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Tears of Ash: The Price of Liberty (Inactive)

Game Master Umbral Reaver

The first Tears of Ash play by post campaign, centred on the beginning of the Midjuric-Leethe war and the events surrounding it.


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Tears of Ash

Welcome to Tears of Ash, a campaign setting I have created for my home games and now wish to share with you. It should be fairly easy to grasp, with many features in common with conventional fantasy settings, but not without twists. It is built to be compatible with the majority of Pathfinder content.

From Humble Beginnings

The party begins in Tannersmark, a rural village within the edge of Midjuric's borders, next to Leethe. Whether you are local or from far off lands, for whatever reason, it has become your home. You have come to know and love (or at least tolerate) the kind folk that live here.

Origins: So You're From...

Map of the known world

The Sultanate of Aral, the Neutral State of Odon or the Emirate of Donar:

The Aralites hate the Donarites, the Donarites hate the Aralites, and the people in Odon hate that they are trapped right in the middle of all of this. This was all one nation only a few decades ago, when the Emir Yussuf al Harad died, leaving it to his twin sons. Each of them claimed half the nation and promptly declared the other the unworthy son. After escalating strife, Odon was established as a neutral territory and a pact was made that Odon’s army would fight against the aggressor if one of the brothers started war again.

Your people are stern but fair traders, founded on generations of trade with the Idrus Isles and Chelimhad. Nonsense and fun are frowned upon in public and everyone is expected to carry out their craft with stoic professionalism.

To the rest of the world, the divided nations are all the same. But you know better. You know those dirty savages the other side of the border would jump at any opportunity to steal your goats. Your people are noble and true to the legacy of old Emir al Harad.

Being isolated from the mainland by the Karrack Desert (and the hazards therein), the Death Gate’s relative proximity is hardly a threat. Undead rarely make it through the desert and Ferrum the Red defends the bleak lands.

The Isles of Idrus:

This cluster of jade isles is rich in natural beauty. Most of them are unsettled and full of mystery and danger. You come from one of the seagoing tribes that migrate around the islands periodically. The sea is a harsh mistress and the Idrans know to respect her capricious whims.

Your people are popularised amongst mainlanders as primitive and dull-minded, but you know your family and ancestors have made more contribution to the progress of oceanic exploration and knowledge than even the dwarves of Chelimhad. Idran navigators are prized by any ship captain.

Most of Idrus has little organised government, the tribes each having an elder and moving around the islands at particular times to allow nature to replenish. Once per year, all the elders and their firstborn travel to meet and discuss the tribal movements for the next year. Wealth and priviliges may be traded for prime positions amongst the islands.

Idrus occasionally receives attacks from Death Gate in the form of aquatic undead. These are terrifying when they occur and may wipe out entire settlements, but they are very rare. Besides these monstrosities, Idrus has little to fear from other nations.

Cuprum the Green is said to be somewhere in the isles.

Chelimhad:

The dwarven nation is a proud and ancient one, having stood the test of time for as long as the world has lasted. That may be an exaggeration, but it’s not much of one. Chelimhad has been there since long before recorded history.

As a dwarf, you are expected to continue your family’s craft. Dwarves have little gender discrimination in trades, but family is the most important thing. A dwarf that chooses a trade that is not his or her mother’s or father’s brings shame to the whole family. Orphaned dwarves are expected to take the trade of their deceased parents, not the adoptive parents, as the craft is believed to flow in the blood.

Dwarves have a strong oceangoing tradition, building massive, sturdy trade vessels to bring their expertly crafted goods to all the Western lands. Despite appearances, dwarves are good swimmers thanks to their hearty endurance and capacity to hold their breath longer than most.

Since the fall of the Old Kingdom, Chelimhad has no real enemies. Occasionally a vast construct will wander in from the Desolation and armies will be rallied to take care of it, but the megalithic terrors tend to remain well North.

Hydragum the Purple is supposedly somewhere North, but nobody has seen any purple dragons since the last days of the Old Kingdom.

Jhogun:

You are an elf of a very strange kind, raised by those that came before you amongst the swarms of goblins. Mastery of lessers and leadership is taught to you from a young age. The fine life you enjoyed at home are a far cry from the noble houses of Midjuric, but for a nation mostly inhabited by goblinoids, it wasn’t bad.

Your distant ancestors were kidnapped by goblin raiders and raised by them. Since elves live far longer than goblins, eventually the stolen elves became the ruling caste of Jhogun, perpetuating raids into Vrydul before its fall. Your kind developed a mockery of fine manners as part of your culture of superiority, dressing and acting like exaggerations of foreign nobility. It certainly impresses the goblins.

Jhogun wars with Sol Vraerta most since the fall, raiding for plunder and kidnapping the most appealing young humans and half-elves to raise as protégés and the future raid leaders.

Leethe:

If you’re a human, you can be safe in the knowledge that you are a member of the greatest and most heroic race on the planet. It was your very ancestors that in ancient times marched down from the bleak wastes of Frosthelm and slew the bloodthirsty beasts that lived in this land. They took it by feats of great strength and bravery to forge a new nation of great men. That legacy beats in your heart. Man, woman or child, you stand on the shoulders of legends.

If you are not human, Leethe is a nightmare. You are the downtrodden scum, the inhuman things that are little more than tools. The only thing you can be glad for is that you look human enough that you’re not killed on sight like gnolls or minotaurs. If you’re lucky, you may have a kind owner. If not, your life may be short, brutal and quickly forgotten.

The mountains of Leethe are filled with the descendants of the monstrous tribes driven out from the land, eking out a living in the less fertile highlands. Even there is not safe as young Leethans march out to prove themselves men and come home with a pair of great horns to mount on the wall or a spotted skin to make into a belt. Mining and industry in the ore-rich hills are slowly pushing the beastkin further and further.

Besides courageous heroism/horrible racism, Leethe is known for the quality of iron and steelworks. No other nation has mastered methods of smithing like Leethe. The meteoric iron and precious adamantine found in clusters in Leethe are reknowned for causing ‘cold iron’ rushes. Many ghost towns dot the hills where the rare ore has run dry.

Current Events:
Rumour is that Leethe is building toward war with Midjuric. Stannum the Blue is distracted by the Death Gate in the South and UlVraetur’s problem with the wild woods is growing on their Western border. Midjuric’s advance into Leethe’s ancestral lands in Frosthelm using new agricultural techniques has incensed the Assembly of Lords and there is a growing sentiment for war to reclaim them.

Midjuric:

Midjuric is the largest of the Western nations, spanning all the way from Frosthelm down to the Southern ocean. It is a varied nation, ruled by a King and governed by feudal lords. Inevitably, all swear fealty to Stannum the Blue, the great wyrm that sits in eternal vigil against the Death Gate. The dragon rarely gives orders, but demands a portion of soldiers to maintain the border against the tide of undead.

Upper Midjuric is largely rural, expanding quickly thanks to advances in aqueducts and farming methods. If you have lived here, you are never far from a farm. It’s also bloody cold and foggy. Many of the people here are distant kin with the Leethans but don’t carry the same legacy of heroes. Humble and virtuous knights live in the popular storytales of the region, bringing many young boys to try following that path. The presence of Ennan’s Saint Markus in the region helps a lot.

Lower Midjuric is far more built up and civilised. Talweir is the first mark of crossing the border between Upper and Lower Midjuric, where the famous tower of wizardry stands. The greatest repository of arcane skill and knowledge since the fall of Vrydul is visible for miles around. Besides the wizards, it is the greatest hub of mundane learning and education on the continent.

The further South you go, the harder it is to avoid politics. The lords of Midjuric jostle for power and try to build up their influence while balancing their losses against the Dread Host. Mercenary companies can earn a fortune just making standing armies look bigger for some noble jockeying for higher favours from the King and courts.

Current Events:
The lords of Upper Midjuric fear that Leethe is preparing for war to take back the Northern lands. Most of Midjuric’s forces are tied up with Death Gate and are beginning to become divided as the wild woods of UlVraetur to the West begin attacking civilised areas.

Selitur:

Selitur, the land of the sun. While technically not the first of the Western nations to receive the sun’s rays, it is what they tell people. Selitur is a coastal nation that formed out of a number of city states. When Aurum the Gold established the Bank of the Dragon centuries ago, the monetary system for the area was unified and soon the nation merged.

Selitur’s people are free-spirited, enjoying the patronage of a benevolent dragon and some of its kin and are rarely troubled by threats from other nations. It has no national army and all its forces are mercenaries that spend most of their time away. Trade with Midjuric, Leethe, Chelimhad and Donar is swift and profitable, thanks to a relatively central position and favourable ocean currents.

The largest population of gnomes live in Selitur, although they still do not outnumber humans. As a child of the sun, you know that your homeland will be forever safe and free. It may even not bother you that the rapidly progressing economy is to the neglect of a growing underclass and that corruption is rife. The rich get richer. The poor get poorer.

Current Events:
Midjuric and Leethe are going to war. Selitur may not be able to remain neutral long. Recently a colossal tripedal construct walked through Selitur and sank into the ocean. What was that?

UlVraerta:

The Old Land of the Halfelf, UlVraerta used to be the gateway between the elven empire of Vrydul and the rest of the world. The first Dread Host ravaged the lands but fell before UlVraerta was overrun. The woods have grown back and on the bones and magics of the Host they have grown dark and terrible.

The cities of UlVraetur are tall, fairy tale splendours, and in them dwell the Lares, the fey spirits of the cities. The border between civilisation and the wilds is a dramatic and sudden one here, and your allegiance cannot be uncertain. You may be a child of the wilds, a druid or savage raised to know the walls of cold stone and dead wood to be aberrations. The wild wood must advance and you are its hands and eyes.

