
GM Zed |
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"The Blight?"
The Blight is a city; a vast corpulent, mad, ugly thing, but it is so much more than that. Its veins seep into other places, drawn across the Between, which rips at its fabric and tosses it about like a child throwing a ball. Maybe you have found a curiosity shop from the Blight crammed amongst the mighty tenements of some other city, a horrific character staggering along the streets of an otherwise normal town, or perhaps even a whole block perched within another city like a cuckoo in a nest. Her polite name is Castorhage; named after the grotesque Royal Family that rules here, a family even worse than those who would depose them. It has been called lots of other names, other oaths have been flung at her and her constituent filthy, chymic poisoned parts.
From Sister Lyme to the chaos of Toiltown, through the throttling alleyways of the Jumble to the airy madness of the Hollow and Broken Hills, every facet has a story, and every story a dark edge. Yes, the Blight is a place, but it is a place that touches others, like a cancer, suddenly infesting a brighter place and poisoning it. There is no escaping its touch, and once it draws you in, you may never escape. Welcome then, to the city that Richard Pett's unlovely dreams have given to this world...
*****************
Having dipped my toe into the world of the Blight whilst telling the cautionary tale of Bloody Jackand his trail of wicked murder across the city and then of the Crucible and of dreams of fire that could consume a city, it is time to yield entirely to fevered visions… it is time to open ‘The Levee’…
’There was an ocean above us, held in by a thin sac that might rupture and let down a flood at any second.’ – Stephen King, Different Seasons (1982).
"What is 'The Levee'?"
The Levee is an Urban Horror Adventure Path (running across nine chapters and progressing characters to Level 10) that will send its players across, through and into some of the darkest districts of Castorhage… set against the inexorable turn of the seasons within the city, the players will feel themselves slowly drawn into plots, secrets and dreams that are far bigger - and far more catastrophic than anything they could have imagined.
"Where is Castorhage?"
Note that, as I have no other Frog God / Lost Lands Campaign Setting materials, I shall be running the Blight in Golarion… Castorhage is, in my world, a self-governing city state geographically located in the nation of Taldor… and replaces Cassomir on the map. Having said that, the adventure will be predominantly self-contained within the Blight so this placing of Castorhage within the Golarion map should only really impact those who choose to develop backgrounds that have them originating from far beyond the city…
"Are there heroes in this story?”
The story starts with the players living their lives blissfully ignorant of the horrors of Castorhage, having grown up in (or maybe moved to) the small farming hamlet of Wicken, they will likely have heard rumours and stories – some of which are likely tall-tales whilst some shall be sadly true – of the city that squats at the edge of the sea some ten miles to the south of their homes… but none, at least until now, have ever had cause to venture there…
”…and what do these folk look like?”
I will select up to 6 players for the Adventure Path.
- Characters start at Level 1,
- All Paizo published classes are acceptable,
- 15-point ability buy (no stat lower than 8 / higher than 18 AFTER racial bonuses / penalties),
- Maximum HP for your class at Level One,
- Core races only,
- Two traits may be selected – note that selected players may change one of their traits to a campaign specific trait after recruitment has finished,
- Average starting gold for your class,
- Background Skills (from Pathfinder Unchained) may be selected,
- Non-evil alignments only,
- All character options must originate from Paizo published Pathfinder products or from products specific to The Blight.
Note that we shall be using Automatic Bonus Progression (from Pathfinder Unchained) and Hero Points within this game.
The Player’s Guide for the Blight introduces many options (feats, skills, equipment and even Prestige Classes) that will become available as the players progress through the adventure… and in the event of losing a character to one of the many dangers that stalk the wretched streets of Castorhage, there are several Blight-specific races / racial archetypes that may be of interest as well.
”Should we start then?”
I plan on holding recruitment open for around two weeks to allow people to build a character… in a couple of days or when enough players have got a submission together (or at least a good idea of what they will be proposing) then they are welcome to swing by the Discussion Thread where I am planning on running an IC thread for people to establish character, maybe build some relationships and also for me to feed in some information / misinformation about Castorhage…

GM Zed |

GM Zed: Is there a timeline on this adventure path? I was toying with the idea of rebuilding Elsie at 1st level and need to know when this AP takes place.
The AP is rather neatly designed to run over a year (approx) in game terms... starting in Autumn, through the depths of Winter and then into Spring. As to exactly when, and how that may relate to other characters who have enjoyed endured an adventure within Castorhage already, there is nothing that would preclude you rebuilding Eliseera to level 1 - having said that, note the AP (certainly the way I want to run it) assumes that at the start of the adventure you have never been to the dreadful city...
Posting Rate?
Damn... everytime I run a recruitment, I always miss one vital bit!!! I am looking for a good posting rate - Daily or better. I have run / am running several APs on these boards already and the successful ones are those where people commit to regular / frequent posting and moving our game on. Obviously life happens and people will, especially over the course of an AP, have times where daily posting is not feasible - we'll work around those occasions as and when. The other point to note is that I am pretty relaxed about weekend posting... if people post over the weekend, I'll try and move the game along but I don't consider it an absolute requirement.

