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GM_Chris's page

5,333 posts. Alias of Chris Shannon 719.

3 people marked this as FAQ candidate.

Unless I'm missing something, light is not dismissible. You can recast it which results in it being dismissed, but you can't turn it off to quickly hide. If it's cast on the fighter's shield/sword, you can't just put it in your pocket. You could take a turn to recast it on something else and then pocket that, but then you've lost a whole turn.

Seems kind of silly. I wonder what other spells can't be dismissed.

(D) Dismissible: If the duration line ends with “(D),” you can dismiss the spell at will. You must be within range of the spell's effect and must speak words of dismissal, which are usually a modified form of the spell's verbal component. If the spell has no verbal component, you can dismiss the effect with a gesture. Dismissing a spell is a standard action that does not provoke attacks of opportunity.

School evocation [light]; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, M/DF (a firefly)
Range touch
Target object touched
Duration 10 min./level
Saving Throw none; Spell Resistance no

After I stopped despairing that everything wasn't working, I like the new "Online Campaign" format. However, some warning would have been nice. Of course, I might have just missed it.

Setting it up for my existing campaign was as simple as a few clicks.


Welcome everyone!

I'm sure each of you is as anxious as me to get on with the adventure, but a few quick notes. For those of you who are new to play-by-post, this is the out of character discussion thread. This is where we can world build, rules lawyer, discuss the weather, etc, etc, without disturbing the flow of the story thread.

I covered numerous topics in the recruiting thread which have been inserted into my profile for easy reference. I will update it with any other information/rulings as needed. Just one note, please use quotes when appropriate. The bold helps, but the quotes are what really trigger the voices in my head. Only one other topic has been added regarding cheating, which I just don't get. I won't overload your brains with anything more for now. We can address things as needed. Feel free to email me directly.

I live in the San Francisco Bay Area and will likely be posting morning, noon, and night. I don't expect everyone to keep pace with me, but please post once a day to the game thread and stop by this thread to see if anything is going on.

If you haven't completely finished your profile, please do so as soon as possible.

Finally, have fun! If your aren't having fun, let us know. Fun and camaraderie are the only real life rewards for playing here.

You exit the Drunken Morkoth Inn to a gloomy, drizzling morning. However, the fresh, crisp air is refreshing after the night's revels. As you look about the woman is no where to be seen, but you notice that you are not alone...

3 people marked this as a favorite.

This will be the Shackled City adventure path with minimal alterations using the Pathfinder rule set. However, the existing deities (i.e. St. Cuthbert, Pelor, Wee Jas) will not be converted to similar Golarion gods. A guide to the region, information about the city, and rules for the campaign follows:

Decisions about which players will adventure should be made within a week or two.

Game Master & Player Commitment:

Shackled City is an adventure path designed to take characters from level 1 to 20. This is not a small endeavor and will take years. Please be considerate of others when deciding whether or not to play in this campaign.

Posting: As the GM I will post at least once a day (likely a lot more). I also expect players to post once a day. If you are going to use abilities that interrupt the action (i.e. the feat Step Up), be prepared to post even more often. There will of course be exceptions caused by real life, but I will not hesitate to let your character get “left behind” or “lost” and “found” later if necessary—what occurs in the meantime will vary depending on the player’s attitude and consideration for others. If you know you are going to be gone, just let us know.

Role playing: I’ve enjoyed play-by-post for the great opportunity to role play. Characters can carry on long conversations on the side or between actions that would normally bog down a real life game. You also have time to collect your thoughts and think up witty responses before “speaking.” Experience is nice, but a willingness to engage in banter is essential. Don’t worry; it’s easy to do this from the anonymity of play-by-post.

Roll playing: Don’t be fooled. I also love the tactics and number crunching of combat. My goal is to challenge you and reward you for hard work. However, I can be unforgiving of stupidity and the dice have their own minds.