If you’re a city-dweller, you may enjoy some of the finest quality of life on the continent. The major cities of UlVraerta are enchanted and alive, their names synonymous with the spirits that dwell in them. This magic is not blatant, but a subtle thing. The streets are just cleaner. Things are easier. It brings to mind a nymph’s glade rendered in marble and glass. Nature is just dirty and all the better that it be brought under control of civilised people like yourself.

The farmlands are not so lucky. The cities need food, and the farms are constantly fighting against the encroaching threat of nature. Many dwellers in the farmlands learn the basic rites of druidism in hopes of appeasing and calming the savage advance. It works... sometimes.

Argentum the White is in the mountains somewhere to the North and that is terrifying.

Current Events:
More farms are vanishing under the advance of the wild wood. Its borders are getting harder and harder to push back. There are more sightings of dark fey and reports of children being stolen from their cots.

Sol Vraerta:

Once part of the same nation as UlVraerta, this land is full of half-elves. The difference is that while UlVraerta received most of the Kelentur refugees, Sol Vraerta became the home for the Vaotur, the elves of the mortuary caste.

I haven’t thought a lot about this place and it hasn't featured in campaigns yet.

Plumbum the Black might be hiding somewhere under Sol Vraerta.

I use a house rules document for this campaign setting, as follows:
Tears of Ash House Rules

August 9, 2012

Character Building:

Ability Score Generation

20 point buy.

Hit Points

Maximum hit points for first level. At each subsequent level, gain the average hit points based on your hit die. Round down on even levels and round up on odd levels.

Hit Die Even Level Odd Level
d6 3 4
d8 4 5
d10 5 6
d12 6 7

Traits

Characters start with two traits reflecting their upbringing and background. New traits may be negotiated with the DM.

Feats

All characters gain Weapon Finesse as a bonus feat at 1st level.

Racial Traits

Alternate racial traits (APG) may be available. Consult the DM first.

Racial Favoured Class Options

Racial favoured class options (APG) are not available.

Languages

Common is not an available language. Instead there are several major regional languages in addition to the non-human racial languages. If a race, class or effect would grant fluency in Common, choose one of the following: Aralod, Juric, Leethan, Selian (lingua franca), Vraelish

Racial Restrictions

No character options are restricted by race except where a racial ability is a prerequisite.

Alignment Restrictions

No option is restricted by alignment. Any class may be of any alignment. However, note where classes and options require adherence to a code. This discipline is still required. Alignment is a reflection of how you act, not a prerequisite to a mode of behaviour.

Bonus Spells

Abilities that grant bonus spells grant them at the level at which the character can cast spells of that level, except where the ability specifies the spell must be of a lower level (such as one level lower than the highest known).

This means sorcerers and oracles gain their bloodline and mystery spells two and one levels earlier, respectively. Witches gain their patron spells one level earlier.

Races:

Gnome

Gnomes differ from the core rules as follows:

+2 Constitution, +2 Intelligence, -2 Strength: Gnomes are physically weak but surprisingly hardy, and they are naturally inclined toward intellectual endeavours. This replaces the ability score bonuses and penalties in the core rules.

Halfling

Halflings differ from the core rules as follows:

+2 Dexterity, +2 Wisdom, -2 Strength: Halflings are nimble and worldly, but their small stature makes them weaker than other races. This replaces the ability score bonuses and penalties in the core rules.

Underfoot: Halflings are adept at getting out from under the reach of tallfolk. Halflings receive Underfoot(APG P.173) as a bonus feat, ignoring prerequisites.

Human

Humans with an intelligence of at least 10 gain an additional regional language.

Kobold

Kobold is an available player character race. Kobold player characters use the following racial traits:

+2 Dexterity, +2 Charisma, -2 Strength, -2 Constitution: Kobolds are small, weak and frail but make up for this with their speed and forceful personalities.

Small: Kobolds are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Normal Speed: Kobolds have a base speed of 30 feet.

Darkvision: Kobolds can see in the dark up to 60 feet.

Armour: Kobolds have a +1 natural armour bonus.

Crafty: Kobolds receive a +2 racial bonus on Craft (trapmaking) and Profession (miner) skill checks. Craft (trapmaking) and Stealth are always class skills.

Keen Senses: Kobolds receive a +2 racial bonus on Perception skill checks.

Tunnel Runner: Kobolds take no penalties while squeezing.

Weapon Familiarity: Kobolds are proficient with all picks and treat any weapon with the word “kobold” in its name as a martial weapon.

Languages: Kobolds begin play speaking one regional and Draconic. Kobolds with high intelligence scores can choose from the following: Any regional, Aklo, Dwarven, Gnome, Undercommon.

Classes:

Cleric

At first level a cleric may replace the ability to spontaneously cast cure or inflict spells with spells of one of their domains. The domain chosen cannot be changed.

Rogue

Rogues gain poison use at first level.

Sorcerer

Spontaneous full casting has an altered progression. See the end of this document.

The fey bloodline’s fleeting glance power may be activated as a swift action.

Wizard

If the wizard’s arcane bond is a weapon, it only needs to be held in order to function as an arcane bond. It does not need to be wielded as if to attack.

Cavalier

Cavaliers may not raise the intelligence score of their animal companions above 2.

Oracle

Spontaneous full casting has an altered progression. See the end of this document.

Witch

A witch may choose one of the following aspects to represent. This is a mystic ideal and does not have any age or gender requirements. The standard Witch is the Crone/Elder.

Maiden/Youth: The Witch’s spells and hexes are based on Charisma. She gains Bluff (Cha) as a class skill.

Mother/Father: The Witch’s spells and hexes are based on Wisdom. She gains Sense Motive (Wis) as a class skill.

Skills:

Skill Ranks
Classes gain skill ranks according to the following instead of their normal number:

Classes that gained 2 skill ranks per level instead gain 4 skill ranks per level. Classes that gained 4 skill ranks per level instead gain 5 skill ranks per level. Other classes are unchanged, with the exception of Oracle. Oracles gain 2 skill ranks per level as normal.

Prestige Classes

Eldritch Knight

The spell critical requires a free action instead of a swift action and may be used once per round, even if more than one critical hit is confirmed.

Feats

Arcane Armour Training and Arcane Armour Mastery

No action is required to activate these feats. They are passive effects.

Metamagic

Metamagic feats do not extend the casting time for spontaneous casters. (GM note: I have not thought of a suitable replacement for the 3rd level arcane sorcerer bloodline ability; suggestions are welcome if someone wants to play one)

Penetrating Energy

Prerequisites: Elemental Focus

Benefits: Choose an energy type you have Elemental Focus in. When you deal damage of that energy type with a spell or weapon attack, you may ignore up to 10 points of energy resistance. In addition, you treat immunity to this energy type as energy resistance 20 (this is not further reduced by this feat).

Special: You may select this feat multiple times. Each time you choose it, you must have it apply to a different energy type.

Practiced Spellcaster

Prerequisites: Spellcraft 4 ranks.

Benefits: Your caster level for the chosen spellcasting class increases by 4. This benefit can't increase your caster level to higher than your character level.

Special: You may select this feat multiple times. Each time you choose it, you must apply it to a different spellcasting class.

Magic Items:

Staves

A spell higher than the required level may be expended to recharge a staff. For every level higher than the required spell level, the staff gains an additional charge. This may not exceed the staff’s maximum charges.

Spells:

Breath of Life

Level: Bard 5, Cleric 5, Druid 6, Paladin 4, Witch 5

Breath of Life, Greater

Level: Cleric 7, Druid 8, Witch 7

As Breath of Life, but cures 7d8 hit + 1 point per caster level (maximum +30) and will revive a creature that has been dead no longer than 1 round per four caster levels.

Conjuration (Calling)

Most extraplanar beings cannot enter the physical world without a host. All calling spells that call creatures require one helpless humanoid per creature called.

A called creature completely replaces its host. Effectively, the host ceases to exist for the duration of the effect. If the called creature returns to its home plane, the host is returned to normal. If the called creature is killed, the host is returned with a negative hit point total equal to its constitution score.

Conjuration (Summoning)

Spells of the summoning subschool do not transport real creatures to the designated location. Instead, they manifest newly created creatures that are representative of their type by summoning formative energy and matter from the planes. After being destroyed or the spell ends, the creatures cease to exist again.

Plane Shift

Plane Shift to the astral plane can only be cast at certain locations, usually where the environment has a strong thematic link to the destination. Detect Magic can be used to sense whether a place is near to another plane.

Scrying

Spells, spell-like abilities and supernatural abilities can target scrying sensors to affect the creature that is using the sensor, regardless of range or line of sight. Spells that do not have a target cannot be used in this way.

Teleport and Greater Teleport

Teleportation is not instantaneous. At the destination, the teleportation may be detected. A successful DC 20 perception check is required to notice the faint magical fields where the teleported beings are about to arrive. One round later, the substance and energy are teleported but any beings teleported remain unable to move and are helpless for one round while the teleportation completes.

Additionally, viewing the destination remotely only improves the accuracy of the teleport by one step of familiarity.

Creatures:

Constructs and Undead

Constructs and undead that are not mindless are not immune to mind-affecting effects unless this immunity is gained from an effect other than creature type.

Creating Magic Items:

Multiple Abilities in the Same Item

When creating a magic item, the properties on the following table may be added without incurring the 50% price increase for having additional abilities. This applies regardless of the order in which the abilities are added to the item. If one of the following abilities is added to a slot other than the one indicated, the 50% price increase applies even if there are no other abilities on the item and incurs a 50% price increase on all other properties included.

