are wicked and irredeemable. Each of you received the same greeting when you arrived. You were held down by rough hands and branded upon the arm with a runic F. The mark signifies 'forsaken' and the painful scar is indelible proof that each of you has betrayed the great and eternal love of Mitra and her chosen mortal vassals.

Condemned, you face at best a life of shackles and servitude in the nearby salt mines. Others might await the "gentle" ministrations of the inquisitors so that co-conspirators may be revealed and confessions extracted. Perhaps, some of you will be spared this ordeal. Perhaps instead you have come to Branderscar to face the final judgement. In three days, the executioner arrives and the axe falls or the pyre will be lit.
Through fire or steel, your crimes will be answered.

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Introduction
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Hail fellow villains! The time has come for yet another game of Way of the Wicked!

But GM, we've seen so many of these so far, why should yours be any more exciting?

Well allow me to enlighten you; this isn't any old Way of the Wicked campaign, no, in an attempt to throw in just a little bit of a personal touch, I've decided to dub this game:

Way of the Wicked: The Mother's Maw

Those of you well studied in Golarion theology may have realized that "The Mother's Maw" is the herald of Urgathoa, who will be featured as the primary deity of this game.

That's right, move over Asmodeus, because there's a new cult in town! In this version of Talingarde, the focus will be placed upon two primary deities: the Queen of Radiance Mitra (think Sarenrae) and your favorite, the Pale Princess herself, Urgathoa. As the villains of the story, you will have the opportunity to join the nearly extinguished cult of gluttony, undeath, and all of the fun associated with Urgathoan worship.

What this means is that the campaign will take on some distinct undead elements, namely in terms of player options. I will be borrowing heavily from the fantastic homebrew piece Tome of Necromancy, from which players will be allowed to take feats and prestige classes. In my all to brief search, I was unable to pinpoint the authors of this amazing work, if anyone knows who they are I'd love to credit them.

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Character Creation
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What follows is taken from the free Player's Guide, with some minor additions.

Ability Scores:
Choose a Focus, an ability score at which you excel.
You receive an 18 in that score.

Choose a Foible, an ability score that is your weakness.
You receive an 8 in that score.

For the other four, roll 1d10+7 four times in order. There are no retools or moving of ability scores. Those are your other four scores.

Finally, apply racial adjustments.

Race:
Humans only! The reason behind this is that players will be given a chance to take on the abilities of one of several types of undead early in the campaign. Thus, I want all players to start as the same race to give more weight to these transformations. That being said, players are free to take any of the alternate race traits for humans, as long as they note which ones in their applications.

Alignment:
While Urgathoa's alignment is technically Neutral Evil, for the sake of the campaign her cult in Talingarde will lean more towards a Lawful Evil standpoint. While Lawful Evil is strongly recommended, players are free to take any non-good alignment. However, chaotic characters will need to have very convincing reasons for acting in accordance with the rest of the group; this isn't a 'slaughter everyone in sight' type campaign. Likewise, characters of the neutral alignments will need compelling reasons for throwing in with an evil crowd; and may perhaps be required to shift towards a more evil alignment during the campaign.

Classes:
All classes are permitted except the Paladin. Paladins do not walk the Way of the Wicked. A few classes require some special consideration below.

The Anti-paladin from the Advanced Player’s Guide is well suited thematically for this campaign. In this campaign, anti-paladins may be of any evil alignment. Further, the anti-paladin may have cohorts, followers and henchmen who are of any evil alignment instead of the usual “chaotic evil” requirement. Also, a lawful evil anti-paladin may not use their fiendish boon to add the ‘anarchic’ property to a weapon. Instead, they may add the ‘axiomatic’ property.

Assassins are a great choice for this campaign. Subtle killing can potentially be useful again and again. Yes, this is a prestige class not a core class. But it’s a great prestige class to be working towards at level one.

Barbarians can be a good choice, but since chaotic alignments are not allowed (see below), neutral evil or neutral are the only two possible alignment choices. Barbarians have the challenge of coming up with a good reason why a class as chaotic and rebellious as this one
would cooperate with a group of lawful evil followers of Urgathoa. Perhaps a cleric of Urgathoa (another PC?) saved your life and now you owe that priest your service.

Cavaliers are a fine choice for a PC but must be careful about their Order selection. Orders that defend the common folk (The Order of the Shield) or pledge allegiance to the king of Talingarde (The Order of the Lion) are probably not appropriate. Self-serving orders (for example the Order of the Cockatrice) are very appropriate indeed.

Clerics and inquisitors are allowed but must worship either Urgathoa or a some other minor deity which serves Urgathoa. Other deities are subject to GM approval.

Druids are permitted though neutral good druids are not. Evil druids are a perfectly valid choice but you must decide why such a character would ever join a lawful evil organization.

Monks may not be lawful good and are recommended to be lawful evil. A lawful neutral monk is technically allowed but would be a difficult choice. Why would such a law abiding character seek to destroy Talingarde?

Ninja and Samurai are permitted but the campaign as written makes no special allowances for them. Thus there are no eastern weapons or armor in the treasure (katana, wakizashi or naginata, for example). Further you must explain how your villainous ninja or samurai ended up in the western nation of Talingarde.

Rangers will find that Humanoid (Human) and Outsider (Good) are solid choices for their favored enemy.

Sorcerers of any bloodline are permitted. Infernal blooded sorcerers are a particularly good choice.

Prestige Classes:
In addition to the standard prestige classes (anything Paizo that's on the PFSRD) all prestige classes found here from the Tome of Necromancy are allowed. Note that they are all 3.5 and will need minor conversion. Also, if you plan on taking one, please note so in your application (don't worry, you won't be restricted to taking that PrC).

Skills and Feats:
Players will need to be very self-reliant as villains, so all characters receive two extra skill ranks per level (This is in addition to bonus ranks from being human and favored class, if taken).

The feats here will become available during the course of the campaign. These feats represent knowledge known only to powerful followers of Urgathoa and as such may not be selected at first level. The exception to this is the Child Necromancer feat, which will be available with a very well explained background and GM approval.


I realize that the majority of these feats and prestige classes cater more towards caster types. If anyone has recommendations for some options for the other classes, I'd love to hear them.