How it works and how to join:

This adventure will be done as play by post on the Paizo messageboards. Maps and other documents will uploaded to Google Docs. While not as fancy as other systems, they can be viewed from an i-Phone or other smart phones, which allows for more obsessive/compulsive gaming. :-)

First, create a character (details below).

Next, go to “My Account” and “Create new messageboard alias” in the Messageboard Aliases section. Create an alias for your character in this campaign. Here is an example of one of my characters from another campaign: Sample Character. I'm not particular about the format as long as it is all there in a logical order.

Finally, start posting to this forum as a customer or employee of the Drunken Morkoth Inn in Cauldron.

When posting, please use the following conventions:
Use OOC for OOC snark, questions regarding clarifications, and the like.
"Use bold text when your character is talking out loud."
Use italics for your characters inner thoughts and secret actions.

Character Creation:

You can be from the town of Cauldron, somewhere nearby, or just an adventurer who happens to be in town when the action kicks off. It’s up to you to develop a motivation for banding together with the party. I’ll do my best to help, but residents of Cauldron, do-gooder adventurers, other motivated adventurers, and those who don’t know to leave well enough alone will likely find it easier at first.

We’ll be using the Pathfinder Society Organized Play rules:

There will be a few exceptions.
- There are no factions and no prestige points.
- Experience point progression will be normal.
- Deity/faction specific traits, feats, & spells will typically be allowed if you can provide a reason. We are not using the world of Golarion so you must justify how the spell/trait/feat would fit your character. St. Cuthbert, Pelor, Kord and Wee Jas have churches in Cauldron, but others deities exist in the world.
- Additional trait options are noted below.
- I reserve the right to allow or veto anything—it’s good to be the GM.