Ability Slot Price
+2 enhancement bonus to Str, Dex or Con belt 4,000 gp
+4 enhancement bonus to Str, Dex or Con belt 16,000 gp
+6 enhancement bonus to Str, Dex or Con belt 36,000 gp
+2 enhancement bonus to an additional physical ability score* belt 6,000 gp
+4 enhancement bonus to an additional physical ability score* belt 24,000 gp
+6 enhancement bonus to an additional physical ability score* belt 54,000 gp
+2 enhancement bonus to Int, Wis or Cha headband 4,000 gp
+4 enhancement bonus to Int, Wis or Cha headband 16,000 gp
+6 enhancement bonus to Int, Wis or Cha headband 36,000 gp
+2 enhancement bonus to an additional mental ability score* headband 6,000 gp
+4 enhancement bonus to an additional mental ability score* headband 24,000 gp
+6 enhancement bonus to an additional mental ability score* headband 54,000 gp
+1 armour bonus to AC† wrists 1,000 gp
+2 armour bonus to AC† wrists 4,000 gp
+3 armour bonus to AC† wrists 9,000 gp
+4 armour bonus to AC† wrists 16,000 gp
+5 armour bonus to AC† wrists 25,000 gp
+6 armour bonus to AC† wrists 36,000 gp
+7 armour bonus to AC† wrists 49,000 gp
+8 armour bonus to AC† wrists 64,000 gp
+1 resistance bonus on saving throws shoulders 1,000 gp
+2 resistance bonus on saving throws shoulders 4,000 gp
+3 resistance bonus on saving throws shoulders 9,000 gp
+4 resistance bonus on saving throws shoulders 16,000 gp
+5 resistance bonus on saving throws shoulders 25,000 gp
+1 enhancement bonus to natural armour neck 2,000 gp
+2 enhancement bonus to natural armour neck 8,000 gp
+3 enhancement bonus to natural armour neck 18,000 gp
+4 enhancement bonus to natural armour neck 32,000 gp
+5 enhancement bonus to natural armour neck 50,000 gp
+1 deflection bonus to AC ring 2,000 gp
+2 deflection bonus to AC ring 8,000 gp
+3 deflection bonus to AC ring 18,000 gp
+4 deflection bonus to AC ring 32,000 gp
+5 deflection bonus to AC ring 50,000 gp
*May be applied to an item twice, to a different ability score each time.
†May have armour special abilities (see bracers of armour, Core Book p. 504).

Magic Weapons

A magic weapon may have multiple instances of an energy damage special ability of the same type, to a maximum of 4d6. This stacks with any additional damage from a critical hit with a burst weapon.

Spontaneous Caster Spell Progression


This makes me really want to play a sorcerer. Specifically going to EK now that AAT is viable


hm, would eldritch godlings also get some bonus? maybe +1 divine trait point per level? If so, I would love to play an enchantress with that class :)


No godlings. Sorry. Paizo material only. I may allow others on a case by case basis.


hmm

so, what is the big scene of things?

do players have the chance to gain lands and wealth, to build a castle and amass titles? make trade routes and sign deals?

I consider something like a Duchy/Duke concept atm, someone like a "merchant prince"

also, what of the swashbuckler main class? is that allowed?


Racial Attitudes in Midjuric

Dwarves

Midjuric has had trade with the dwarven homeland of Chelimhad for many centuries. The dwarven dedication to craft is appreciated and this gives rise to the common stereotype of dwarves as all being stoic craftsmen. Where this holds true they are well-received. While the dwarven traditions encourage dedication to a single skill, this is not always one of craftsmanship and those that do not dedicate to such a craft may be met with ignorance and confusion. Toward the border of Selitur, where dwarves are better known, the attitudes toward dwarves and knowledge about their natures is more balanced and positive.

Elves

A sizeable population of Kelentur live in upper Midjuric, descended from those that escaped the first dread host. They tend to be nomadic, settling on the outskirts of towns for trade and resupply. Overall, the citizens of Midjuric view the Kelentur with some amount of derision and distrust. The haughty elves do not help alleviate this negative perception. Those that have given up their ancient traditions to live amongst humans find greater acceptance but may be met with hostility from their own people for betraying their legacy.

The Vaotur are far less common but are sometimes found in lower Midjuric in and around the capital. The cordial relations with Sol Vraetur in recent history allow the Vaotur elves to live with little trouble. Their culture of broad acceptance and tolerance of new and unfamiliar ideas helps them be accepted in turn.

Jhogun elves are so rare that depending on their attitude, people assume they are either a Kelentur or Vaotur.

Gnomes

Nobody knows where the gnomes came from and the gnomes living in Midjuric don’t know, either. They are fairly uncommon, often living in groups within settled areas. The majority of Midjuric’s gnomish population is clustered in Talweir thanks to the high proportion of their race having an interest in wizardry. The natural talent for a few cantrips does lend to the perception that all gnomes are wizards but like all peoples, the majority follow more mundane careers. There is little negative attitude toward gnomes.

Half-Elves

Many half-elves in Midjuric have ancestry in the Vraelish nations. Being of mixed blood, some appear fully human while others are strongly elf-like. Midjuric’s general tolerance of other races meets with mixed attitudes as the Kelentur elves are often distrusted. A half-elf of Vaotur origin is likely to be treated just as any human.

Half-Orcs

The myth of orcs still persists in Midjuric. Many still believe the savage beings exist on the borders of civilisation, lurking out there to prey on the weak and careless. In actuality, half-orcs are half-goblin and vary far more widely than any other race. Some look like sharp-featured humans while others present with large tusks and green skin. The more human – like half-elves – can get by unnoticed most of the time. Those more goblinoid in appearance are usually regarded as ‘tame monsters’ rather than regular citizens. The law makes no distinction between half-goblins and humans but the perception that they are brutes and savages persists in the public attitude.

Halflings

Like gnomes, nobody is really sure where halflings came from, although theirs is a different mystery. The history of halflings has forever been entwined with humanity. Wherever there are tallfolk, there are smallfolk. Some say the halflings grew from towns and farmlands in the very same way that maggots spontaneously form in exposed meat or that mice spawn from stacks of hay. Halflings are generally ignored everywhere but Leethe. They move as a seamless other layer of society, blending in with ease and avoiding getting in the way of tallfolk affairs.

Humans

After the fall of the elves, humans became the dominant race in the world, and it is the same in Midjuric. Humans enjoy higher status than the other races and are the only ones able to hold titles of nobility. There is less resentment for humans in Midjuric, however, as it is here that the other races are treated more equally than almost anywhere else. At the very least, having the oppressive society of Leethe as a neighbour puts Midjuric humans in a good light.

Kobolds

Only a few decades ago, kobolds were thought of as nothing but monsters. However, thanks to the efforts of some adventurers, the Kobold nation of Zaltasar was revealed to Midjuric and opened trade. Midjuric was hesitant, but the alliance proved beneficial for both nations. Kobolds provided a wealth of rare ores and gems from beneath the earth, while the wizards of Talweir helped the Kobolds expand their study of the dragons and their magic.

Classes in Midjuric

On Classes: It is important to note that for most people, even those with knowledge of magic, the distinction between the different classes is not always clear. The classes are a mechanical means of expressing different skills and styles of character, so for example a skilled fighter of the wilds and a martial ranger may be viewed as the same style of combatant. For spellcasters, the distinctions are a little easier to define as each gains magic in a different way. Even so, most people have no idea what separates a sorcerer and summoner or a nature cleric and druid.

(Note: While I have not written blurbs for all the classes, this does not mean they are unavailable. Gunslingers, however, do poorly due to the absence of guns)

Paladin
Almost all of the paladins in Midjuric are followers of Ennan. The presence of the Oathbound Saints and the nation’s border with the Death Gate are the main reasons for this. Second to Ennan’s paladins are those of Helior. The virtue and courage required to become a paladin make them rare enough that those of other faiths are rarely heard of in the central regions. The Ennanites and Helians have conflict over dogma at times as both seek to recruit from the same pool of heroic warriors.

Rogue
Rogues may follow a varied number of professions in Midjuric. The skills involved are not so different wherever they are, as stealth and guile are universal constants. Rogues may be found running rooftops in the cities and cutting purses in the streets. Particular skillsets allow them to serve in the military as skirmishers, snipers and cunning tacticians.

Sorcerer
Sorcerers are the most fantastic and varied of all the spellcasters. In Midjuric, the inborn potential for magic makes sorcerers a fascinating subject of arcane study. Sorcerers tend not to like being studied, but quite a few enrol in the Tower of Wizardry for the access to arcane knowledge that may help them better understand the magic that wells forth from their souls. Few sorcerers are without defining marks of their magic as their mystic bloodlines slowly warp and alter their bodies as their power grows. Those of more frightening bloodlines must keep their unnatural traits hidden for fear of witch hunts. Those lucky enough to be descended from angelic origins are often blessed with beauty that can earn them many favours. Blue dragon sorcerers are especially favoured in Midjuric as they are seen as chosen by Stannum, the nation’s draconic patron.

(Note for sorcerer players: Almost invariably, sorcerers have physical and sometimes psychological expressions of their bloodline. It becomes increasingly difficult to hide their nature as they gain levels.)

Summoner
While already a rare form of spellcasting, the summoner is even rarer in Midjuric. The studied forms of magic do not lend themselves to the astral dreamweaving that summoners perform to create their companion. The summoner’s introspective journey of the soul and the expression of that is held in the same regard as that of wild sorcerers – perhaps even seen as more dangerous due to the presence of the eidolon. The reputation conjuration magics have with association with demon binding does not make summoners popular. Those with less frightening eidolons have an easier time.