Equipment:
The characters begin with nothing. They have no money, no weapons or armor, no gear, no animal companions of any sort and no material possessions besides tattered, dirty prison clothes. Equipment will be acquired in game.

Alchemists begin without their formulae book, extracts, bombs or mutagens. They must have access to an alchemical lab or chemicals to have any of these abilities restored.
Bards begin without their instruments.

Cavaliers have lost their mount. Presumably their mount was slain or given to another during their capture. It can be presumed that their week of mourning is already in the past.

Clerics begin having chosen all their spells for the day. They do not have their holy symbol or any material components however.

Druids also begin having chosen all their spells for the day. They do not, however, have their animal companion with them. Presumably such a companion was slain during their capture. Only if they escape from Branderscar prison will they have a chance to conduct the ceremony to acquire another.

Inquisitors and Oracles lack their holy symbol if they need one.

Summoners begin the game with their Eidolon un-summoned. They begin the game shackled so they are unable to perform the necessary ritual until they are free.

Witches, Wizards and Magi do not have their spell books, material components, familiars or bonded objects. They do however begin with a full selection of memorized spells from before their incarceration.

Traits:
You must choose one Paizo trait (any official source, re-skin if necessary), and one campaign trait to represent the crime you committed that landed you in Branderscar. Other crimes/traits may be invented, but, as always, are subject to GM approval. The campaign traits are as follows:

Arson: You have willfully started a fire that destroyed property. To be sent to Branderscar, you didn’t start just a minor little trash fire. Your act of arson threatened a major town, city, church or castle and likely cost someone their life. You’ll be punished for your crime by facing the fire yourself.

Punishment: Death by burning

Benefit: Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your damage roll. This bonus is a trait bonus.

Attempted Murder: You tried to kill someone and botched the job. To be sent to Branderscar Prison, you did not try to kill just anyone. You likely assaulted someone of great importance and prominence.

Punishment: Death by beheading

Benefit: You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Blasphemy: Either you have defamed the great god Mitra and have been found guilty of worshiping Urgathoa.

Punishment: Death by burning

Benefit: +2 trait bonus to Knowledge (religion) and Knowledge (religion) is always a class skill for you.

Consorting with the Dark Powers (Witchcraft): You have been found guilty of summoning an evil outsider. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was, “May Mitra have mercy upon your wretched, damned soul.” If only you could get a chance at revenge!

Punishment: Death by burning

Benefit: You receive a +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you.

Desecration: You have violated one of the churches, cathedrals or holy shrines of the great god Mitra. To be sent to Branderscar this was no minor act of vandalism. Instead you have done something flagrant and spectacular to dishonor the Shining Lord.

Punishment: Death by burning

Benefit: You receive +1 trait bonus on all saving throws against divine spells.

Desertion: You have deserted from the Talirean military and been recaptured. To get sent to Branderscar this was not some minor or routine dereliction of duty. Instead, you abandoned your post during a time of crisis -- perhaps battle or while defending the Watch Wall. Regardless of the exact circumstances, your laziness and cowardliness must have caused loss of life.

Punishment: Death by hanging

Benefit: You receive one bonus skill point per level that must be spent on the Profession (Soldier) skill. Profession (Soldier) is always a class skill for you.

Dueling unto Death: You have engaged in a duel to the death and mortally wounded an opponent. The opponent was honorable enough to say nothing before he expired. Alas that his family or companions was nowhere near so honorable. Dueling was once common in Talingarde before the House of Darius came to power. The House of Barca all but encouraged duels of honor. Now, dueling of any sort is punished severely. Dueling to the death is a sure way to be sent to Branderscar Prison.

Punishment: Death by beheading

Benefit: You gain a +1 trait bonus to Fortitude saves

Extortion: You have defrauded money from someone by holding information of their wrongdoing over their heads. To end up in Branderscar, this was no minor act of merely threatening to expose someone. Instead you ave attempted extortion against someone of great prominence and for exorbitant stakes.

Punishment: Life at hard labor in the salt mines

Benefit: You receive a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Forgery: You have forged documents issued either by the crown or by the Church of Mitra. Alas, that your forgery while competent was not entirely undetectable. To be sent to Branderscar, this was no minor finagling of paperwork. This forged document could have cost lives, undermined the reputation of the Church or endangered the security of the realm.

Punishment: Life at hard labor in the salt mines

Benefit: You gain a +3 trait bonus to Linguistics skill checks to commit forgery and Linguistics is always a class skill for you.

Fraud: You tried to bilk someone out of their cash. To end up in Brandescar Prison, this was no petty con job or penny ante racket. Instead, you brazenly tried to defraud someone important of a huge sum of money. And it almost worked too!

Punishment: Life at hard labor in the salt mines

Benefit: You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you.

Grave Robbery: It is forbidden by sacred law to dishonor a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honor this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none.

Punishment: Death by beheading

Benefit: You receive a +1 trait bonus to confirm critical hits

Heresy: You have denied the supremacy of Mitra and been condemned for it. For this to be a crime, you were not content to keep your heresy to yourself. You tried to sway others. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was: “Mitra may forgive you yet for your lies. Talingarde will not.” If only you could get a chance at revenge!

Punishment: Death by burning.

Benefit: You receive a +1 trait bonus on all saving throws against divine spells.

High Theft: You had a foolproof plan to steal some great treasure. Alas, the scheme had a fatal flaw and went horribly awry. To be sent to Branderscar prison, this was no ordinary robbery attempt. You tried to steal something of great value or religious significance.

Punishment: Life at hard labor in the salt mines

Benefit: You receive a +1 trait bonus to Reflex saves.

High Treason: You have willfully worked to bring down the current Monarch of Talingarde -- the beloved King Markadian V called the Brave of House Darius. To be successfully tried for High Treason you have done more than merely dislike the king, you did something tangible to undermine his rule. Alas, that you failed at your plot and are now headed to Branderscar Prison. Treason is the only crime that is still punished by the gruesome ritual of being drawn and quartered. Your stay at Branderscar will be brief.

Punishment: Death by drawing and quartering

Benefit: You receive a +1 trait bonus to Will saves.

Kidnapping: You have abducted someone perhaps to ransom them or do unspeakable things to them. Unfortunately, you were caught and your victim was rescued (if they weren’t rescued -- you would be guilty of murder instead). To be sent to Branderscar Prison, you must have abducted someone of great importance or in a particularly gruesome manner.