Shackled City Campaign Traits
These are background traits available at first level for the Shackled City campaign to add depth and help incorporate the character into the story.
1. Child of Jzadirune
2. Demonscarred
3. Dream Haunted
4. Long Shadowed
5. Mark of the Beast
6. Nobility
7. Scarred Soul
8. Scion of Surabar
9. Touched in the Head
10. Wyrm Blooded
Background Traits:
Child of Jzadirune
One of your ancestors lived in Jzadirune at the time the Vanishing struck. You are especially resistant to diseases, but find the prospect of becoming sick yourself horrifying.
Benefit: You gain a +2 bonus on all saving throws made to resist the effects of disease.
Drawback: You suffer a -2 morale penalty on saving throws against fear while in the ruins of Jzadirune, or when fighting creatures that are diseased or can inflict disease with a spell, supernatural ability, or extraordinary ability.
One of your ancestors was a half-fiend. As a result, you carry some of that taint with you.
Benefit: Regardless of your actual alignment, spells, and spell-like abilities with the evil descriptor treat you as if your alignment were evil. Magic items are similarly fooled. An unholy blight spell, for example, won’t damage you, no matter what your actual alignment is.
Drawback: Regardless of your actual alignment, spells and spell-like abilities with the good descriptor treat you as if your alignment were evil. Magic items are similarly fooled. A holy word spell, for example, will harm you even if you are good aligned.
Dream Haunted
Your dreams are haunted by strange visions of tortured landscapes and deformed monsters. In some of these dreams, you are the deformed monster!
Benefit: You are used to fatigue, and suffer no penalties when you become fatigued. When you become exhausted, you are instead treated as if you are fatigued.
Drawback: You suffer a -2 penalty on saving throws against effects that cause madness or insanity, and on saving throws against sleep effects. If you are normally immune to sleep effects, you lose that immunity.
Long Shadowed
You are descended from a tribe of indigenous peoples who died out as a separate tribe many centuries ago. Still, this tribe’s penchant for necromantic magic runs in your blood.
Benefit: You automatically stabilize if reduced to negative hit points. When you take damage from negative energy, you reduce the actual damage you take by 5 points.
Drawback: Healing magic works poorly on you. Whenever you regain hit points from magical healing, you gain 1 less point of healing per character level you possess, to a minimum of one point per die rolled.
Mark of the Beast
One of your ancestors was a lycanthrope. Select a predatory animal of your choice; that animal feels a mystic bond with you.
Benefit: Animals have a strange reticence when they attack you, and suffer a -2 penalty on all attack rolls made against you. If you have the wild empathy ability, you gain a +1 bonus on wild empathy checks.
Drawback: You suffer a -4 penalty to saving throws made to resist lycanthropy, and take +1 point of damage from attacks made by silver weapons.
You were born into a noble family.
Benefit: You start play with an additional 200 gp, and gain a +1 bonus on all Diplomacy and Intimidate checks made against citizens of Cauldron or the nearby villages. Certain NPCs in this campaign may react more favorably to your presence.
Drawback: You are well-known and recognizable, and suffer a -4 penalty on Disguise rolls made against citizens of Cauldron or the nearby villages. Certain NPCs in this campaign may react more poorly to your presence.
Scarred Soul
You’ve led a particularly tough life. Perhaps you’re an orphan, or maybe you suffered some sort of traumatic experience as a child. Whatever the cause, your childhood experiences have left you jumpy and haunted.
Benefit: You gain a +2 bonus on initiative checks.
Drawback: Your experiences have left your mind less able to deal with trauma, and as a result you suffer a -1 penalty on all Will saves.
Scion of Surabar
You are a descendant of the man who discovered Cauldron, helped settle the region, and aided in the defeat of an ancient demonic army.
Benefit: Pride for your lineage girds your mind and soul. You gain a+2 morale bonus on saving throws against fear, death effects, and insanity or confusion.
Drawback: Demons that encounter you in this region (not those that you might fight on other planes) can instinctively sense you lineage and connection to their old enemy, and gain a +1 morale bonus on attack rolls and weapon damage rolls when fighting you.
Touched in the Head
You’re a little crazy.
Benefit: Your mind is disorganized and chaotic. You gain a +1 bonus on all saving throws against mind-affecting effects, save for those effects that cause confusion or insanity.
Drawback: Your inability to concentrate for long makes you suffer a -1 penalty on all Wisdom-based skill checks.
Wyrm Blooded
One of your ancestors was a half-black dragon. You have some sort of distinctively draconic feature, be it reptilian eyes, scales on the backs of your hands, or tiny vestigial horns on your head.
Benefit: You gain a +4 bonus on all saving throws against acid effects, a +2 bonus on Swim checks, and a +1 bonus on Listen and Spot checks.
Drawback: Your body isn’t quite as limber as it should be. You take a -1 penalty on Reflex saves

The City of Cauldron:

Population: 4,500 adults (large town).
Mixed (79% human, 9% halfling, 5% gnome, 3% dwarf, 2% elf, 1% half-elf, 1% half-orc).
Economy: (3,000 gp limit) Coffee, exotic woods, cut gemstones, obsidian, dyes, spices.
Authority Figures: Lord Mayor Severen Navalant, male human; Terseon Skellerang, male human (captain of the Town Guard).
Town Emblem: A watchful eye wreathed in blue flames.
Description: Believed to have been founded by Surabar Spellmason, Cauldron is the most populous area in the Cauldron Region. Nearby villages include Redgorge, Kingfisher Hollow, and Hollowsky. The Cauldron region is in a subtropical jungle The town’s buildings, tightly packed and built from volcanic rock and wood, line the inner bowl of a nameless, dormant volcano. The elevation keeps Cauldron’s temperatures below that of the surrounding jungle, giving Cauldron a roughly temperate climate. Cobblestone roads
form concentric circles around a small lake of cold water, which fills the volcano’s basin. Although the town’s sewage seeps into the lake, local clerics routinely purify the water for the citizens in exchange for charitable donations to their temples.

