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Palace of the Vampire Queen

Game Master Terquem

On the Dwarven Island of Karrita Morianna the daughter of the King has been taken by an undead horde, and her whereabouts are unknown. | Level 1 | Level 2 | Level 3 | Current Map


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HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Gameplay thread is live for those who haven't noticed. Also I suggest we use the standard PBP formatting

italics for internal monologue/thoughts
Bold for speech out loud
Out of character for out of character comments or questions

If anyone doesn't know how, look at the bottom of the page under the submit post button and forum rules blurb, there is a thing that says "How to format your text (show)" Just follow that.

Also, if you want to make a roll and then react to it in the same post, put the formatting in for the dice and then hit preview. It will show you the results of your roll before you post.


1 person marked this as a favorite.
HP 37/37, AC 18/21, CMD 13, Fort +5, Ref +10, Will +6, Init +5, Per +8, Charmed Life 3/3, Panache 2/2

Here's a guide for anyone new to PBP games. Hope it helps.


M Dwarf Rogue 5, Init 5(7), P10(12traps), HP 35/35, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3
Hallister Silverspike wrote:
Here's a guide for anyone new to PBP games. Hope it helps.

Thanks for the guide taht is exactly what I was looking for.

I'll will clarify the future in game posts.


male

What a Cleric of Denarri would know about Mafolin

A Cleric of Denarri will have been taught that Mafolin is a misunderstood deity, and one that should not be worshipped or acknowledged. It must be some god’s responsibility to ensure the souls of evil beings are delivered to the proper realms in the outer planes, and this duty falls to Mafolin. But is Mafolin, himself, an evil deity? This is a question a Cleric of Denarri, or just about any Cleric of good alignment will not be comfortable discussing. Those that examine the legends, scholars or priests who are curious about these things will argue that he is, and some will argue that he is not. It is a point of contention among educated Dwarves. To the commoner, Mafolin is a bringer of ill omens, and practically no Dwarf will want to have a discussion about it. It is rumored that if you meet someone who wants to talk about Mafolin, it is best to stay away from that person.

something to try

I am going to try something a bit different from other games here in that I am going to use the spoiler button to tell character’s things only they might know, hear, or discover. And this is going to require a bit of trust. If we were sitting at a table, I would just tell the player the information, and remind the other players that they shouldn’t meta-game things their character’s don’t know, it usually works. If something comes up that I think absolutely must be a secret, I will try to use a PM to let the character know.


M Dwarf Rogue 5, Init 5(7), P10(12traps), HP 35/35, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

Many thanks to Hallister and Helgen for helping this newbie play by poster get the formating down.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

Glad to help :)

One thing the guide doesn't mention is how to Greentext for dice rolls.

When you put your dice bracket together like this [ dice ]

You can add a description like this [ dice=acrobatics ]

So it comes out looking like this

acrobatics: 1d20 ⇒ 7

This groups the check with it's descriptor and draws attention to what it's for.


male

Great advice! Thanks a million.

Is there confussion about where each charscter is? I thought I tried to be very clear about the OUTSIDE aspect of the resturant and how each character was either sitting or standing apart. Did I mess this up?


M Dwarf Rogue 5, Init 5(7), P10(12traps), HP 35/35, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

I understand where my character is and how others are positioned. So far, so good. The story flows well. I like the spoiler boxes for private information.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

As far as I can tell, right now it's me, Rownig, Hallister and Azram at one table and Mazrim at another. Is that right?

Edit: I was thinking since I've got a club foot, and synthesist is a very powerful class that I wanted to take the Lame oracle curse, without getting the benefits. That cool with you DM? I mean it would only affect me outside the Eidolon suit where I'm already kinda screwed, but it just seems more realistic.

Lame
One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.


M Dwarf Rogue 5, Init 5(7), P10(12traps), HP 35/35, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

Rownig had gotten up from a table - I think he was alone - and walked over to stand next to Azram near the low wall. He offered a a tankard of ale but has not had a response yet from Azram.

I beleive Helgren was at a table when I walked by, then stood up and came over to the low wall where Rownigh and Azram were standing.


male

Actually Azram and Rownig were standing by a wall, but it isn't that critical.