Witch
Midjuric is considered the most progressive nation by its own people and the animistic and spiritualistic magics of the witch are viewed with suspicion. While there is no doubting that this primal form of arcane magic has potency, it is more often seen as primitive hedge magic and superstition by the academic spellcasters of the nation. Witches of Midjuric tend to live on the outskirts of settlements where they can perform their mystic services for people without drawing unwanted attention to themselves.

Wizard
Talweir in central Midjuric is known as the centre of arcane learning in the known world. Because of this, Midjuric is a popular place for apprentice wizards to seek opportunities in expanding their knowledge. Due to the adherence to rules and discipline required in the Tower of Wizardry, wizards of Midjuric often fall into the archetype of stuffy scholar. Wizards of other nations are more hands-on by comparison. The most popular schools of magic in Midjuric are abjuration and divination. Conjuration has something of a poor reputation and necromancy – even when put to good use – has significant stigma surrounding it.


Ryu Kaijitsu wrote:

hmm

so, what is the big scene of things?

do players have the chance to gain lands and wealth, to build a castle and amass titles? make trade routes and sign deals?

I consider something like a Duchy/Duke concept atm, someone like a "merchant prince"

also, what of the swashbuckler main class? is that allowed?

It will be fairly sandboxy, with events taking place in the world. Early on, he party will be villagers in Tannersmark and may seek greater fortune as the game progresses. There are other events moving in the world and some of them may snatch up the party in their wake.

It is an active world, and there are some otherworldly forces at work.

I will be posting quite a lot more over the next little while. Keep an eye out for info about the gods and Tannersmark itself.

No swashbuckler, I'm afraid.


What level do we start at? I dont think i saw that anywhere


Okay, you said case by case basis on classes right after you said no to godlings and mentioned Paizo material only. This is a bit confusing

I would ask you to list clearly what classes are allowed that aren't Paizo, and if you exclude archetypes too. I had a good image of a half-elven "musketeer-like" swashbuckler but now I need some steady background to think an alternative up. I now consider gunslinger mostly.

EDIT: and yes, starting level and wealth please, for plans on advancement and multiclassing


Tannersmark
Village, population 160 (Approx. 90 humans; 30 elves; 20 dwarves; 10 half-elves; 10 other)

History
Tannersmark has its origins in a military outpost watching the Leethan border. Over the decades, a small settlement built up nearby to manage both supplies to the outpost and host pilgrims visiting the nearby shrine of Ennan. Improvements in agricultural techniques allowed the cold land to be worked and bear fruitful harvests and this helped the town grow.

Current Events
There hasn’t been open war with Leethe in generations and Tannersmark is more recent than any border conflict. However, with the rumours from the road, Leethe is building up to war. Tannersmark will be one of the first places hit. The people are worried and much of the mayor-captain’s efforts are spent keeping the population calm.

Notable People

Mayor-Captain Davian Wesshel
With its origins as a military outpost, the original leadership of Tannersmark was the outpost’s captain. As the village developed, this role developed into a hybrid of mayor and military leader, responsible for both the settlement’s management and the soldiers of the outpost.
Mayor-Captain Wesshel is an old soldier, with more scars from claws than from steel. Despite his age, he is a strong and hearty man with a love for song and good-mannered mirth, keeping his small band of warriors like friends and companions rather than subordinates. He treats the village people similarly, being well-liked and respected. It’s rumoured that he was once a priest of the Sun but took to a life of war for some reason he does not speak of. He is married to Melisande but has no children; dwarves and humans are rarely compatible.

Melisande Wesshel
Melisande is a dwarf of Chelimhad ancestry and it shows strongly in her generous figure and larger-than-life manner. Her mother was a tavern keeper and brewer, and her mother’s mother before her, and she can talk about this ancestry for hours, proud of her tradition. She shares her husband’s cheerful nature and puts as much work into the village as he does, perhaps even more. The Brass Wagon is the most popular tavern in the village.

Keeper Alton
The son of the previous keeper, Alton is the head of the local church of Ennan and ministers to the people diligently. He is poor of sight and aging but the people of Tannersmark respect his tolerant message and frequent aid to the sick and weary. With no dedicated temples to other gods in the town, Alton also helps those of other allied faiths. Worship of the Passionate Sun and Eternal Wanderer is common and he is happy to help those that follow the exemplar spirits should they not conflict with Ennan’s teachings. He no longer makes pilgrimages to the shrine and relies on the few young clergymen and women under his experienced tutelage to maintain the site.

Brandy Dannerbuck
One of the few halfling members of the town’s population, Brandy manages Tannersmark’s supply and distribution, organising shipments and trade with the merchants that come up from Midjuric periodically. She used to trade with Leethe, but with the heightening tensions the trade with Ironwall has petered out. She is a keen merchant herself and is capable of telling the value of just about anything she lays her eyes on. Brandy does not always see eye-to-eye with the Mayor-Captain and it’s well known she believes a civilian should run the town.

Doomsayer Illyarwyl
The doomsayer has lived in these parts for longer than the town has been around. She is an elf witch of unknown power and since the arrival of the settlement has made a busybody of herself by telling prophecies of doom and ruin to all mankind if a farmer plants crops in a specific place or a certain patch of land is dug up. She lives on the outskirts and is generally considered little more than a nuisance. The townsfolk often blame her for spoiled crops and other problems of unknown cause. She is of the Kelentur and may know more about the history of the region than she lets on.


Ryu Kaijitsu wrote:

Okay, you said case by case basis on classes right after you said no to godlings and mentioned Paizo material only. This is a bit confusing

I would ask you to list clearly what classes are allowed that aren't Paizo, and if you exclude archetypes too. I had a good image of a half-elven "musketeer-like" swashbuckler but now I need some steady background to think an alternative up. I now consider gunslinger mostly.

EDIT: and yes, starting level and wealth please, for plans on advancement and multiclassing

Please, I haven't finished posting info yet. No gunslingers, as noted in the class blurbs. At this point, I am trying to minimise my own stress and I do not want to have to deal with things outside of my experience. I am not going to make a comprehensive list of everything that exists and does not exist as that would be far too much work to maintain sanity.

Ask, and I can say yes or no. If you want to play it safe, don't go for outlandish requests.


Religion

Ascendants

Chernob, The First Ascendant
Alignment: Chaotic Good
Portfolio: Art, Discovery, Science, Tragedy
Domains: Artifice, Chaos, Charm, Good, Knowledge
Favoured Weapon: Light Repeating Crossbow

“All truths are easy to understand once they are discovered; the point is to discover them.”

Chernob is often said to be the first of the gods. He rose out of the primitive tribes of mankind with new ideas and visions, opening up possibilities by discovering the astral plane through his dreams. He created the first mechanical timekeeping devices and explored distant lands. After venturing deep into Tzalcoa, he found something wonderful and terrible, transforming him into the first ascendant. His ascension awoke powerful and intelligent constructs throughout the world. It is still debated whether he created them as his ascending act or if they were there long before him.

As a deity, he is patron of the arts and invention. His faithful are expected to create and protect art and creativity and always seek out new ways of doing things. This comes with a warning to always be wary of the consequences of discovery and not to create art or technology carelessly.

Chernob is depicted as a youthful human male in colourful clothing, always holding a modern implement of technology.

Danhia, The Boon of Chelimhad
Alignment: Neutral Good
Portfolio: Healing, Martyrdom, Renewal
Domains: Community, Good, Healing, Plant, Repose
Favoured Weapon: Earthbreaker

“There is no greater gift you can give another than your own life for theirs.”

Danhia was a healer in the dwarven lands of Chelimhad during the height of the great plague. While the waves of undeath and poisoned air flowed in from the newly formed Desolation to the North, she and her acolytes worked tirelessly to heal wounds and stem the tide of disease. Danhia began a great work, a ritual to bind the health of all those suffering the desolation blight to herself. Her acolytes spread the touch of this ritual. Even though they could not cure the supernatural disease, they did not stop trying. When as many as possible had been touched by the ritual, Danhia completed it. The disease's power left its victims and flowed through Danhia's acolytes into her. They all died instantly, but in that death she ascended as the Boon of Chelimhad and her followers as angels. Her ascension cleansed Chelimhad of the plague and restored all those suffering from it.

Danhia stands for the care and love of community and family, and the sacrifices that must be made to protect life. Her followers are adept healers, merciful and offering redemption to any evil before taking violent action.

Danhia is depicted as a solemn dwarven woman in a hooded brown robe, surrounded by types of plants associated with healing and remedies.

Ennan, The Frozen Tomb
Alignment: Lawful Good
Portfolio: Dedication, Patience, Vigilance
Domains: Glory, Good, Law, Repose, Water
Favoured Weapon: Warhammer

“To our oath we are bound and to this earth it binds us until our task is done.”

Ennan was a courageous warrior, a human of unparalleled strength of body and mind. When the first Dread Host threatened his homeland, he led an army to fight them to the death and beyond. Ennan himself confronted the unholy lord of the north, striking down the abomination. However, with their leader dead the undead armies ran amok, destroying the remnants of Ennan's army and finally, Ennan himself. The threat was destroyed at great cost. The contingencies of undeath set up by the evil forces caused Ennan's closest companions to be raised as skeletal undead. Ennan ascended to the heavens and with that act, destroyed every other existing undead on the material plane. His fellows became the first Oathbound, spreading word of his deeds and standing against undead evil for eternity.