A 50-foot-tall fortified wall of black malachite encircles the city, tracing the outer rim of the volcano, becoming major thoroughfares that lead to other towns and distant realms. The districts nearer the rim of the city tend to be occupied by upper class families and elite merchants. The closer one gets to the centre of town (and the closer to the pungent odours of the central lake), the shoddier the construction and the more dangerous the dark alleys. Houses directly on the lake are often built with stilts to protect against flooding during the rainy season in winter. Smaller avenues connect the four main roadways (from
outer to inner, the avenues are named Obsidian, Magma, Lava, and Ash), which form concentric terraces down to the lake in the centre of the town.

Cauldron is ruled by a Lord Mayor, elected to his position every two years. The post is currently held by Severen Navalant, whose term expires in roughly 20 months. Other important individuals in the city include Terseon Skellerang, captain of the guard, the members of the noble families, and Cauldron’s few wealthy merchant interests.

Cauldron's major exports come from two sources: mines and plantations. Both industries are based in the hills surrounding the city, and are managed by the various noble families who live in the area. Obsidian and diamonds are the primary products mined in the region. Plantations usually produce sugarcane and coffee. Most of those who dwell in the city itself are either merchants, scholars, or workers in the mines and plantations in the lowlands. Water is never scarce in town, but most of the city's food must be imported from Sasserine since the local fishing and farming enterprises are meager at best. Citizens have historically paid a modest yearly flat tax of 1 gp, while merchants and nobles pay a 5% income tax each year. In addition, a 1sp gate tax is charged for noncitizens who enter the city by any of its four gates. All inhabitants of Cauldron that own a building, or are
part of a family that owns a building, are considered citizens regardless of economic status. Most Cauldronites have a simple malachite ring made or given to them when they reach the age of majority. The ring always bears the town emblem. Nobles often purchase very elaborate rings, or have extravagant brooches made to show their citizenship.

Currency in Cauldron
Cauldron uses the currency minted in the capital city of Sasserine—rings (pp), suns (gp), moons (sp) and stars (cp).Trade bars in 100, 500 and 1000 gp denominations are
also used.

Specific locations in Cauldron:

Town Hall: Cauldron’s town hall is a single-story building and one of the oldest structures in the city. The building serves as a place for the lord mayor and his advisors to hold meetings with the nobles and other movers and shakers of the city, but they don’t actually live there. Records of ownership, historical documents, and similar archives can be found here
Town Guard Barracks: These buildings house the bulk of the town guard, which consists of about 750 warriors.
Church of St. Cuthbert: The two-story Church of St. Cuthbert, its white marble walls suffused with veins of vivid blue, stands in stark contrast to the buildings of bare black stone that flank it on the north end of Obsidian Avenue. A pair of white marble statues depicting armored warriors stands on either side of the temple’s heavy oaken door. Each of the statues raises a great mace to the sky. Above the door’s marble architrave are boldly inscribed the following words: “Within law lives hope.”
Since the church’s high priest, Sarcem Delasharn, is on an extended visit to the port city of Sasserine, the day-to-day tasks of tending to the church have fallen to a cleric name Jenya Urikas.
Maavu Warehouses: Local merchant Maavu Arlintal keeps several warehouses in the city.
Slippery Eel Tavern: The Slippery Eel is a favorite tavern for the city’s miners, plantation workers, and other working-class citizens. The food and drink is cheap, and the town guard tends to ignore the place, making it a handy site for illicit deals and clandestine meetings.
Cusp of Sunrise: This high-society club is a favorite place for Cauldron’s rich and powerful to meet and relax. Owned and operated by Lady Ophella Knowlern.
Tygot’s Old Things: Tygot Mispas, a 120-year-old male Halfling retired from adventuring for two decades owns a small but well-stocked antiquity shop on Lava Avenue.
Maavu Imports: The modest two-story building has several meeting rooms and a bookshop on the ground floor, and a small apartment on the upper floor.
Drunken Morkoth Inn: This is perhaps the most popular inn in the city. A regular stop for many merchants and traveling adventurers, the combination of comfortable beds, good food, and reasonable prices make it a favorite among the city’s returning vistitors. Each of the rooms here is decorated with a humorous painting of Cauldron’s legendary lake monster, a large morkoth. The paintings depict the morkoth in any number of embarrassing and ridiculous scenes, always with the morkoth drunk and confused, and often in incongruous locations.
Tipped Tankard Tavern: This tavern is generally regarded as the best place in the city for common folk to get a drink (the Coy Nixie and the Cusp of Sunrise both hold better reputations but are generally out of the price range for the working citizen). It’s a favorite for off-duty city guards, and as such, brawls are fairly rare.
Garthun Imports: This well-kept building houses the offices of Adrick Garthun, a prominent merchant whose import of alcohol, tobacco, exotic sweet, and seafood has catapulted him to the height of success.
Skie’s Treasury: Numerous stores in Cauldron sell magic items and gear, but only one of them makes its sole business buying and selling magic items to adventures: Skie’s Treasury. Skie Aldersu, a female gnome sorcerer, is a retired adventure who spent much of her youth exploring the catacombs and chambers below Cauldron.
Coy Nixie: The Coy Nixie is a high-class tavern and dancehall owned and operated by the Aslaxins. Although prices here tend to be nearly double the normal asking price, the food and drink are rivaled only by the Cusp of Sunrise. These two locations have a healthy competition—while the Cusp is generally held to have better food, drink, and entertainment, there are no membership fees at the Coy Nixie.
Lakeside Pavilion: This open pavilion is one of the oldest structures in Cauldron. Said to have been formed via magic cast by Surabar Spellmason himself, the pavilion is traditionally where the lord mayor issues announcements and decrees.
Vanderboren Manor: This large manor houses the members and servants of the Vanderboren family, Cauldron’s newest nobles. The Vanderborens are the equivalent of real estate tycoons.
Minuta’s Boards:This low-cost flophouse caters to anyone who can’t afford to stay at Cauldron’s better inns. Prices here are 75% of normal, but the owners make no guarantee against theft or loss of property.
Sure Foot Livery: Sure Foot Livery is the largest (and only) livestock and livestock accessory business in town. The business is run by a no-nonsense woman named Tippys Surefoot.
Gurnezarn’s Smithy: This smithy is generally regarded as the finest such establishment in the city. It’s owner, Pahlian Gurnezard (human male), has long held his own against the relentless acquisition and domination of his trade by the Lathenmires.
Temple of Lordly Might: The church of Kord is nearly as powerful and popular in Cauldron as the church of St. Cuthbert, if only because they sponsor numerous sporting events and demonstrations for the people of Cauldron throught the year. This church is currently headed by a male half-orc cleric of Kord named Asfelkir Hranleurt.
Lord Mayor’s Residence: This large walled compound is the oldest structure in the city. The traditional seat of power for the town, the estate’s ownership has been held by the Navalant family for the past 200 years. The current lord mayor, Severen Navalant (male human) is well-liked.
Weer’s Elixirs: Owned and operated by Vortimax Weer (male human wizard), a retired adventurer, this cramped shop is the go-to place in town for alchemical items and potions.
Cathederal of Wee Jas: This towering structure is one of the most impressive and beautiful in Cauldron. The church of Wee Jas has always been powerful in Cauldron, but not as well liked as the churches of Kord or St. Cuthbert, since the clerics of this church tend to be standoffish, curt, and even creepy. The clerics of Wee Jas are responsible for dealing with the unclaimed dead of Cauldron, and maintain vast catacombs for anyone who’s rich enough to afford the burial but doesn’t have a personal crypt. Most of the dead of Cauldron are cremated. The cathedral is run by Embril Aloustinai, although she rarely sees visitors and leaves the day-to-day operations to a cleric named Calmus Vel.
Ghelve’s Locks: Most of the locks in the city of Cauldron were created by the proprietor of this small shop.
Orak’s Bathhouse: Orak’s Bathhouse is a squat, windowless building of dark stone. The baths are open from noon to midnight every day.
Bluecrater Academy: One of the tallest buildings in Cauldron, Bluecrater Academy is also the primary place of learning here. The building has five stories, each of which is dedicated to an increasing level of education. Financed partially by tuition fees (but also by the support of nobles like Lady Ophellha Knowlern, the Aslaxins, and the Taskerhills) Bluecrater Academy is where the lucky you th of Cauldron go to learn a trade.
Church of Pelor: This small yellow tower is tended by a single male human cleric of Pelor named Kristof Jurgensen.
House of Vhalantru: Home to Cauldron’s newest noble, a generous human named Vhalantru. He donated huge sums of money to fund the rebuilding of the Town Hall and several other ancient structures that were starting to fall apart.
Taskerville Manor: This massive manor is four stories in height, and is easily the most ostentatious of Cauldron’s noble homes (with the possible exception of House Rhiavadi). The manor is home to the fantastically rich Taskerhill family. They own several mines in the nearby mountains, as well as a prominent workship that ships exquisitely crafted obsidian furniture and knick-knacks to the indolent cities of the north.
Zanathor’s Provisions: While to the untrained eye there may seem to be nothing unusual going on at this general store, its owner, Bjellkir Zanathor (male human) has the unique honor of being the only living citizen in Cauldron who has seen the Crater Lake Monster.
Lathenire Manor: Given another few years, the Lathemires could be inducted into Cauldron’s nobility. As it stands, the family is as rich as most of the other nobles, having effectively cornered the local arms and armor trade. The manor is a sprawling structure with several training rooms and trophy halls on its ground floor.