Punishment: Death by beheading

Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Murder: You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgivable act. You may also have killed someone with powerful friends.

Note: You are not allowed to have killed someone in the royal family of Talingarde. You may have tried (his would instead be High Treason -- see above) but ultimately they are too well protected.

Punishment: Death by beheading

Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.

Piracy: You have been caught in the act of piracy on the high seas. This is a rare crime these days since Markadian I called the Victorious burned the last major pirate fleet to threaten these isles. Still the crime is punished harshly. Likely you are the sole survivor of your ship.

Punishment: Death by hanging

Benefit: You may select either Bluff or Intimidate. The selected skill receives a +2 trait bonus and is always a class skill for you.

Sedition: You have attempted to covertly stir up rebellion against your rightful sovereign. This differs from high treason in that you attempted to convince others to make war against Talingarde instead of taking direct action yourself. A subtle difference to be sure. But it is the difference between receiving the swift justice of the axe instead of the slow suffering upon the rack.

Punishment: Death by beheading

Benefit: You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you. Further if you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Slave-Taking: Slavery is illegal in Talingarde and a very rare crime. Still, once in a great while, slavers from the mainland will foolishly make an incursion into Talirean protected territories. When they are captured alive they are always made an example of.

Punishment: Death by beheading

Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Slave Trading: Slavery is legal in other parts of the world and it can be tempting to the most decadent of Talingarde’s nobility to acquire a “souvenir” when traveling abroad or to purchase the object of their desire from a less reputable merchant. However you ended up trading slaves in Talingarde, you were caught red handed and now you will lose more than simply your freedom.

Punishment: Death by beheading

Benefit: You receive one bonus skill point per level that must be spent on the Appraise skill. The Appraise skill is always a class skill for you.

Background:
There are three questions which I would very much like to have addressed in every background.

Why are you evil? No one simply becomes evil out of the blue. All characters must provide some compelling reason, some motivation for their wickedness. Some questions to consider on this front include: Why did you turn to crime? When could you have last turned back? And now that you cannot, whom do you blame for your scars?

What was the specific nature of your crime? Besides simply choosing a crime, you should also consider how the crime was done. Some questions to think about: Was this a well-planned criminal enterprise or a crime of passion? Did you do it alone or have accomplices? Was this the first time you did this crime or are you a repeat offender?
This has been said before, but it bears repeating. your character actually perpetrated the crime. you may have done it for what seemed like noble reasons. You may have gotten entangled in this criminal enterprise willingly. But there is no doubt that you are guilty. You have not been sentenced to the worst prison in Talingarde unjustly.
You are here because you deserve to be.

And lastly:
Are you the sort of character who can take the chance to join an evil organization and swear allegiance to the master of the organization and its patron - the dark god Urgathoa? If yes, then submit away!

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In Closing
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Whew! Nice going if you managed to get through all of that! Anyways, I'm aiming for a party of four; if I get lots of really good submissions I may go over that. Also make sure that you will be able to stay active and post at least once a day (at least). If anyone has any questions about setting I can post some Talingarde specific info, otherwise, get cracking!


Str - 1d10 + 7 ⇒ (9) + 7 = 16
Dex - 1d10 + 7 ⇒ (9) + 7 = 16
Con - 1d10 + 7 ⇒ (7) + 7 = 14
Int - 1d10 + 7 ⇒ (1) + 7 = 8
Wis - 8
Cha - 18

Dotted for interest.

Some sort of oracle.


Max interest :)


Dex - 18
Cha - 8
Str - 1d10 + 7 ⇒ (3) + 7 = 10
Con - 1d10 + 7 ⇒ (6) + 7 = 13
Int - 1d10 + 7 ⇒ (4) + 7 = 11
Wis - 1d10 + 7 ⇒ (3) + 7 = 10

I'm thinking a Ranger. Will update with further information.

Edit, apply +2 Racial Bonus to Wisdom


Ok, I am definitely interested, but looking at some of those PrCs, they seem to be a bit more powerful than the norm.

There's a few that I like, though I would suggest allowing the PrCs from Libris Mortis as well.


Monkeygod wrote:

Ok, I am definitely interested, but looking at some of those PrCs, they seem to be a bit more powerful than the norm.

Epic heroes deserve epic villains! And that's why I was looking for a little something extra for the non-necromancy characters.

As far as Libris Mortis, haven't checked it out, but it sounds right up this campaign's alley.


Two PrCs stuck out to me:

The Master of the Seven Necromantic Mysteries and the Widow Queen both look like they might be a lot of fun.

I will probably be a Necromancer, as its been a while since I've played one.

Edit: To help out any martial characters, this is a great PrC as well:

Bone Knight


Hey, I am also interested. Likely going for bard.
Focus-Cha=18
Foible-Wis=8
Str-1d10(6)+7=13
Dex-1d10(6)+7=13
Con-1d10(10)+7=17
Int-1d10(1)+7=8 (+2 racial for 10 total)
Strange combination of stats XD

Edit: Likely would like the arcane duelist archetype as well.


I've seen that Tome somewhere before, but I can't remember where...

Anyway, I'm thinking about a Witch, perhaps the Gravewalker archetype, with the Child of Necromancy feat. Other classes might work too, depending on ability scores.

Str: 1d10 + 7 ⇒ (4) + 7 = 11
Dex: 1d10 + 7 ⇒ (9) + 7 = 16
Con: 8
Int: 18
Wis: 1d10 + 7 ⇒ (10) + 7 = 17
Cha: 1d10 + 7 ⇒ (10) + 7 = 17

Oh, that is just a wonderful set of stats... time to 'make' some friends! (:<


I would like to be a rogue.
Would one be able to become a vampire?
My idea is to play a vampire assassin type


Check out the 'New Rules' section of the Tome of Necromancy for information on how PC undead will work.

Essentially, if you want to become a vampire, you receive a weaker template and then have the option to improve it through racial paragon levels.


Ah how did I miss that bit. Thanks.