I don't have any problem with the "lame" aspect. I am still struggling with the Eidolon as a suit of armor, only because I think I am learning that the ability for you and your Eidolon to occupy the same space only becomes available at a higher level. Is that right? If that is true I would like to do something about it, but so far the way you are representing the character is very good. How about this, if the Eidolon is supposed to seperate until you attain a higher level, can we say that you and the Eidolon are "one" until a threatening situation arises, and then you must make a concentration check every round that an enemy is in a threatening square, with a DC of 10, if you fail, the two of you must each take a five foot step that round (and no other movement action).

Which brings me to a question. If youand the Eidolon do occupy the same space, how do I decide which of you takes damage from an attack?


HP 37/37, AC 18/21, CMD 13, Fort +5, Ref +10, Will +6, Init +5, Per +8, Charmed Life 3/3, Panache 2/2

This might help you. If you scroll down you'll see all the synthesist FAQs to date.

And to answer your question, the Synthesist gets Temporary Hit Points from his Eidolon. It doesn't have it's own hit point pool when it's fuzed. All attacks hit the summoner, but drop the temp HP pool first.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

We are one creature. As a synthesist, I am incapable of summoning a seperate Eidolon. Basically, I take it's physical stats and keep my mental ones. For targeting attacks and spells we are one creature. It has a pool of temporary HP (listed next to my name as THP), when those are gone it dissapears. So when you look at my character sheet, all the numbers to the left of the "/"s are me without the Eidolon summoned, the ones on the right with it summoned.

This FAQ answers a lot of questions about the synthesist. It is the most complicated class in the game, but I have played them before and I don't cheat. I'll be happy to explain anything else you might be wondering.

You can read over the archetype here

Edit: Ninja-d!


male

Thanks both of you! I'll do my homework tonight.

A bit of a gripe follows:

I realize it's just a PbP exercise and probably not meant to be as focused or even as fun as a table top session, but I would appreciate it if each player check their character's gear once again, and remember you shouldn't have more than some good clothing and a knife (unless you are using a trait, as one of you are, to start with something like an heirloom weapon). Okay?


male

And don't make me raise the complication factor, I think my head explodes at 9


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Lol. Don't worry, just treat the stats as what you see. If you really wanna mess with me, attack me in the ten minutes after I wake up before I can bond the Eidolon, cast Dismissal on me, or ability drain the crap outta me. Otherwise I'm basically a really tough fighter with a bunch of buff spells and no feats.


HP 37/37, AC 18/21, CMD 13, Fort +5, Ref +10, Will +6, Init +5, Per +8, Charmed Life 3/3, Panache 2/2
Terquem wrote:
I would appreciate it if each player check their character's gear once again, and remember you shouldn't have more than some good clothing and a knife

I must have missed that somehow.

I thought we started with 250 copper, and with that could buy basic equipment, and copper, being the primary coinage, went further than normal.

I didn't realize we were starting with no gear.


M Dwarf Rogue 5, Init 5(7), P10(12traps), HP 35/35, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

Well, I'm working on my formatting...its getting better, not perfect yet but getting there. I've always played table top but this has been fun. I like the story telling and roleplay.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

I'm enjoying it all so far, you're doing fine Rownig.


M Dwarf Rogue 5, Init 5(7), P10(12traps), HP 35/35, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

I've tried typing out of character out response using [oop] comment [/oop] but it does not seem to be working. I'm sure I did something incorrect. Help?


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

It's ooc Out of Character.


HP 37/37, AC 18/21, CMD 13, Fort +5, Ref +10, Will +6, Init +5, Per +8, Charmed Life 3/3, Panache 2/2

below the box you type in there is a spoiler that says "How to format your text". Click that. It'll tell you all the basic coding stuff.


male

If you would like to make a Knowledge Check (Religion or History) to see what your character knows about the stories related to the "Palace of the Vampire Queen" you should do that here in this thread. You can make an untrained knowledge check against this as well, and if you roll higher than a 10 you will know something, at least. After you have made the check I will put up a single post with spoilers for each character, even those who do not make the roll, so that you can all exchange what you know in the game thread. Remeber, it is a gimick and a trust thing, the spoilers that is.