Areas around Cauldron:

Sasserine: Sasserine is the capital city of the area, and is 200 miles south of the Cauldron Region. It has a 40,000 gp spending limit. Sassarine is not on the island that Cauldron rests upon and a few days of sea travel is necessary to get there.
There are two ocean-side "dock towns", they are simply referred to as East Town and West Town. These coastal communities were built after the Dark Times, by the richer merchant families in Cauldron, looking to reestablish their fleet of trade ships. These small towns are nothing more than warehouses, docks and a fortified wall. A few people have settled in these areas, even naming them as towns, but Cauldron refers to them as east and west town, regardless of a few locals.
Hollowsky: The village of Hollowsky is the smallest of the four human settlements in the Cauldron Region. With a population of 460, it barely qualifies as a village. The halfelven community of Starforest can be found here.
Redgorge: This village was the first human settlement in the area. Founded about 700 years ago, Redgorge was at one time a much larger settlement, but it never fully recovered from a demonic assault long ago. Redgorge sits in a narrow strip of flat ground between a cliff and an immense quarry of red pebble gravel. West of the village, a prodigious line of fortifications known as the Basalt Bastions protect the land, their massive walls unguarded and draped with vines. These fortifications, as impressive as
Cauldron’s outer walls, tower over the village itself. They were built ages ago by Surabar Spellmason’s powerful spells in a single week, to aid in the defense of Redgorge
against the denizens of the Demonskar. Today, Redgorge is afarming and mining village. The old Stonemasons District, where Surabar Spellmason once dwelt, is visibly depopulated and most its buildings lie empty and in ruin.
Kingfisher Hollow: The town of Kingfisher Hollow, with its population of 2,100 souls, is the second largest settlement in the Cauldron Region. It’s also the primary location for the region’s plantations - the town is surrounded by fields of coffee, cotton and sugarcane.
Lucky Monkey: This is a popular roadside tavern on the northwest road. It houses a shrine to Cayden Cailean. It sits to the east of the road, partially surrounded by the dense jungle. The building is old and well used - the chimneys stained with soot, the roof sagging, the wood siding weathered and stained with from last year's mildew. A smaller stable stands to the building's side in a similar condition. The building’s facade sports numerous carved wooden monkeys, many of whom are engaged in risky, death-defying stunts. In one, a wooden monkey balances on a narrow tree branch to get a banana hanging over a sleeping tiger; in another, a monkey sits on a boulder completely unaware that a poacher sneaking up behind him was suddenly attacked and eaten by an ankheg, finally a monkey sitting stretched back with his arms over his head receives pleasure from a female monkey.