NE male human Bard 1
Fraud trait, he spent a lot of time impersonating various folks to swindle some folk or other out of some money. One day, he'd try to pretend that he was asking for church donations, the next, he'd be running a snake oil scheme. He was arrested for attempting to "collect on debt" owed by the royal treasury to a foreign nation, using disguise self to take the form of a foreign diplomat.
This character tries to get away with whatever he possibly can, and is pretty much out there entirely for his own gain. He will take any advantage to possibly escape from prison (Including an alliance with a necromantic cult).
More specifically, he has the above stats from my previous post, and the arcane duelist archetype. His skillset is based towards concealing who he is, more than where he is. Thus, he has no ranks in stealth, but instead in bluff, disguise, and sleight of hand. This is because it's his personal philosophy that it's a lot harder to get caught if they never think you did anything wrong.

If you'd like me to do anything specific with this information, like create an alias or something, ask. That's what I've got for now.


Ok so stats.

Strength: 1d10 + 7 ⇒ (6) + 7 = 13
Dexterity (focus) 18
Constitution: 1d10 + 7 ⇒ (3) + 7 = 10
Intelligence (foible) 8
Wisdom: 1d10 + 7 ⇒ (8) + 7 = 15
Charisma: 1d10 + 7 ⇒ (9) + 7 = 16

Hmm that's pretty good.

Sovereign Court

Going to be a warrior type, not sure which one just yet but leaning between cavalier or Barbarian. Rolling stats and will figure it out.

Strength(focus):18
Dexterity:1d10 + 7 ⇒ (9) + 7 = 16
Consitution:1d10 + 7 ⇒ (2) + 7 = 9
Intelligence:1d10 + 7 ⇒ (9) + 7 = 16
Wisdom:1d10 + 7 ⇒ (2) + 7 = 9

Charisma(foible):8

Will be interesting

Sovereign Court

Ooo! This does sound interesting :-)

Str: 1d10 + 7 ⇒ (10) + 7 = 17
Dex: 1d10 + 7 ⇒ (4) + 7 = 11
Con: 1d10 + 7 ⇒ (7) + 7 = 14
Int: 1d10 + 7 ⇒ (8) + 7 = 15
Wis: 8
Cha: 18

Hmmm... Since everyone else so far seems to be focusing primarily on arcanists, I think I might generate a front-line fighter.

Tentative build is Ranger 2 (to pick-up claw attacks) / Anti-Paladin 4 / Ghoul Paragon 3 / Death King 6


I would want to go Thief of Souls since it seems to have assassin like abilities.

Dark Archive

I've a concept that I'd love to bring in to a WotW campaign, but it requires being Small. Would you allow a small human?

The concept is a lazy summoner that rides his eidolon around in the form of a chaise lounge. Originally the PC was a Small tiefling (using the rule in Blood of Fiends) of the Beastbrood variety. A small fat cat ushering his minions on.


I am DEFINITELY making a character for this! When is the deadline? Please don't say today, as I can have a character up by tomorrow! I'm looking into several of the prestige classes and I'm like a kid in a candy store or rather, a ghoul in a halfling community! I do recall a joke about this somewhere, but I can't remember where. In any case, let me just belt out my evil laugh so I can focus on being more serious in the game: MWAHAHAHAHAHA! Oh, and serious question GM, minimum of 1 post per day, correct? And I'll likely play an evil Druid or Bard so that I can help out in all situations. And trust me, not going to let the Druid's NE alignment get in the way of party cohesion if I make that character.

Sovereign Court

Checking dice rolls for interest. Preferably a thief-type Grave-robber (rogue built around trapping, disabling and the like) with a motto: "Nothing belongs to the dead, unless they can keep me out one way or the other."

Strength: 1d10 + 7 ⇒ (5) + 7 = 12
Dexterity: 18 + 2 = 20
Constitution: 1d10 + 7 ⇒ (1) + 7 = 8
Int: 1d10 + 7 ⇒ (1) + 7 = 8
Wis: 8 = 8
Cha: 1d10 + 7 ⇒ (1) + 7 = 8

Wow, those stats are DREADFUL. Gives me a nice "diseased/cursed after a failed theft" concept, though.


ouch!


Also, since Tome of Necromancy is 3.5, can we also take flaws in order to gain bonus feats? Just wondering, because I have a great flaw lined up for either of my characters. And what are our undead template options or are those a secret for now? And the reason I haven't made a character yet is because I still have these questions.


Any chance at allowing a Gestalt character if said person uses a slower Exp progression track? Since we're talking about 3.5 stuff. :3

Or, if not that, then how about PF Psionics?


I'm a little surprised no one has submitted a cleric yet:

NE Cleric of Urgathoa, working towards Divine Scion (Inner Sea Magic, p.46)

Strength: 1d10 + 7 ⇒ (2) + 7 = 9
Dexterity: 8
Constitution: 1d10 + 7 ⇒ (9) + 7 = 16
Intelligence: 1d10 + 7 ⇒ (3) + 7 = 10
Wisdom: 20
Charisma: 1d10 + 7 ⇒ (2) + 7 = 9

Well... That sucked... A lot. Probably a clumsy, bloated priest.

Feats:
Necromantic Affinity (Inner Sea World Guide p.287)
Iron Will

Traits:
Heresy: +1 saves vs. Divine spells
Focused Mind: +2 concentration checks

More to come, still working on domains (since I won't be much of a channel energy cleric)

Dark Archive

Oh, reading through some things in anticipation of a "No." on the Small Human thing.

Would you allow a Blight Druid to take a Vermin Companion instead of a Domain? APG came out before UM so the rules for Vermin Companions weren't out yet.


I have great interest in this.

Strength:1d10 + 7 ⇒ (7) + 7 = 14
Constitution:1d10 + 7 ⇒ (5) + 7 = 12
Wisdom:1d10 + 7 ⇒ (10) + 7 = 17
Intelligence:1d10 + 7 ⇒ (8) + 7 = 15

Foible: Dexterity
Focus: Charisma

Hmmm... I am leaning toward either Anti-Paladin or Cleric, though with that intelligence a wizard or witch is also possible and so too a druid.

I think I will be playing an undead lord cleric.


Artorius Pavo, I'm not the GM, but I could not help but notice that your character worships Asmodeus. In the GM's post, it said Asmodeus is replaced by Urgathoa. Just helping you out here. And as for why I looked at the character, just looking to see what NOT to add to the party with my character. Don't want to edge in on someone's territory after all.