Ennan’s followers are vigilant and dedicated to a singular cause. To them, undead are the greatest threat to all people of the world, even if those undead do not mean to be. They are encouraged to help and heal the needy but not at the cost of their oath to destroy evil. Healing the world can wait until it is safe.

Ennan is depicted as a full suit of plate armour laid in a tomb or coffin of ice.

Kelen, The Keeper of Aeons
Alignment: Lawful Neutral
Portfolio: Civilisation, Tradition, History
Domains: Community, Knowledge, Law, Rune, Travel
Favoured Weapon: Longbow

“It is on the foundation of our ancestors we are built. So too, we build the foundations for our children.”

During Kelen’s life, she was the head of the house of lorekeepers during the rise of the elven empire. She pioneered the development of traditional elven ancestor worship into creating a caste of willing vessels for ancestral spirits. Through speaking with the possessed and seeking lore far and wide, she and her followers created the greatest library ever known to the world. After this, she became reclusive and ventured into the world only through great and vats divinations. It is said that she poured the last of her long life into the writing of an unparalleled work of history, a book describing every event that ever happened and everything that ever will. The book was never recovered when the empire fell to the first Dread Host.

The priests of Kelen are keepers of history, faithful archaeologists seeking to unearth and restore that which was lost in the fall of their nation. Many follow her example of looking to the past for answers and relying on known and reliable traditional methods to solve problems and aid their fellows. They are expected to have a great breadth of practical knowledge to draw from, although they often have prejudice against novel ideas.

Kelen is depicted as a mature or aged elven woman with a large book in her hands.

Seren, The Necromancer King
Alignment: Lawful Evil
Portfolio: Conspiracy, Necromancy, Undead
Domains: Artifice, Death, Evil, Law, Magic
Favoured Weapon: Sickle

“It is the truest mastery of magic to defy the finality of death. Give up your flesh and eternity is your reward.”

Seren was the first wizard king of the Old Kingdom, establishing a rule by magic to replace the traditional royal lineage. Very little is known about those ancient times, but it is said that it was his dying act to place a curse on all the nation so that the land itself would die. Theologians debate what really happened, but the priests of Seren insist that the god of undeath is the very same man that once ruled the land now known as the Desolation.

It is said that Seren can use the eyes and ears of any undead save those bound to Ennan’s oath, and that should he choose, he may take any one of them as his dark avatar. It is for this reason that the Oathbound destroy all undead, even those that profess innocence. It is necessity.

The faithful of Seren work in secret to oppose the Oathbound and to further the cause of undeath in the world. The ultimate goal of any spellcaster following Seren is to become a lich, but most do not reach this state. Some misguided followers seek vampirism as a half-measure but reliance on the living for sustenance is seen as a disgusting dependancy by the others.

Seren is depicted as a severe man with a goatee in royal vestments and a crown of bone.

Demons
Souls that did evil in life end up in the lowest places in the astral plane, where their minds are left to be consumed by utter isolation or unthinkable terrors. Over the centuries, they may become lost to the dark powers and become the tormentors themselves. The greatest of these may ascend to states of divinity, presiding over the abyssal realms.

(Note: Evil outsiders of all alignments typically fall under the heading of 'demon'. This includes devils, daemons, divs, demodands, oni and kytons.)

Azharak, The Tormentor
Alignment: Neutral Evil
Portfolio: Bloodlust, Strategy, Torture
Domains: Destruction, Evil, Strength, Trickery, War
Favoured Weapon: Falchion

“War is what separates man from beast. Victory is a gift of the divine.”

Azharak is said to be as old as evil itself, the first sinner or the first tempter. The stories are more wildly varied for him than for any other god. His nature is close to mortal evil, favouring lust for war and destruction on a grand scale and clever brutality on personal levels. Many destructive monsters are associated with him and are said to have been birthed from his dark imagination.

The followers of Azharak seek war for war’s sake, mastering its forms both physical and cerebral to destroy their enemies. There is no goal but to see the world in turmoil, driving people to fight for the betterment of the art of war itself.

Azharak is depicted as a muscular horned figure with terrifying red armour and weapons.

Helior, The Avenging Pyre
Alignment: Lawful Good
Portfolio: Crusades, Justice, Righteous Fervor
Domains: Good, Fire, Law, Sun, War
Favoured Weapon: Longsword

“Let justice and righteousness be your revenge against evil.”

Just as Azharak’s history is fraught with dispute, Helior’s is nearly as confused by debate. In different tales she may be Azharak’s lover, a close ally, a friend or even an associate in mortal life. The act of betrayal varies from one story to the other as well, the most common being Azharak’s cosmic infidelity of marrying himself to war itself over her. This drove her to seek vengeance against him and over centuries of battle against the lord of war, she found allies in the heavens. She learned that her violent battle with him over this betrayal would do him no harm for he lived for war, and turned to inspiring mortals to take action against his holdings on the material plane and damage his capacity for warmongering. Helior came to favour those mortals that did not fight for her because they sought power or destruction, but because it was right. Mortal virtue redeemed the demon and she became an image of righteous war against Azharak’s bloodlust.

Helior’s servants in the world find a virtue close to their hearts and seek out those that threaten it with a passionate fervor. They are quick to find allies even in the most unlikely places, following the example not of their goddess but the mortals that came before and inspired her to righteousness.

Helior is depicted as a strong, beautiful woman with great wings of fire and a flaming sword.

Exemplar Spirits

Unlike the ascendants, the exemplar spirits were never singular living beings. They are generally believed to have formed in the astral sea out of the amalgamated souls of dead mortals who lived lives of dedication to a particular ideal. As a whole they have existed for much longer than the ascendants, and far more have fallen away into the astral deep than exist today.

The Azure Soul
Alignment: True Neutral
Portfolio: Magic, The Astral Plane
Domains: Artifice, Magic, Rune, Any one element (see notes)
Favoured Weapon: None

The Azure Soul is the spirit representing thought, dreams, magic and the whole of the astral plane itself. Often called the soul of the universe, with the Verdant Soul being its counterpart as the body, the Azure Soul is an impersonal patron of the esoteric arts.

Followers of the Azure Soul have no particular driving dogma. It is more a philosophy of respect for the cosmos and the wonders of the mind.

The Azure Soul has no definite depiction and is rarely seen as humanoid. The only common theme is the colour blue.

Clerics of the Azure Soul may choose any one elemental domain.

The Black Throne
Alignment: Lawful Evil
Portfolio: Rulership, Slavery, Tyranny
Domains: Darkness, Evil, Law, Nobility, War
Favoured Weapon: Greatsword

The Black Throne waits in the halls of the astral deep for a tyrant powerful enough to claim it. It stands for rulership with an iron fist, unrelenting and unforgiving in its domination of the weak. Those with the power to rule take it and keep it. Legend says that he that governs all men over the whole of the world will rise to claim the throne itself and become the Tyrant Ascendant.

The faithful of the Black Throne know that power goes to those with the will to wield it and lesser beings have no right to wrest it from their hands. Rulership is inspired by the divine.

The Black Throne is depicted as a great obsidian throne adorned with terrible spikes and fearsome sculptures.

The Burning Chains
Alignment: Chaotic Evil
Portfolio: Freedom, Hedonism, Sadism
Domains: Charm, Chaos, Evil, Fire, Liberation
Favoured Weapon: Spiked Chain

The Burning Chains encourages breaking free from all bonds. It is the unfettered spirit, turning to ash all that would hold it down. It represents ultimate hedonism, serving the self before all other concerns and letting no rule of law or morality tell it what is right or good. The only good is pleasure. Some speculate that the mortal that succeeds in experiencing every pleasure possible will ascend as the Unfettered Ascendant.

Sadists and masochists find favour in the Burning Chains. Many of those that would please themselves at the cost of another’s wellbeing may turn to this spirit to aid their lusty pursuits.

The Burning Chains is depicted as a great length of spiked and bladed chain, broken and shattered in many places with the missing links joined by fire.

The Eternal Wanderer
Alignment: Neutral Good
Portfolio: Communication, Exploration, Flight, Pilgrimage
Domains: Air, Earth, Good, Travel, Weather
Favoured Weapon: Quarterstaff

The Eternal Wanderer is an old spirit of the wind and earth, the patron of faithful pilgrimage to distant places and spreading goodwill. It represents a detachment from places yet a love for people, going to each part of the world to know their troubles and bring the Wanderer’s peace. It is commonly thought that he who travels to every part of the world will take up the spirit’s staff as the Pilgrim Ascendant.

Followers of the Eternal Wanderer never stay long in one place, always seeking out new lands to bring care and peace to. The constant journey is what they live for, not the destination.

The Eternal Wanderer is sometimes depicted as a bearded man in a weathered robe and walking staff or as a winged stag.

The Hand of Order
Alignment: Lawful Neutral
Portfolio: Justice, Law, Leadership, Self-Improvement
Domains: Knowledge, Law, Nobility, Protection, Strength
Favoured Weapon: Scimitar

The Hand of Order is the exemplar spirit derived from all mankind’s wish for law and civility over the aeons. It also advocates a dedicated self-improvement through various martial or spiritual means. Order must be brought to society as order must be maintained in your own body. The legends say that the mortal that succeeds in bringing a god to justice for a crime against the cosmos will ascend as the Judge Ascendant.

The faithful of the Hand of Order are often treated with the same respect as city watch and it is not uncommon for the roles to overlap.

The Hand of Order is depicted as a hand with an open palm and scales marked on its centre.