Elves: Elves form 2% of Cauldron’s population, but also hail from the city of Elvenhome.
Elvenhome lies 40 miles due east of Cauldron, and is allied with Sasserine. As such it welcomes other races inside its borders, mostly for friendship, but sometimes for
Gnomes: Gnomes form 5% of Cauldron’s population. They don’t tend to live in the wilderness, but do have small communities in the other settlements. Gnome architects and artisans designed and built much of Cauldron.
Dwarves: Dwarves form 3% of Cauldron’s population, but also hail from various mines and citadels along the mountain range that Cauldron’s volcano is part of. Dwarves inside the city generally work as traders, selling goods their relatives have mined. Dwarves are considered to be good, courageous and trustworthy people. Within the last decade, a dwarf named Zenith Splintershield marched into the Underdark with a small army to save the vast caverns from evil. Zenith was never heard from again, but the dwarves of Cauldron take that as a sign that his quest was successful, and he is moving through the Underdark, clearing out the evil things, and creating bastions of good. They think of him as a hero. Of late, a new vein of obsidian has been discovered by the Clan Arduun, who have begun mining it and sending it to Cauldron to be sold.
Half-orcs: Half-orcs make up 1% of the population of Cauldron. The environs around Cauldron are generally troubled by other sorts of creatures, so goblinoids don’t
quite have the bad reputation they do in other places. As such, half-orcs are accepted as normal members of society. South along the mountain range from Cauldron is a
half-orc settlement named Dogash-Ber. Many barbarians, fighters and rangers come from this settlement as mercenaries. It is rumoured that a lair of metallic dragons lies
somewhere close to Dogash-Ber, and that they have taken to reproducing with the villagers, as there is an increasing number of half-orcs being born with natural magical
Halflings: Halflings make up 9% of the population of Cauldron, making them the largest group of non-humans in the city. Outside of Cauldron, there are large numbers of halflings in Kingfisher Hollow working as farmers. The halflings that dwell in Cauldron run the gamut of trades and professions, and are generally well respected folk. However, as halflings have a natural talent for sneaking and hiding, there are a fair number who work for the various thieves guilds in town.
Half-Elves: Half-elves make up 1% of the population of Cauldron, making them as rare as half-orcs. Half-elves can also be found in two other places—Elvenhome and
Hollowsky, in a small settlement known as Starforest. The half-elves of Starforest are especially skilled at magic, and count many sorcerers and wizards among their numbers. All of the various types of half-elves are welcomed, and each becomes a member of the Starforest family. As such there are many varied skills and professions in the mix, making Starforest a great place to learn.

Calendar of Cauldron:

Days of the week: Starday, Sunday, Moonday, Godsday, Watersday, Earthday, Freeday. Godsday is a day of worship, and Freeday is a day of rest.
Following are the months, in the format
Month (days in the month) Season:
Needfest (7) Mid-Winter.
Fireseek (28) Winter
Readying (28) Spring
Coldeven (28) spring
Growfest (7)
Planting (28) low Summer
Flocktime (28) low Summer
Wealsun (28) low Summer
Richfest (7) Mid-Summer.
Reaping (28) high Summer
Goldmonth (28) high Summer
Harvester (28) high Summer
Brewfest (7)
Patchwall (28) Autumn
Ready'reat (28) Autumn
Sunsebb (28) Winter

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