The character idea currently in the profile was for another Way of the Wicked character concept. I didn't get into that game.

Way of the Wicked has been something of a quest of mine. I've yet to make the cut for whatever reason.

I've removed most of that old character concept now to prevent confusion.

GM Gluttony: When is the deadline date? Also, how much of the Way of the Wicked are you using? Are we in Golarion? Are there any other special notes we should be aware of? I assume that it was Urgathoa who got purged? Does that mean the Barca's used to worship Urgathoa?


I think I'm going to back out. Not because of anything with the campaign - it sounds like it will be a blast. It's just that if 3.5 stuff is being incorporated, I have no experience whatsoever with that. My only PF experience is 7 society sessions. My roleplaying experience beyond that is pretty nascent as well (just started tabletop RPGs in February 2012). Since I'm still learning what is in the Core Rulebook, let alone any supplements -Paizo or otherwise - I will probably be more of a burden than an asset.

I'll probably end up reading over the adventure as it unfolds.

Sovereign Court

Answering Questions as Grelber 'Edward' Scaeon:
Quote:
Why are you evil?

"I'm not evil, I'm practical," Edward answers. "If I'm unhappy, then I should do what'll make me happy, right? Plus, those bodies din't have nothin' they needed, anyways. They should'a said somethin' if they did," he adds with a smirk.

Quote:
Why did you turn to crime?

"Easy money. The dead don't need what they have. They're dead."

Quote:
When could you have last turned back?

"Turn back? Like out of my profession? Could'a done that any time. Not like I would. If yeh mean 'from the bastard who clubbed me', I would'a turned back if I could'a," Edward says as he pushes some hair aside to show a nasty bruise that's almost healed up.

Quote:
Whom do you blame for your scars?

"Well, th' burn mark I can blame on one'a these damn guards. All the others was prob'ly just one'a th' many times I got careless." Edward shrugs. "Nobody's perfect."

Quote:
What was the specific nature of your crime?

"See, my profession is a self-sustainin' one; Rich folk die and bury themselv's with their stuff, right? Well, after a'while, most folks forget about 'em. I don't, though. This last time, everything was goin' fine; some wealthy lass was knee-deep in plat'num. A dutchess, I think, but I'm not 'tirely sure'a anythin' 'nymore. So, I go sortin' through her stuff an' jus' as I'm wondering how much that dress'd be worth if I clean it up, I get knocked upside the head by somethin'. I wake up in cust'dy of some friggen' patrolman. Says I was layin' outside the tomb with a bag'a'coin."

Quote:
Was this a well-planned criminal enterprise or a crime of passion?

"Other than 'time of day' and 'not forgetting y'er damn tools', there ain't a lot of plannin' to robbin'."

Quote:
Did you do it alone or have accomplices?

"Havin' someone around last time would'a helped, definitely."

Quote:
Was this the first time you did this crime or are you a repeat offender?

"Hell, I had more gold as a kid than I did now. Folks are a little more willing to buy secondhand jewelry from a poor kid than some my ugly mug."

Quote:
Are you the sort of character who can take the chance to join an evil organization and swear allegiance to the master of the organization and its patron - the dark god Urgathoa?

"If they'll get me out'ta this cell and want me to do my job for'm, I'll sign damn'near 'nything."

Note: If I'm picked, I'm probably gonna take Focused Study, since Skill Focus was probably going to be one of my feats anyways. The general build is skill monkey, especially with 8s in all mental stats AND Con.


You cannot beat the strange and lingering feeling that you are all being watched.

Or, to put another way...dot.

Gary McBride
Fire Mountain Games

Dark Archive

You do love seeing people struggle through your AP, don't you? :)


This seems pretty cool. Time to see what the RNG gods think.

Strength - 8
Dexterity - 18
Constitution - 1d10 + 7 ⇒ (7) + 7 = 14
Intelligence - 1d10 + 7 ⇒ (7) + 7 = 14
Wisdom - 1d10 + 7 ⇒ (3) + 7 = 10
Charisma - 1d10 + 7 ⇒ (7) + 7 = 14

I'll need to think on these stats a bit, but it seems like they could support some sort of hybrid fighter caster.


Zounds! This is progressing quite nicely. Thoughts:

  • Leinathan: You've got a solid start, but I'd like to see your crime become a little more 'wicked.' Perhaps get into detail about the scheme, maybe ruin a career or two.
  • Twilsemail: I'm sorry but I'm going to say no on the small character. As mentioned, in order to make the process of transformation more drastic, I want you all to start out as relatively normal humans. The vermin companion with the blight druid would be fine, however.
  • Silver Prince: Could you perhaps give me a link to the flaw? Before I give you the okay I'd like to know what it is. As far as the undead templates, check the 'New Rules' section of Tome of Necromancy.
  • Crustypeanut: Unfortunately I'm going to have to say no on the gestalt, however I might be able to make an exception for the psionics. Tell me a little bit more about what you had in mind.
  • Artorius Parvo: The plot will be mostly the same, the main changes will be mostly cosmetic with regards for the plot. And yes, Urgathoa is completely replacing Asmodeus.

A few of you have asked about deadline. In my haste to put this up I failed to plan a deadline for submissions. I'm going to see where we are in a day or two, and then probably set a hard deadline.


I was originally intending for the character to be a simple opportunist without real empathy who is slowly drawn to being more evil over time, but here's what I can do about more wickedness (assuming it's alright to commit more than one of the crimes but only have the trait for one):
-Dareon killed somebody (and perhaps their loved ones, so that he'd be found out more slowly) and stole their identity for the purpose of completing his fraud. With this option, foreign diplomat becomes less viable (as he'd have to travel A LOT) so I have a setting question: Are there banks?

Dark Archive

@GM: I'm trying to sort out if a Summoner can qualify for "Child Necromancer" from the Tome of Necromancy. I've got a Necro level 1 spell, I just don't know if there's a Necro level 0 spell for summoners.

Would "Cantrips" and "Spells" be in separate categories for feat pre-reqs? Would the Feat "Extra Cantrips" from UM allow me to take Bleed or Touch of Fatigue as an extra cantrip?