The Passionate Sun
Alignment: Chaotic Good
Portfolio: Beauty, Celebration, Freedom, Joy
Domains: Chaos, Charm, Good, Liberation, Sun
Favoured Weapon: Morningstar

The Passionate Sun represents noontime revelry, the joy of living and festivals. It is not a passive exemplar spirit, and the light of the sun brings low those that would oppress and corrupt the virtues of passion and emotion. There are few solid ideas of how a mortal would pursue ascendancy as the Bright Ascendant but throwing a party so awesome the gods themselves attend might work.

Servants of the Passionate Sun work as masters of ceremonies, organising feasts and festivals around the year and ensuring that love and play are kept pure. They are not prudes by any means, but will act righteously against those whose revelries would harm others.

The Passionate Sun is depicted as a shining sun. Sometimes its depiction is surrounded with a multicoloured halo.

The Savage Maw
Alignment: Chaotic Neutral
Portfolio: Predators, Survivalism, Storms
Domains: Animal, Chaos, Destruction, Strength, Weather
Favoured Weapon: Greataxe

The Savage Maw is the exemplar spirit of brutal, instinctive savagery and the destructive power of nature. It stands for the power to survive at all costs, to outlast all that would kill you and come out stronger. It shuns technology and outside aids. The strength of your own body is all that you should need. The Savage Maw is another exemplar spirit with few written legends about methods to ascendancy. Try wrestling the Tarrasque barehanded and win if you want to become the Beast Ascendant.

The Savage Maw’s followers are survivalists to the core, giving up comforts of civilisation to live primitively and revel in the harsh might nature bears down upon them.

The Savage Maw is depicted as a mighty beast of great red fangs and claws, the species varying by region.

The Trickster
Alignment: Chaotic Neutral
Portfolio: Fools, Humility, Trickery
Domains: Chaos, Liberation, Luck, Travel, Trickery
Favoured Weapon: Rapier

The Trickster is a friend to the foolish and meek and a troublesome thorn in the side of the haughty. More tales of the Trickster have been written across the world than about any other spirit. It is a favourite to children, outwitting the proud and mighty at every turn. Taking yourself too seriously is the worst thing to do if you want to avoid the Trickster’s pranks. Out-tricking the Trickster may be a step on the path to the Harlequin Ascendant, but even that may be a trick put into the history books by the spirit itself. Hard is the road to the divine aspect of humility.

Servants of the Trickster act to make sure the flaws of those seeing themselves as flawless are bared for all to see. They bring mirth and japery wherever they go, never in malice and always to teach a lesson.

The Trickster is depicted as various creatures such as a fox, coyote or raven and rarely a spider or snake. The jester’s costume is another popular image associated with the Trickster.

The Vengeful Widow
Alignment: Neutral Evil
Portfolio: Revenge, Sorrow, Wraiths
Domains: Darkness, Death, Destruction, Evil, Madness
Favoured Weapon: Scythe

Loss and grief invokes the Vengeful Widow, she who avenges the wounded. This vengeance is not for justice but to give pain for pain. It spreads revenge like a disease, blinded by grief and bloating cycles of murder beyond sanity. Ghosts and wraiths are said to be the creations of the Vengeful Widow, allowing the murdered to take violent action from beyond the grave.

Rarely do people come to serve the Vengeful Widow in a steady state of mind. She welcomes the insane and those maddened with hate, and they seek her powers to fulfil their vengeful desires.

The Vengeful Widow is depicted as a deadly pale but beautiful woman with bleeding holes for eyes in a grey or black cloak and wielding a farmer’s scythe.

The Verdant Soul
Alignment: True Neutral
Portfolio: Nature, The Material Plane
Domains: Animal, Plant, Weather, Any one element (see notes)
Favoured Weapon: None

The opposite and partner to the Azure Soul, the Verdant Soul stands for the world itself and all that lives in it. Likes its counterpart, the Verdant Soul has no real motive besides existing and continuing to exist.

Followers of the Verdant Soul seek to guard the material plane against disturbances from beyond or even within. Being tied to the world they live in, they are more likely to be active in local affaird than the Azure Soul’s introspective faithful.

The Verdant Soul is depicted variously, often including a spherical image detailed with greenery. This is sometimes but not commonly a map of the known world.

Outer Beings
The utterly inhuman things that pry at the world with motives and thoughts beyond mortal comprehension are rarely grouped into any coherent classification. Each differs so extremely that few would think that they are of like origin. The only similarity between them is that they do not understand mortal minds and their attempts to interact are most often mind-destroying. It is known there are several of these entities dwelling in the astral sea but most are content to lurk as terrible leviathans in that formless deep. Only a few have interest in the material plane.

The Green Star
Alignment: True Neutral
Portfolio: Dichotomy, Paradox
Domains: Any two opposite domains (see notes)
Favoured Weapon: None

The Green Star is a strange and alien thing, a paradox in a distant sky that stands for all that should not be. It takes no action in the world but its powers may be sought to make change in the world where that change contradicts reality. In places where reality has been tampered with drastically, one may see the sun shining green.

The Green Star’s followers are rare as its patronage is a confusing one.

Clerics of the Green Star may choose any two opposite domains, such as good and evil or fire and water.

Yarath, The Stranger
Alignment: Chaotic Evil
Portfolio: Curiosity, Insanity, The Unknown
Domains: Chaos, Evil, Knowledge, Madness, Magic
Favoured Weapon: None

Some might argue that Yarath is not evil, that since this alien entity cannot even conceive of human morality that absolves it of any moral concerns. Most that are affected by Yarath in any way would not call Yarath anything but evil. In not knowing mortality or morality, Yarath’s shapeless tendrils rend mind asunder and turn sane men into frothing savages, all out of alien curiosity.

Yarath’s followers know that it does not understand their worship, but their devotion draws its unthinking attention and should they remain in control of their minds, they are able to receive powers just like the ordained of any other god. Many short-lived cults sprout in hopes of being touched by Yarath and gaining unparalleled power. For the most part these cultists end up utterly incapable of relating to the material world and die of thirst, no longer knowing how to drink nor realising any need to.


Character Generation

Please read all of the information posted above before starting work on a character.

Starting Level: Characters start at 3rd level, with some experience under their belt.

Point Buy: 20 point buy as noted above.

Starting Wealth: 3000 gp; full price and no self-crafted items prior to start.

Background

I would like any prospective characters to have answers to the following questions, written in-character:

Where did you come from and if not Tannersmark, why did you leave?

Who are your parents or whoever raised you and what is your current connection to them?

What led you to your chosen field of work (i.e. class) and how would you like to advance?

You have had some prior adventures; what characterises them and what loose ends might catch up with you later?

How do you feel about the people of Tannersmark and what makes you stay? Is it love, loyalty or something else? Do you have a family here?

How do you feel about the rising tensions between Midjuric and Leethe?

Manifestations

Things are not always as they seem. As you grow in power, you may notice strange occurrences around you and about yourself...

Be aware that the rules may change. The universe is not as static as people believe.

This game will begin with a war between mortal forces, the fight for Tannersmark and its liberation, but will in time become darker in tone, including a focus on existential horror and a shattering of worldviews.

A heads up: Charisma will be important as a 'soul' stat. While an average of 10 will be okay, beware of having a low charisma when the seams of reality start coming apart. It won't be completely fatal to have a dumped charisma but you may miss out on some features and opportunities in the later stages of the campaign.


I am willing to work with people to help build characters. Ask questions about the world and its history and I will answer as I can.

RECRUITMENT OPEN AFTER THIS LINE


More information about the nature of the planes (as differs from the norm) may be given to characters that would have access to that knowledge; Otherwise, the realms beyond the material are utterly unknown.


Magus? and its archetypes?


Magus is allowed. All archetypes should be fine, as far as I know. If you're planning on playing a Blackblade, note that the personality of the blade will be in my hands and will relate to the behind the scenes events. You won't initially know its goals. Don't worry. I'm not out to screw the players. I'm only out to screw the world that you happen to live in. ;)

I should have noted before but forgot to put it in the house rules (they were written when the APG had just come out and haven't been fully updated): No Asian equipment - use the nearest conventional equivalent and describe it how you like.

It's recommended that you don't pick problematic classes such as master summoner or synthesist. While regular summoner is also generally considered overpowered, I'll allow it. (and yes, I know synthesist is technically weaker than normal summoner; I have other reasons for disallowing it for now)

There's no need to cheese out in this game. I like to present a story more than a challenge. This game should be more about the emotional growth and development of your characters than their combat prowess and victories.


Dotting, will come up with something. I'd like to play.


GM Umbral Reaver wrote:

Magus is allowed. All archetypes should be fine, as far as I know. If you're planning on playing a Blackblade, note that the personality of the blade will be in my hands and will relate to the behind the scenes events. You won't initially know its goals. Don't worry. I'm not out to screw the players. I'm only out to screw the world that you happen to live in. ;)

I should have noted before but forgot to put it in the house rules (they were written when the APG had just come out and haven't been fully updated): No Asian equipment - use the nearest conventional equivalent and describe it how you like.

It's recommended that you don't pick problematic classes such as master summoner or synthesist. While regular summoner is also generally considered overpowered, I'll allow it. (and yes, I know synthesist is technically weaker than normal summoner; I have other reasons for disallowing it for now)

There's no need to cheese out in this game. I like to present a story more than a challenge. This game should be more about the emotional growth and development of your characters than their combat prowess and victories.

Good, then I will make a Cabalist Hexcrafter Magus I guess, either a human child of a witch, or a half-elf noble who inherited its title from the suddenly dead father.