Otherwise the game is going very well, I think, and reads like an interesting story, so far.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Knowledge (either, untrained)1d20 ⇒ 11

There's my attempt


M Dwarf Rogue 5, Init 5(7), P10(12traps), HP 35/35, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

Re: Palace of the Vampire Queen: untrained: 1d20 + 2 ⇒ (18) + 2 = 20


M Dwarf Rogue 5, Init 5(7), P10(12traps), HP 35/35, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

I'm having a good time. I have tons of access to the internet throughout the day, so I need to be mindful not to hog the action. Fortunately, most of the action has been around Rownig's area, so he has just tried to keep the flow moving.


HP 37/37, AC 18/21, CMD 13, Fort +5, Ref +10, Will +6, Init +5, Per +8, Charmed Life 3/3, Panache 2/2

As a note, Knowledge skill results cap at DC 10 for anyone without ranks in them.

knowledge religion: 1d20 + 7 ⇒ (17) + 7 = 24

knowledge history: 1d20 + 7 ⇒ (13) + 7 = 20


Male Dwarf Fighter (Lore Warden 2)/Cavalier(hunt master1) HP 36 / Init +3 / AC 15 / Per +6

knowledge untrained: 1d20 + 2 ⇒ (3) + 2 = 5

I am having a lot of fun so far Terquem


M Dwarf Rogue 5, Init 5(7), P10(12traps), HP 35/35, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

Terquem will you be posting over the weekends? I do not have any problems posting on the weekends. I'm trying to gauge the frequency of the interactions.

I suppose the same should be asked of the other players, do you anticipate posting over the weekends?


male

Yes I should be posting today, here in this thread to get some information out, and in the game thread.

And remember you can alwasy just ask questions, most answers will not require a Knowledge Check.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

I check multiple times every day, but I don't want to hog the game thread with monologues or anything. This pacing is pretty typical for a PBP game in my experience so far. Combat will be a little slower probably.

Was also waiting for the info from the knowledge checks before I said more.


HP 37/37, AC 18/21, CMD 13, Fort +5, Ref +10, Will +6, Init +5, Per +8, Charmed Life 3/3, Panache 2/2

Weekends are a little spotty for me right now, but that will clear up in about a month. Then I'm good every day.


male

argh...tomorrow is mother's day...argh forgot


Male Dwarf Fighter (Lore Warden 2)/Cavalier(hunt master1) HP 36 / Init +3 / AC 15 / Per +6

Sorry I haven't posted in a bit, my daughter's been sick

I am usually good to post most evenings and weekends and check on my lunch breaks


male

Untrained Knowledge, DC 10

Common Knowledge:
There is a legend, told mostly by Goblins, that a Dwarven village on the south western coast of the island discovered a shipwreck, and many strange people washed up on the beach, some hundreds of years ago. Among the wreckage of the ship were many treasures, and the Dwarves, being greedy and evil, took the treasures and murdered the survivors. To hide their crime the Dwarves took the bodies of the murdered people high into the mountains and buried them in a deep cave. This cave is where the undead creatures that plague the island originate.

Knowledge, Religion, 20+

Knowledge Religion:
The Goblins worship a six-armed Goddess, called Een’Droth. She is seen as a protector of Goblin-Kind. The legends of the Palace of the Vampire Queen mention a cave where the murdered survivors of a shipwreck where hidden. There is a story, told among the followers of the old Dwarven gods that says a Cleric of Ismeae, her name is remembered as Jamai Toretta, along with some other heroes, fought a band of undead creatures deep within a Goblin temple of Een’Droth high in the mountains in the central western region of the island only one hundred twenty years ago. It is often said, by Clerics of the Empire, that these stories should not be repeated, and that it is better to forget the old gods and embrace the new gods, so naturally it is looked upon as unwise to repeat the story about this Cleric and the Palace of the Vampire Queen.

One of the things the Old Dwarf said, “She would raise the one the Helmsman loved,” is a reference to a legend that relates to the dark god, Mafolin and his love for a dwarven princess. Mafolin’s love for the dwarven princess resulted in a tragedy and, in one version of the story, the origin of necromantic magic, but that is all you know on this subject.