I'm fine with you being a mere opportunist who becomes evil over time, but the event that landed you in Branderscar should be some sort of catalyst for you; something that kicks off this process, or at least prepares you for what is to come. You don't necessarily need to murder someone (you can commit multiple crimes if you want), but perhaps your crime and the events preceding it gave you some reason to hate Talingarde.


twilsemail wrote:

@GM: I'm trying to sort out if a Summoner can qualify for "Child Necromancer" from the Tome of Necromancy. I've got a Necro level 1 spell, I just don't know if there's a Necro level 0 spell for summoners.

Would "Cantrips" and "Spells" be in separate categories for feat pre-reqs? Would the Feat "Extra Cantrips" from UM allow me to take Bleed or Touch of Fatigue as an extra cantrip?

I forgot about Child Necromancer. I'd rule that you can take of those cantrips as a trait, leaving you with only one trait (your crime), and the ability to take the child Necromancer feat. However, I'd recommend that you don't play an actual child, rather a fully grown human stunted by necromantic energies.

Sovereign Court

Do you want anything else from my near-suicidal application posts?

Dark Archive

GM Gluttony wrote:
I forgot about Child Necromancer. I'd rule that you can take of those cantrips as a trait, leaving you with only one trait (your crime), and the ability to take the child Necromancer feat. However, I'd recommend that you don't play an actual child, rather a fully grown human stunted by necromantic energies.

Certainly. I'd intended for him to be near the max starting age for a human, actually. Just, Y'know, looking 12.

I'll get a background written up (I'll probably just rewrite the original) and see where I'm going from there.


El Baron: Crunch and a short background perhaps?


GM Gluttony, please let me know if anything in my backstory needs to be changed or can be altered to more properly fit your version of Talingarde and the AP.

I may multi-class a bit, as the story I wove doesn't really rely on a class and my stats have allowed the character some possibility to grow out into several evil paths.

Background:
“In your self-righteous ignorance you condemn me, because you fear the truth I represent. I am a child of the legacy you have wrought. All I ever wanted was opportunity, a chance, but I did not fit the glorious mold your dogma and traditions hold up as the standard. I did nothing more than pull at the seams and wedge open the cracks of dissatisfaction. I am illumination in the darkness of your ignorance. It is for this crime you sentence me. You can hide behind your scriptures and prayers, shield yourself with crown and flag, but it will not, cannot change the simple truth – Your faith is flawed and broken, your dynasty is corrupt and decaying and only by embracing the truth and making reform can you be saved.” — Artorius Pavo on his sentencing for crimes of Sedition, treason, and blasphemy.

Artorius Pavo was the first and only son of Grachan Pavo, a simple rancher who traced his lineage back to a proud line of knights who served the Kings of House Barca. The knights of Pavo were brave men and renowed champions of arms. His great-grandfather and twice-great uncle were both members of the elite cavalry slain on the bridge of Tamberlyn. When the usurper seized power house Pavo was not spared retribution. The majority of its lands were taken and its wealth confiscated. The beautiful manors and estates of the house were seized by the crown and its supports. Yet the house of Pavo continued on, bitter and dejected, but nominally loyal. Most stayed in the Cambrian ports in a bid to gain favor with the Usurper, but not Artorius's grandfather Haldicio. He fled to the heartland and found a small place far from the politics of capital. There he raised horses and kept his family out of politics. It is a policy that saved him and his line.

Following the brief reign of King Markadian III, his nephew Marcus returned to the capital and was crowned Markadian IV. To most he was known as "the Zealous" but to house Pavo he was simply "The enemy". The purges that began his reign swept the house of Pavo up in its grip. Most of the house was utterly destroyed, with Haldicio's line only barely surviving due to their relative isolation.

Artorius was named after one of the great knights of the age when the Barca's still ruled, but the circumstances of his birth conspired to prevent him from living up to the glory of his ancestors. Artorius was born with a disease of the nerves, causing him to suffer from conditions similar to tetanus - with painful spasms and locking of the muscles, as well as inflamation and pain in the joints. Despite his frailty, his parents provided ample love and nurtured him with stories of the Knights of old. Children being cruel, shunned him, so he found himself more often in the presence of books or animals then other children. Though hurt by the words of the local children, Artorius desperately sought their acceptence. He struggled against his ailment, building his muscles as he dreamed of being a Knight and loved by all.

When he was thirteen men jealous of the prosperous ranch that Haldicio and Grachan Pavo had quietly built for their family conspired to take the lands for themselves. Rumors began circulating that Grachan practiced forbidden rites and remained loyal to the Barcas. These rumors gained the attention of some within the capital, for Grachan was a Pavo afterall. An inquisiton fell upon the ranch and rather then suffer through it, Artorius's father Grachan took his own life. Artorius was the one who found him. His body just hanging lifeless from the rafters of the stable. His mother kept the ranch for a little while, but money became an issue and she soon found herself in debt to the very men who orchestrated her husbands fall.

At this point Artorius was old enough to become a squire. He believed if he could squire for one of the country knights he could help support his mother. He was ridiculed, humiliated and rejected. No man present wished to have a twitching, spastic squire despite his knowledge of grooming and gracious manner. That he was a Pavo only made it worse. His life-long dream crushed, he nearly joined his father in death, but something in him refused to give in. He found himself blacklisted from any work. His mother eventually was forced to sell the ranch and they moved to Ghastenhall. His mother found work as a seamstress for one of the smaller acting troupes and Artorius found work as an actor, playing the villain or buffon in many a play. Many thought his spasms gave the roles greater novelty.

Night after night he was booed or laughed at. More than once when he played a villain he was struck by rotten fruit or worse. Years of frustration, resentment, and abuse hardened his heart and gave birth to a creeping misanthropy. He found mankind to be driven solely by egotism and malice. As his hatred grew he began to believe that he was not meant to play men with power like Kings and Archbishops, he was meant to be one. Only then could he change the injustices of the world. Only with power could he bend and shape reality to reflect a just existence. Why with enough power, he could even overturn death and undo the injustice forced on his father.

This new truth was confirmed for him when his mother died in the winter months due to an illness that could have been easily cured. He had pleaded day after day with the priesthood of Mitra, but received only excuses and half-promises. One ragtag acolyte arrived almost two weeks after she passed. The church expressed regret and sadness, but they were happy enough to perform the funeral and take what little coin Artorius could provide for the burial.