Traits will be Rich Parents and maybe Suspicious (not sure on the second yet), rich parents trait will either represent wealth inherited or money made as a merchant


I lost my original document on the dragons, but here's a brief summary:

The Elder Wyrms

The dragons have their own gods, and they are real and present. They do not grant divine power to mortal worshippers, but they still have many cults.

Argentum, the White

Argentum sits atop the tallest mountain, an immortal lich-dragon transformed willingly by the Dread Host. It gave up its very flesh to be more immortal than even other immortals, seeking to outlast eternity itself. Argentum is a dangerous creature, patron to those who would seek immortality at any cost and ally to the Lord of Necromancy.

Aurum, the Gold

Aurum is a social creature, dwelling in the capital of Selitur. It is the founder and patron of banking and modern commerce, encouraging its lesser kin to guard not their own wealth, but the wealth of others. Many major banks now have gold dragons guarding them. Aurum frequently hosts meetings with the world's foremost merchant princes, to discuss the direction of the world's economy.

Cuprum, the Green

Cuprum is a recluse, hiding and avoiding contact with mortals. It is rumoured that the green dragon has some deep and shameful secret and for that reason has retreated from the world.

Ferrum, the Red

Ferrum is a beast of fire and fury, living only for destruction. It dwells in the Karrack desert's heart, and is the reason for the desert's existence.

Hydragyrum, the Purple

Hydragyrum was the patron of the Old Kingdom and was the very avatar of hubris. The race of purple dragons all vanished when the Old Kingdom fell and its lands became the construct-haunted wasteland called the Desolation.

Plumbum, the Black

The elder black wyrm is hidden, but for different reasons than Cuprum. Plumbum is the patron of assassins and silent death, rumoured to be operating in human guise as the leader of more than one subversive organisation - possibly even conflicting groups.

Stannum, the Blue

Stannum is the lord of vigilance, whose image flies on the flags of Midjuric. It stands atop a mountain on the border between Midjuric and Death Gate, watching for the danger of a second Dread Host or the advance of Ferrum from the desert beyond. Aspiring Knights of the Blue Dragon must meet climb the mountain and meet Stannum as part of the ritual to gain their knighthood.


I might be interested in trying to join this game, I'm not sure. I've never played by post before and haven't played Pathfinder yet. I have played D&D 3rd ed a few times and have heard PF was better and bought the core book.

Would this be a good 1rst game to attempt or is this campaign setup probably too complex for a beginner to try on a first outing, do you think?

Was considering a ranger as my first try!


Ryu Kaijitsu wrote:

Good, then I will make a Cabalist Hexcrafter Magus I guess, either a human child of a witch, or a half-elf noble who inherited its title from the suddenly dead father.

Traits will be Rich Parents and maybe Suspicious (not sure on the second yet), rich parents trait will either represent wealth inherited or money made as a merchant

No cabalists. Hexcrafter is okay.

How do you plan to reconcile a noble title with the starting premise of the game?


Rathorn wrote:

I might be interested in trying to join this game, I'm not sure. I've never played by post before and haven't played Pathfinder yet. I have played D&D 3rd ed a few times and have heard PF was better and bought the core book.

Would this be a good 1rst game to attempt or is this campaign setup probably too complex for a beginner to try on a first outing, do you think?

Was considering a ranger as my first try!

There may be some more complexity as the game progresses than the usual Pathfinder game, hence my desire to limit extraneous classes and options from outside Paizo.

If you feel comfortable with tackling the added complexity, you are welcome. I am willing to help with things as they arise.


I'd like to submit Scar-Scale, Kobold Barbarian for your consideration.

Scar-Scale is (or was until recently) a gladiatorial slave. I don't know what your take on slavery in this world is like. It could be he was a known fighter in some Colosseum somewhere, or it could be that he's been kept in secret in some pen as part of an illegal underground fighting ring.

Mechanically, I plan on going Dragon Disciple (Barbarian, Paladin, Sorcerer)

Thematically, I plan on starting him as barely more than an animal and discovering his "true calling", which will probably be freeing slaves, and through that he will awaken more and more of his draconic heritage.

Personally, I am an extremely reliable and active player with exceptional writing skills. Pick me. You won't be disappointed.

Right now Scar-Scale is built at 1st level. I will have him leveled up before the end of the night.


There are a couple of options that might sound good to you:

One is to be from Leethe, captured at a young age and thrown into the arena for entertainment. To the Leethans, you were nothing but a beast of amusement, born to die. At some point, you made your escape and fled to Midjuric, finding refuge in Tannersmark, perhaps under the kind shelter of Keeper Alton, finding work with Brandy or Melisande or joining the local outpost's force under the Mayor-Captain.

Or: If you're from Midjuric, kobolds are starting to become more well-respected (although more in arcane circles than in general public) but it's possible to end up in their arenas. In Talweir, criminals can fight in the arena for the right to join the Midjuric army. After winning 'freedom', you could have been sent to the Tannersmark outpost and now live amongst the people there.

A note about languages. There's no 'common', but the local tongue of Tannersmark is Juric. The second most common language in the area is Leethan, due to proximity, then Selian.


(the following questions were answered before Scar became free)

Where did you come from and if not Tannersmark, why did you leave?

"Come from pit. No leave pit. Massster no let."

Who are your parents or whoever raised you and what is your current connection to them?

"What are "parentsss"? Massster raissed. He iss Master."

What led you to your chosen field of work (i.e. class) and how would you like to advance?

"Master ssaid fight or die, sso I fight." Glancing around with a hint of fear in his eyes, the scarred kobold pauses, as if he isn't sure if he should continue. Deciding to take the risk he says. "Outsside. Want that. Dreamss. Alwayss outsside. Sky. Want that."

You have had some prior adventures; what characterises them and what loose ends might catch up with you later?

"Oncse killed giant cat. These scars. Here, and here. Wanted to keep claws. Master no let keep."

How do you feel about the people of Tannersmark and what makes you stay? Is it love, loyalty or something else? Do you have a family here?

"No understand. What isss Tannerssssmark? What isss family?"

How do you feel about the rising tensions between Midjuric and Leethe?

"They other fightersss? Masterss like when fighterss no like each other. Make better fight."


GM Umbral Reaver wrote:
Ryu Kaijitsu wrote:

Good, then I will make a Cabalist Hexcrafter Magus I guess, either a human child of a witch, or a half-elf noble who inherited its title from the suddenly dead father.

Traits will be Rich Parents and maybe Suspicious (not sure on the second yet), rich parents trait will either represent wealth inherited or money made as a merchant

No cabalists. Hexcrafter is okay.

How do you plan to reconcile a noble title with the starting premise of the game?

...meh, I just asked you about the Magus and its archetypes earlier :(

The village we start from must also be having either a local title or be part of a territory that belongs to a title. The title may by now be nothing more than just a bit of prestige if the lands are poor and mishandled, maybe there was once a castle or noble estate where the village is now. There are multiple ways the noble rank could be included, having it doesn't mean the char would start out any better than a shop owner or at best a Mayor. It would still enable him to converse with other nobles easier, and get access to things otherwise impossible for a farmboy, and there could be ancient allies of the families now in strong positions or with wealth.

His title could also be inherited from parents without any actual lands, and the 900 gold from trait could be all the wealth the title came with.

Having the title would atleast open the gates for future development of the village and area, trade rights and routes, etc.


Ryu Kaijitsu wrote:

...meh, I just asked you about the Magus and its archetypes earlier :(

The village we start from must also be having either a local title or be part of a territory that belongs to a title. The title may by now be nothing more than just a bit of prestige if the lands are poor and mishandled, maybe there was once a castle or noble estate where the village is now. There are multiple ways the noble rank could be included, having it doesn't mean the char would start out any better than a shop owner or at best a Mayor. It would still enable him to converse with other nobles easier, and get access to things otherwise impossible for a farmboy, and there could be ancient allies of the families now in strong positions or with wealth.

His title could also be inherited from parents without any actual lands, and the 900 gold from trait could be all the wealth the title came with.

Having the title would atleast open the gates for future development of the village and area, trade rights and routes, etc.

The cabalist's overlap with the sorcerer (as well as being, in my opinion, broken), makes for conceptual difficulties given the unusual place of sorcerers in my world. I also have a rather low opinion of 3rd party material, especially that from SGG. I have a low opinion of Paizo, too, but I can't exactly run a game without some rules. And please, the indignant attitude is not endearing.

Given the political turmoil in Lower Midjuric, upheavals and house scandals could have driven you to lie low in Tannersmark. The title may be something to be reclaimed, honor won in courts or combat, a birthright waiting for you in the future. But for now, it is kept from you and Tannersmark is your home. You need a connection to the village, a reason to stay and help liberate it and not just leave the people to suffer while you pursue unrelated goals.


GM Umbral Reaver wrote:

There are a couple of options that might sound good to you:

One is to be from Leethe, captured at a young age and thrown into the arena for entertainment. To the Leethans, you were nothing but a beast of amusement, born to die. At some point, you made your escape and fled to Midjuric, finding refuge in Tannersmark, perhaps under the kind shelter of Keeper Alton, finding work with Brandy or Melisande or joining the local outpost's force under the Mayor-Captain.

How's this sound-

Scar was hatched in Leethe and pretty much immediately sold to one of the pit-masters.

Scar didn't escape on his own. Someone else escaped, and took him with them (perhaps a PC or NPC who ended up as a prisoner or pit fighter for a time). Scar is a lot like Jet Li in Unleashed. He's barely a person, unable to think of himself without someone to tell him what to do. He has no moral compass or concept of self. He'll learn them, but I want him to start off as more of a blank slate.