The Old Dwarf is probably, Kaiz Adrallos. Even though you are not from the capital and you do not know him, among people who study religion on the island he is well known as an Oracle of Ismaea. There are stories that he foretells the future, and that as a ‘prophet’ of the Old gods, he is not popular with the Royal Family.

Knowledge, History, 20+

Knowledge History:
There are a few versions of a story regarding a village, called Handwind, that no longer exists, and a shipwreck of Humans from the country of Barova. Some of the stories make claims that the Dwarves of Handwind murdered the survivors of this shipwreck, in order to claim some kind of treasure. No one is really certain if this is true. What is known is that this village cannot be found, and its existence is more speculation than fact.

Historically there is a well known story that three ships sailed from Barova some three hundred years ago with a wedding party and were never seen again. According to the History of the Empire, Emperor Hinola Revindez Pescona II arranged to allow the marriage of two humans from rival kingdoms (Barova and Goverta) on Isla Martine Sandoval, to the west of Karrita Morianna, where a large human population had been allowed to settle following a plague that occurred some one hundred years earlier. The Human kingdoms, already devastated by war between them, did not blame the Empire for this tragedy (the loss of the wedding party), and it is said that the Emperor himself sailed to the Kingdom of Goverta, to offer his own daughter to a Human Prince as a bride. It is unclear how the matter was resolved, but it is known that the country of Goverta was eventually absorbed by Barova, soon after the Dwarven Emperor visited.

There are shrines, usually these are found in caves or hard to access gorges in the high elevations, where the Goblins worship their gods and bury their dead. Most likely the stories of the Palace of the Vampire Queen are about one of these shrines.

The above information may or may not contain all of the facts about the legends of the Palace of the Vampire Queen, but reveal what the Player Characters would know at this time. More is certainly to be revealed as the story develops.

Helgen - Spellcraft Check

Spellcraft:
The spell seems familiar, but as the Old Dwarf didn’t say anything, only gestured, there is something odd about how it was cast. You have some idea about how spells can be modified, by experienced casters, to be more powerful, and it is likely that this is a spell you know, but that it has been modified in this way, and that is what is confusing you.


Male Dwarf Fighter (Lore Warden 2)/Cavalier(hunt master1) HP 36 / Init +3 / AC 15 / Per +6

Can I try an untrained knowledge history or geography to know where ancient goblin warlords have been buried?

knowledge untrained: 1d20 + 2 ⇒ (18) + 2 = 20


male

Sorry, but there really isn't any DC 10 level of knowledge (common knowledge, among Dwarves) about that sort of thing. Perhaps you should ask a Goblin.


M Dwarf Rogue 5, Init 5(7), P10(12traps), HP 35/35, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

The Old Oracle has an interesting riddle for the group to ponder.

Do we want to discuss strategies on this thread or back in the game thread?


M Dwarf Rogue 5, Init 5(7), P10(12traps), HP 35/35, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

I have quiet a few questions to ask the dwarf oracle. how do we want to handle the quesitons and answer? Should Helgren take the lead since he is an Inarossa? Does Hallister want to join us a tthe beach? Should we each ask a few random questions?


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Just do what Rownig would do, no need to ask our permission. Helgen is planning on finding Hallister as soon as the old man answers our questions. He seemed to know what the old guy was talking about based on his reaction.

I'm getting this from the riddle: The dude on the boat that sank was pledged to marry someone. Bride to be's friend is in love with dude. Boat crashes and dude dies, along with bride. Bride's friend comes back as vampire and starts raising everyone as undead 'cause she wants dude back. Also, undead being pissed at having their ship robbed start attacking dwarves. Somewhere in this mess is likely a Goblin female, who will at first oppose us but then later become our ally. One of the knights is a d*ck and can't be trusted.

That's probably not really accurate, but it's my guess.


M Dwarf Rogue 5, Init 5(7), P10(12traps), HP 35/35, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

Well my guess is the vampire queen is but a servant, to a higher being - perhaps a lich - hence she is the bridesmaid and not the bride. There is a creature more powerful that can be released unless the Vampire Queen is stopped.