A month later Artorius was visited by a stranger after the last performance of the comedy “The Sins of Orlo of Urgathoa” a particularly droll play in which the villain Orlo Darca makes one nefarious blunder after another, ultimately ending in his death by the hand of his virtuous Paladin sister and the Male protagonist.

The visitor was a man who appeared to be almost a century old. He reeked of a combination of the ports and the grave. There was something off about the stranger as well and it wasn’t just the smell of brine which clung to him. He claimed to be Esus Pavo and a distant relation. A skillful reader of lies even at this young age, Artorius sensed no falsehood in the man’s claim. Finding a quiet corner of a tavern, Esus wove a intricate tale of betrayal and loss. He spoke long into the night and for safety they reached to a room. He began with the destruction of the house of Pavo at the hands of the Priesthood of Mitra and the enforcers of the last King’s peace. He spoke of how innocents were put to the sword or burned alive. He wove in the falsehoods of the Mitran faith and the unjust subjugation of divergent faiths. If there were lies in the story, Artorius did not pick them out, for he wanted to believe. He needed to believe. Finally, when Esus realized he had the full sympathy of the man before him he told how Urgathoa had guided Esus to Artorius. That the Pallid Princess saw vast potential in Artorius. Esus needed to say no more. It was at this moment that Urgathoa had captured the heart of Artorius. Artorius left the troupe the next day and journeyed with Esus to Matharyn.

Artorius spent years learning his new faith under the guidence of Esus and plotting the downfall of Talingarde. He knew that he could not have been the only one dissatisfied with the reign of House Darius. From their small, unassuming house in Matharyn a web of sedition spread across the islands. It touched the Yutak and the barbaric Iraen, sunk its claws into destitute farmers in the heartlands and inticed the poor soldiers on the watchwall to rebellion. Everything seemed to be going so well, Cells were formed, plans were hatched, Artorius even began delving into the powerful magicks of the dark arts... when without warning it all came crashing down around him.

It was not a slip up he caused. Up until the day they came for him he was sure that no one suspected a thing. Someone else had leaked his identity and true purpose. He never discovered whether it was a traitor in the cell or merely a weak link who broke under questioning. They came for him in the midst of one of his diatribes against the crown, rooting out his sedition by cloaking two of their number in the guise of two recent recruits. It was too late by the time Artorius realized he had imposters in his midst. The knights overpowered him and locked him in chains, beating him severly in the process. The irony did not escape him - He had become the so-called monster knights fought against.

A grand trial was held in Matharyn, an attempt to show that the Crown and Church was strong and once more the evil of the Pallid Princess had risen only to be brought low. In the beginning Artorius lied and professed his innocence, but when he saw the weight of evidence against him his tone changed. Unwilling to beg those he viewed his lessers for mercy, he spoke the truth. They did not like his version of the truth. The court found him guilty of the crimes of sedition, heresy, blasphemy, and treason. The only crime they missed was witchcraft, not that it mattered. He found himself sentenced to death by beheading. Artorius now spends the last of his days at the infamous Branderscar prison.

Dark Archive

Roster as far as I can tell:
Pezmerga - Oracle
True Repentance - Rogue
Leinathan - Bard
Azten - Witch
Roidrage - Fighter type
Luke Parry - Ranger (going towards Anti-Paladin)
Silver Prince - Interest Noted
El Baron - Rogue
Neil Mansell - Cleric of Urgathoa
twilsemail - Childlike Summoner
Artorius Pavo - Cleric
Tazo - Fighter Type

Tazo! I love your tea!

Feel free to let me know if I've missed you or mislabeled you. If the list gets much longer I'll start putting it up in a Brawn / Brains / Arcane / Divine breakdown.


twilsemail wrote:
GM Gluttony wrote:
I forgot about Child Necromancer. I'd rule that you can take of those cantrips as a trait, leaving you with only one trait (your crime), and the ability to take the child Necromancer feat. However, I'd recommend that you don't play an actual child, rather a fully grown human stunted by necromantic energies.

Certainly. I'd intended for him to be near the max starting age for a human, actually. Just, Y'know, looking 12.

I'll get a background written up (I'll probably just rewrite the original) and see where I'm going from there.

Another Child Necromancer? Brother! :D


Dangit. I had crunch, personality, and goals taken care of but Paizo boards timed out on me. I will have to redo that... at least I didn't lose the backstory.

Twilse - At first level I will be a Cleric (undead lord achetype) if you want to put that in your chart.

Sovereign Court

'Edward' rough draft:
Note that I have the intro post's questions answered in a previous post.
Human Rogue (Trapsmith) 1
Str: 12 | Dex: 20 | Con: 8 | Int: 8 | Wis: 8 | Cha: 8 FEAR MY 4 POINT BUY!

Traits: Grave Robbing (+1 confirm crits), Reactionary (+2 Init)
Racial Bits: Skilled, Focused Study
Feats: Skill Focus (Disable Device)*, Skill Focus (Perception)
Skills: 8 per level + -1 from Int + 1 from Skilled + 1 Fav'd Class

Acrobatics: 1+5+3
Appraise: 1-1+3
Bluff: 1-1+3
Climb: 1+1+3
Disable Device: 1+5+3+3
Escape Artist: 1+5+3
Knowledge (Local): 1-1+3
Percep: 1-1+3+3
Stealth: 1+5+3

Grelber Scaeon was born to a poor family, who was raised on the ideologies of survival. His meager start started him on his path of self-indulgence as his father and mother taught him the basics of petty theft. Stealing an apple here, some bread there lead them to get by until his parents were caught and jailed. Grelbar was taken administered to an orphanage of Mitra. The lessons never quite took, however, as his new life was no better than his old one. Particularly because his new life didn't include the only family he ever had and that the church was the cause of them being taken away.
When Grelbar was too old to be housed in the orphanage anymore, he sought out his parents’ whereabouts, but had no luck. During his travels, he happened upon a group of tomb delvers, whom accepted the young man to be their new face (as all of theirs had been seen too many times before.) They taught the boy a few tricks and cut him in the pay. After a few good scores, however, the group finally caught their last catch and was decimated by a score of animated guardians. The boy escaped merely by being hard-to-catch and small enough to fit through a handy crevasse. The boy adopted the leader's name "Edward" as a new cover and began to wreak havoc across graves across Talingarde.
"Edward" has made an equal number of good scores and bad ideas throughout his life so far, thinking little of the long run. His trail of crimes ended in a tomb of a Duchess, however, where an undead guardian snuck up on him as the intruder attempted to steal the Duchess' dress. He was placed outside the tomb, where a random patrol finally caught him.