At the start of the game he would be quite attached to whoever brought him to Tannersmark and would have likely just arrived. I think of him at the start as almost like another character's animal companion. He's a weapon to be wielded by someone else (at least for now).

Quote:


A note about languages. There's no 'common', but the local tongue of Tannersmark is Juric. The second most common language in the area is Leethan, due to proximity, then Selian.

Noted and fixed.


That should be fine, although I would like it if Scar-Scale at least liked one of the villagers. Would he have any fondness for the mayor-captain, also a scarred veteran of many battles?


what is the most trade-related language, and the 3 most closest spoken language regions?

/walks off to sleep and later to read what indignant means


Likely, yes. He definitely respects scars. He'd at least see (what he perceives as) a kindred spirit.


Ryu Kaijitsu wrote:


/walks off to sleep and later to read what indignant means

Someone might be in for a...

...rude awakening.

Ba-dum-tsss.


Sorry, Ryu. I'm afraid this game may not be one suited to you.


I'm still reading through the story info, but would a kitsune dervish dancer bard welcomed?


The listed races (core races plus kobold, several modified) are the ones allowed. Dervish dancer bard is fine.


Dotting for interest. It looks like you've done a lot of work for your world.

You mentioned that there would be no class alignment restrictions. What about in general? I mean what alignments are preferable / frowned upon for play?


I would prefer no evil alignments unless I can be given an extremely good reason why I should allow it. If an evil character proves unreasonably disruptive to the party, some very high-precision rocks fall and one character dies.

Lantern Lodge

Very much interested though I'm not sure what to play. Any big non-governmental organisations in your world? (looking for more information to draw inspiration from)

RPG Superstar 2013 Top 8

I'm interested if I don't get into another game soon. Might take me a few days to put something together though.


GM Umbral Reaver wrote:
Sorry, Ryu. I'm afraid this game may not be one suited to you.

yes, seems like it, especially as after I specifically asked about Magus and archetypes you overruled the earlier okay on them, also basically you listed you hate everything that I like

Spoiler:
about third party and Paizo classes and races, reading all the posts again I believe it would have been less confusing for everyone if you would have clearly just stated at the start of thread what is allowed or not, same with alignment restriction (considering that I planned an evil character, another reason to leave)

based on assumption that you wrote this "polite get out" when I asked about the most plausible languages one would have before sunrise, I believe you don't want me in the game anyway

so bye, have fun


Thanks. I just wanted to know about the alignment thing due to seeing some nifty gods and aspects. Also to help me narrow down my decision.

Thought of the bladebound with your mention of the persona, but I'm already playing a magus in another game and the tactics would be similar.

Now I'm bouncing between an Undead Scourge Paladin of Ennan (assuming there will be plenty of undead in the campaign) and a Crossblooded Sorcerer of some type (I really like the adjustments made to the sorcerer and the new feats). Leaning towards the latter.

I'll let you know as my thoughts progress.


Alrighty! I'll work on a female half-elf sorceress. Haven't quite made up my mind on the origin (honestly, the various regions and events are all interesting so far!)

She'd be very social-interaction based, support/debuff casting type (no so much blaster type ). Haven't decided on a bloodline yet, but the physical manifestation based on bloodline idea is very interesting. So I'll keep that in consideration when I work the details out after work :)

Maybe a little bard multiclass for flavor. Ahhh so many ideas!

Taldor

Well-written, GM. The world seems to be thorough and refreshing. Though it's been a few years since I took part in a PBP, I wouldn't mind returning in your story - if you would have me.

After taking stock of the world, I am thinking of making a Dwarf scorned.

Spoiler:
His parents were smiths from Chelimhad, but he - having been burned severely with molten metal as an apprentice, ruining the skin of his face so bad it most of his beard's growth - was instilled with a fear of fire and that which was firey hot. Naturally, this fear wouldn't do for one working bellows and steel; he couldn't bring himself to carry his parents' work. Stern and narrow as his people were, he took it to himself to leave the land on a trading vessel headed for Odon before the expected exile was demanded of him.

A powerful storm brewed in the sea during his journey, and the near-hurricane winds capsized the vessel. As he and his crew fell into the chilly waters, they made all sorts of noise - yelling, screaming, praying... but there was no help on the way. Having used the last of his coin to buy passage, the Dwarf hadn't any articles which would float, and he was too weak to wrest any of the floating debris from the strong porters which composed the crew. Little good these articles did most of them anyway as the waves buried them in the foam, the Dwarf succumbed to the water before long. The turbulence preventing him from rising to the surface, he spied a long, narrow shape with a dorsal fin before the world faded away.

It seemed like ages later when he woke on a shore, sputtering water into the sand next to him. His garments had apparently been lost in the sea as he felt the grains down the side of his body. Before he had a chance to observe more of his surroundings in the perhaps rising sun, a shadow approached him from behind. As nude as him, it seemed the bastard of the fair folk had risen from the waters themselves. Her long hair clung wetly to her slender frame, the not-so-pure ears poking slightly through her locks. She gave him a smile slowly.

Over the coming weeks, the woman showed him the ways of the wilds, how to fish, how to swim, ... how to -survive-. With mysticism from beyond his clan would have taken for heresy, the Dwarf embraced her lessons and absorbed every bead of wisdom she gave him. They avoided most "civilization" in their living, but they did stumble across a small village. Her mother lived there, so they decided to stay for a time...

Mechanically, he would be a storm druid. Let me know what you think!

Cheliax

I am still reading the provided material, but I have tentative concepts for two characters: 1) Bladebound Kensai Magus and 2) Spell-less Ranger, as presented in KQ. Is the Spell-less Ranger allowed?


Just spit balling, but thinking of a kobald rogue focused on skills and stealth. Will do a write up later.


Apoligies for lack of clarity in places. I was trying to squeeze in as much as I could before I lost internet for a day, so I did miss a few points.

This setting and campaign were written largely during the era of APG and early into UM, so later material was not known at the time this material was created. I will work to accommodate UC, except where things are daft (Antagonize) and such. Where I said Pathfinder compatible in the first post, I meant Paizo Pathfinder.

I appreciate people being forthright about their concepts, mechanical choices and plans. I don't want to have to be a Spanish Inquisition of a GM when appraising your sheets. I like to be able to trust that my players aren't trying to get away with shenanigans under my nose.

I have heard good things about the KQ spell-less ranger and I would be willing to take a look if there's anywhere I can access it. Is it public anywhere? I can't allow anything I can't see the rules for.

I will address all questions and suggestions soon. Right now, I have a lot of non-game stuff to deal with.


The Skirmisher and Trapper Archetypes don't get spells and are on the SRD.

Not sure if that's what Nightflier meant, but just in case, there's the link.


help-post:

LINK

I don't see any public data on the class itself, but there are a few reviews, sounds like a great class. Hope d20pfsrd.com will add it later, have fun people.

/out


I would like to submit Rashad Jalucian, 3rd level ranger.

Background:

1. Where did you come from and if not Tannersmark, why did you leave?

I was born and raised in a larger town not far from Tannersmark in Midjuric. I did not wish to leave, but if I had stayed, my family would have suffered for it... One day I visited the elf "camp" on the hinters of town looking for fine arrows of elven make when I spied a colorful tent with a finely-carved sign, "Fortunes Revealed." Inside I met a wizened old elf woman, near blind who made tea for the both of us. After she pricked a blot of blood from my hand into her cup, she peered deep into the bottom of the cup, then face went aghast.

"You... child, you must go! You are born under a terrible sign! Any you love will come to despair and ruin! If you stay, your own blood will curse you!"

Naturally, I walked home, laughing it off to myself as nonsense. A fortnight later, some of the families were celebrating the birth of a new child and we were all singing and dancing. I had just finished dancing with Eliza, a girl I had fancied since we were children and turned to fetch more wine when I heard a cacophony of noise and panicked horses. Turning, I saw Eliza on the cobbles, body broken by panicked horse and wagon, her lifeblood ebbing into a deep stain in the moonlight... Dead.

That night, I could think of little else than that old elf's proclaimation. Hurriedly in the morning sun, I packed my life, scrawled a hasty note, and left before anyone had awoken to stop me.

2. Who are your parents or whoever raised you and what is your current connection to them?

My father is Markham, a furrier by trade. And my mother is Lyla, a mid-wife. They both raised me, giving me a stable home. I left them abruptly one day, leaving a hastily scrawled note telling them I wished to see the world.

3. What led you to your chosen field of work (i.e. class) and how would you like to advance?

My trade and line of work is mostly an extension of the skills my father taught me growing up. Instead of tracking down and hunting animals, I get by collecting bounties on wanted men and troublesome monsters, particularly the occasional undead that seems to have slipped notice.

4. You have had some prior adventures; what characterises them and what loose ends might catch up with you later?

I've been moving town to town to village, offering my services to local governments as a bounty hunter, problem solver, and tracker. Most of the time I've hired on with more experienced men who've taught me a thing or three about the harsh realities of the outside world while disabusing me of my naivete notions.

5. How do you feel about the people of Tannersmark and what makes you stay? Is it love, loyalty or something else? Do you have a family here?

The money has ran out in Tannersmark and I must find work. It's not too far from my hometown and word of war has reached my ears. I am unsure of pursuing my vagabond lifestyle now.

6. How do you feel about the rising tensions between Midjuric and Leethe?
I hope war does not come, as my family lives nearby. I cannot in good conscience abandon them by resuming my wandering, but I cannot get too close to them either...

I'm not really sure how you submit a character sheet. Can we buy magical items with that rather large sum of money, and if so, is there a list somewhere?

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