It looks like one of the lords coud betray the others for ambition and greed, probably Guise, since he was arguing with the other two. There is an unknown female enemy out there and there are unexpected friends - goblins is as good of a guess, as any.


male

About Witch’s Valley

Witch's Valley is a well known valley between two mountain ranges in the central western region of the island. It is a valley that runs east and west with the Falidau (red) Mountains on the north side and the Varidau (green) Mountains on the south side. The valley is at an elevation of 3,500 feet at the most eastern end and slopes gently toward the west where it is only 1,000 feet above the coastal plains.

There are two ways to reach the valley. One is to travel west along the King’s Coast road for approximately 12 miles until you come to the river Avantharea (rough water). There is a bridge that crosses the river, but you would want to turn south and follow the river before crossing the bridge. The river flows through a canyon. It is called Thrindasse Canyon, and is named for the crystals (Thrindasse Crystals are speckled yellow and green and are a soft easy to shape decorative crystal used in common adornments, jewelry and brocades) that are found there. It is a difficult canyon to follow, but if you choose that path it is seven miles to the headwaters of the river, at Eight Fountains Springs, which lies just about in the middle of Witch’s Valley.

The other way to reach the valley is to continue along the King’s Coast road until you reach the Outpost at Rocky Point, on the western shores of the island. From Rocky Point there is a road that winds up the foot hills into Witch’s Valley. The road is well travelled, but is not safe, as there have been reports of bandits robbing travelers along this road. If you take this route you will travel another 12 miles along the King’s Coast road, then five miles eastward through the foot hills. Eventually you will come to the Gap of Togg Amoth. The Gap is a great break in the ground and no one knows what lies at the bottom, but it is not wide, and it is crossed by several suspension bridges. There are usually villages where there is a bridge, and the east side of the gap is the western entrance to Witch’s Valley.

The Varidau Mountains rise to a height of over 8,000 feet, with the tallest peak being Betthras Mountain at the eastern end of Witch’s Valley. It is said that the headwaters of the Linore River are somewhere on the southeastern face of Betthras Mountain, but you won’t find anyone who has ever seen them. The Varidau Mountains are wild lands and lie to the north of the three counties under the protection of the Knights. The River Yanvinore begins somewhere in the Varidau Mountains, probably half way between Betthras Mountain and the western entrance to the valley. This river (on the south side of the mountains) flows through a gorge similar to Thrindasse Gorge, but with a thick growth of trees, to eventually reach the western shores of the island at the town of Zalithan, the home of Sir Guisse. It is not known if there is a pass anywhere in the Varidau Mountains that can take you from Witch’s Valley, to the southern counties, but these mountains are places where there are many abandoned mines and Goblin Villages. If there is a Goblin King’s tomb in the Veridau Mountains it could be very difficult to find, but there are scattered populations of Goblins and Dwarves living on the north face of these mountains, and maybe someone there could tell you more.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

So that puts Sir Guisse SW of the Varidau mountains, right? What about Inarossa lands?


HP 37/37, AC 18/21, CMD 13, Fort +5, Ref +10, Will +6, Init +5, Per +8, Charmed Life 3/3, Panache 2/2

Checking in since I haven't posted in Gameplay in a couple days.

I'm enjoying the scene with the Oracle and the other PCs and didn't want to interrupt it. Take your time, I'm still here.


male

Inarossa is south of those mountains, east of Guisse


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

And all of these lands are NW of the capital right?


male

southwest. The capital is on the north central coast. I'll try to get a map up on deviantart this weekend and post a link here


male
Terquem wrote:

Helgen Inarossa – This character is close to complete, but I think you are off by one in your Ability Score point buy allocation. Could you please review it and tell me if I missed something? You do not need to spend money on the Heirloom Weapon.

Complication Factor (5) – I don’t see anything out of the ordinary, but it is a class I am not familiar with. I am having trouble finding the Heirloom Weapon and Militant Merchant Trait. I would like to know more about how you intend to use the Hammer, it sounds interesting to me.