Nowadays, "Edward" is can be recognized for his numerous backside scars, graying black hair, tanned-brown skin, and penchant for living in the moment. He is an unkempt individual when it comes to hygiene and he's none too bright from a mix of too many blows to the head, a idiotic bravado, and a lack of education. He's nonetheless good at one thing; opening locks. He's also learned to keep a better eye out for folks sneaking up on him.


I'm in the process of typing up the Druid! Will have the submission done in around an hour, background and all. And yes, it's a child necromancer! When you hear the backstory, you may just support it, but first the rolls!

STR- FOIBLE
DEX- 1d10 + 7 ⇒ (7) + 7 = 14
CON- 1d10 + 7 ⇒ (3) + 7 = 10
INT- 1d10 + 7 ⇒ (2) + 7 = 9
WIS- FOCUS + ability score bonus
CHA- 1d10 + 7 ⇒ (8) + 7 = 15


Whoooo! My INT is craptastic! The other stats are doable though! Ok, so listing what the ability scores will look like after the human racial bonus and the child necromancer penalty.

STR04
DEX14
CON10
INT09
WIS20
CHA15

Oh, and the campaign trait is Arson!

Will finish the character soon.


well I'll throw this character in the mix.

the backstory actually begins in Magnimar then he was sent to Branderscar prison on the island nation of Talingarde.

he was in another Way of the wicked that never got started.

stuff is pretty much in the profile...

stat rolls of course will need to be redone (rats I liked the rolls I had but oh well)

Str:: 1d10 + 7 ⇒ (7) + 7 = 14
Dex:: 1d10 + 7 ⇒ (10) + 7 = 17
Con:: 1d10 + 7 ⇒ (1) + 7 = 8
Int: 8
Wis: 18
Cha:: 1d10 + 7 ⇒ (7) + 7 = 14
well looks like that con will be a killer but might be able to work it out.

Dark Archive

Background:
It is the creak of hemp rope on well weathered wood that I miss the most. It can lull one to sleep more swiftly than even a mother’s lullaby. It’s been a while since I’ve heard that sound. Since I was betrayed by my partner, Barnabas.

He and I had known each other for quite some time. I wouldn’t call him a friend. You learn swiftly, when working the slave trade, that you have no friends. You simply have those that have yet to betray you. I left the ship, my xebec the Xephyr Wind, to close a few sales at a Talingarde estate. Barnabas could never be trusted with the truly delicate sales.
I was waylaid by the guard on the return trip. They’d received a tip that a slave trader was in town and I matched his description. They found the merchandise at the estate of a relatively petty lord and I was off to Branderscar.

I’ve always had a gift for sorting out what others want and convincing them that it matched what I had. It’s how I wound up in the slave trade years ago. I managed to outmaneuver a slaver’s negotiator in Absalom. I made an impression and was quickly offered a place of prestige.
I made the man, Regnar, a fortune and one of my own. He was short-sighted and impatient, however. He made far too many demands and gave me little time to enjoy my gains. Soon enough, I’d convinced his cronies that life would be far better under my command. Regnar was sold into slavery and I acquired a new pair of ships.

I arrived in Absalom by ship some fifteen years ago. My… condition wasn’t well known. I used that to my advantage in many ways. I used my charm to gain affluence and decadence. I used my condition to take advantage of those who thought themselves better than I.
One such as I tends to stand out in the seedy underbelly of any place. I knew many a man that was willing to do terrible deeds for a profit. These men worked for me happily, though I used liaisons more often then not, lest one of them decide I was too easily done in and my riches taken.
Eventually I decided that scamming the locals and pressing my luck in not infuriating the wrong man had gotten old. I met Regnar the next day.

I fled Mechitar when several of the locals had been made curious by my seemingly unending youth. I remained thirteen years old for half a dozen years and they eventually put two and two together. It’s not that they were afraid of me. If you’ve ben to Mechitar you’d laugh at that idea. They wanted to study me, to dissect me. They wanted my secrets.
I’m rather fond of my neck and skin the way they are. I packed everything I could and took a few trusted companions with me as I boarded a ship destined for points north. It was here that I grew to love the sea.

A vast majority of my youth was spent in Mechitar. My mother had fled from I know not where when I was born. She’d conceived me out of wedlock and her family would have had me killed to atone for her shame. She was terrified to lose the last remnant of her lost love, for he had died months earlier at the hands of my uncle.
She died, when I was but a boy of thirteen, at the hands of an irrational suitor. She’d not left her home empty handed and we lived a comfortable life, affluent even. Several men sought to take control of her holdings and she refused all of them.
I’d studied at the temples of Urgathoa and channeled the energies that I’d learned to harness to attempt to revive her. What boy who had such power wouldn’t? The dark energies permeated the air around me and around her. We were both saturated. I know not what happened to her after she rose, but I know that she fled the city.

Why Are You Evil?:
My homeland does not frown on Necromancy or... practicality. I found myself drawn to places like the temple of Urgathoa in Mechitar. Later, I found myself in the Coins in Absalom. Dark places have always been home to me, and that is reflected in my soul. Perhaps it is just a symptom of an already dark soul.

Nature of my Crime?:
I had taken to the slave trade years ago. It’s easy to negotiate with someone when they’re already off balance due to nerves. My condition just leads them to stumble through an exchange, as often as not.

Also, it is difficult to otherwise find a paramour when you look like a thirteen year old.

Join an evil organization?:
Of course I’d be willing to join a group of like-minded individuals. As long as said organization understands that I shall rise to their upper echelons quickly.

Serve Urgathoa:
It was the priests of Urgathoa that taught Xerxes the trade that has kept him alive for so long. His abilities as a necromancer were learned from the priests of the Pallid Princess. His love for Excess was learned from the same.

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