Where you are when the game begins
You were allowed to accompany your family to the dinner held at the palace, but you do not know what is going on or why the King was asking for a report from three of the knights. You have heard that a large number of Dwarves, all members of the retinues of these three knights, is gathered at a restaurant you know well, the “Ocean Bell”, and you have gone there against the will of your father who has told you to “stay out of your kin’s business”.

You father speaks well of his sister, Renarie, but is reluctant to show too much support for her cause as it may mean that he must find a way to funnel money to her, and this is something he would rather not do as he believes she is well off and he does not know (neither do you) that her lands are being threatened. You sit at a table, alone, and dine absentmindedly, on a few broiled shrimp and tomatoes, and overhear many discussions about the troubles on the south side of the island. You know who your Aunt is, and she is arguing with two other Dwarves, about what, you do not know.


male

Helgen See the above repost for some information, but to be clear you are not part of the retinue, and you live in the capital city, have little contact, ever, with Lady Inarossa. She is the youngest sister of the Inarossa siblings (your uncle is the eldest of those siblings) and as such she inherited the families properties on the south side of the island.

Also for everyone's information the island is not that wide, north to south, but it is long east to west.

The players should read this repost. It is what almost any Dwarf will know about the concept of "Death" and "Death Gods"

The concept of Death to the Dwarven people

As was discussed, briefly, in the recruitment thread, “Death” is not personified as a deity in the Dwarven pantheon (and is not generally represented as a deity in the pantheons of other races).

Like many of the races of this part of the world of Riom, Death is spoken of as a broader overarching concept and referred to as “Karuk” (in the Dwarven language, but it is known by other words in other languages). Karuk means finality or also the “inescapable natures of the way things end”. Karuk is how all things end, whether this is in reference to life, or some other thing, Karuk is often used as the word to describe the finality of things.

Each culture will have deities who are associated with the afterlife, and the belief in how souls are transferred to the afterlife. Some cultures describe these deities as “Hands of Death” or specifically, in the Dwarven culture, “Hands of Karuk”, and these figures can be both good and evil aligned depending upon the destination of the soul in the outer planes.

The Dwarven people believe that Freeda Songwind is the goddess who sings souls to the heavens (good aligned outer planes). She is not generally worshipped on her own, but as a part of a pair of deities:

Praggul Strongfist and Freeda Songwind

He is seen as a god of war and she as a warrior woman who sings soldiers into the highest halls of heaven. These two deities are representative of the “older” pantheon and are symbolic of the more war-like past of the Dwarven race.

Both Praggul and Freeda are part of an older tradition, and generally speaking the Empire does not have a “modern” incarnation of the goddess. The Empire has tried to encourage a separation from older, more warlike, traditions, but the belief in these two gods is very strong and it has been decided, by the Emperors of the past few generations, that it is better to leave this issue alone, rather than make a concerted effort to change the traditions.

Freeda is represented in iconography as a matronly Dwarven female, aged but still beautiful, with long flowing silver or white hair. Her face is serene. She wears a suit of armor and often is depicted wearing a winged helmet. She carries a staff in one hand, wound with the branches of an olive tree and a lyre in the other. Her songs are long and melodic and tell of the good deeds of the departed. Although she is not worshiped regularly with festivals or feasts, she is invoked during funerals, and it is usually a unique privilege to have a singer present who can sing one of the Songs of the Dwarven ancestors (and this Dwarf may or may not actually be a Cleric of Freeda Songwind).

On the other hand most dwarves whisper the name of Mafolin Ramorra (The Helmsman of Karuk (death), as he is known to sailors or simply the Hand of Karuk to common folk). Common Dwarves do not know, or will not speak of, the existence of clerics or temples dedicated to this deity. When he is spoken of it is in fear, as most Dwarves believe he is a dark cloaked and disfigured Dwarf who wrestles souls to the afterlife who are destined for the evil outer planes because of their deeds. Common folk will also make a sign when speaking his name to ward off the evil eye (they would prefer not to be under his gaze). He is seen as a deity who brings bad luck to Dwarves who lie, cheat, steal, or disgrace their ancestors.


M Dwarf Rogue 5, Init 5(7), P10(12traps), HP 35/35, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

Mafolin Ramorra - "The Helmsman of Karuk (death)" thanks for pointing that out.

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