GM Zed |

Awesome!
I would love to play a long term character!
@GM Zed: I know Magic is canonically viewed badly in Castorhage, ie the First Prayer. How do you view a spellcaster character making their way? (For instance, are you planning to use the optional rules on p115 of The Blight?)
Ahhhh yes... Magic in Castorhage... So, Power is everything in Castorhage - and there are few more overt demonstrations of Power than the use of Magic!!! So, just so everyone know - we will use one of the Magic options from the Blight Campaign Setting.
Important: How Magic is Viewed in the Blight
The general assumption in the city-state is that magic is power, and power should not fall into the wrong hands... And so, Magic is Not Generally for Sale.
This is the mildest of the potential considerations for magic in Castorhage and the one suggested to be used when running the campaign. Magic is simply so rare that it has fallen into powerful hands and only appears when an obscure item turns up at an auction, is stolen, or a treasure trove is found. Potions and scrolls do not generally fall into this category since they are relatively weak, but casters who make a habit of supplying scrolls to revolutionaries may not last long.
When spellcasters are seen in the street who do not clearly represent a recognised god, their presence creates a spectacle. Any members of the Watch report such matters or may even try to capture such casters for a reward - as a result of this, many arcane spellcasters take to donning ecclesiastic attire to disguise their abilities from the ignorant masses, playing their magical abilities off as divine in nature.
It should also be worth noting that similar considerations apply to the use of Firearms... they will exist in my version of Castorhage however the obvious ownership of such an item would definitely attract attention / interest from the powers that be (as well as from more nefarious individuals).

GM Zed |

Dot for major interest.
GM Zed, I have a question: what is the human ethnic makeup of the Blight? Is it reasonable to assume that there are communities such as Osirans, Varisians, Ming, etc., within the Blight?
That is a totally reasonable assumption - the population of Castorhage is around 3 million of which just over 2 million are human. Around about 1.5 million are native to Castorhage leaving a 'healthy' population of non-native human ethnicities...

LadyGrayRose |

...as a result of this, many arcane spellcasters take to donning ecclesiastic attire to disguise their abilities from the ignorant masses, playing their magical abilities off as divine in nature.
... could it be? A campaign where I can whip out my 'false cleric'-themed Witch build I've been sitting on for ages? That throws my other concept out of the water by far; I'll scale it back down to level 1 and tweak the point buy to submit it in a bit.

LadyGrayRose |

If I missed anything or seem to have made any errors, let me know~!
Human Witch (Hex Channeler) 1
CG Medium Humanoid (Human)
Init +2; Senses Perception +2
-----
DEFENSE
AC 11, Touch 11, Flat-footed 10 (+1 Dex)
HP 7
Fort +1, Ref +1, Will +3
-----
OFFENSE
Speed 30ft.
Melee Dagger -1 (1d4-1, 19-20/x2)
Special Attacks Witch Hexes (Evil Eye (-2, DC 14, 6rnds), Ward)
Witch Spells Prepared (CL 1st; Concentration +5)
1st— Cure Light Wounds, Ear-Piercing Scream (DC 14)
0 (at will)— Detect Magic, Detect Poison, Light
Patron Not entirely decided, but leaning towards Healing or Stars
-----
STATISTICS
Str 8 Dex 13 Con 12 Int 17 Wis 12 Cha 13
Base Attack +0; CMB -1; CMD 10
Feats Extra Hex, False Focus
Traits Arcane Temper (+1 on Concentration & Init), Clever Wordplay (Bluff) (Use Int as key for single Cha based skill)
Trained Skills Bluff +4, Craft (Alchemy)* +7, Heal +5, Knowledge (Arcana) +7, Knowledge (Local) +4, Knowledge (Religion) +4, Perception +2, Perform (Act)* +2, Spellcraft +7
* = Background Skill
Languages Common, Sylvan
SQs Witch's Familiar (Thrush; knows prepared spells plus Charm Person, Mage Armor and all Witch cantrips)
Combat Gear N/A
Other Gear Healer's Kit, Dagger, Witch's Kit (contains: a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin), Clothing, Artisan's Tools (Alchemy), Iron Holy Symbol of Desna, and 21gp.
The fluff for her is still somewhat rough, but I do have some ideas.
Euphemia is, by in large, a well-meaning young woman — albeit one with a mischievious streak.
She was raised in Wicken by her mother and from a young age was trained in the way of a healer to help service the hamlet and surrounding lands, learning well the more mundane methods of medicine and healing.
After making her pact with her Patron and delving into the arts of Witchcraft, she hid her magic behind a veneer of divine servitude and began incorporating magic into her healing. She wouldn't say her masquerade as a cleric was malicious, merely that it was a way to keep things smooth with those who would distrust the true source of her powers.

Tazo |

Harakani wrote:Awesome!
I would love to play a long term character!
@GM Zed: I know Magic is canonically viewed badly in Castorhage, ie the First Prayer. How do you view a spellcaster character making their way? (For instance, are you planning to use the optional rules on p115 of The Blight?)Ahhhh yes... Magic in Castorhage... So, Power is everything in Castorhage - and there are few more overt demonstrations of Power than the use of Magic!!! So, just so everyone know - we will use one of the Magic options from the Blight Campaign Setting.
Important: How Magic is Viewed in the Blight
The general assumption in the city-state is that magic is power, and power should not fall into the wrong hands... And so, Magic is Not Generally for Sale.
This is the mildest of the potential considerations for magic in Castorhage and the one suggested to be used when running the campaign. Magic is simply so rare that it has fallen into powerful hands and only appears when an obscure item turns up at an auction, is stolen, or a treasure trove is found. Potions and scrolls do not generally fall into this category since they are relatively weak, but casters who make a habit of supplying scrolls to revolutionaries may not last long.
When spellcasters are seen in the street who do not clearly represent a recognised god, their presence creates a spectacle. Any members of the Watch report such matters or may even try to capture such casters for a reward - as a result of this, many arcane spellcasters take to donning ecclesiastic attire to disguise their abilities from the ignorant masses, playing their magical abilities off as divine in nature.
It should also be worth noting that similar considerations apply to the use of Firearms... they will exist in my version of Castorhage however the obvious ownership of such an item would definitely attract attention / interest from the powers that be (as well as from more nefarious individuals).
I'm definitely interested and hope to put together a submission! How would typical citizens react to an alchemist? I'm thinking bombs might also be a sort of spectacle, while extracts might be more subtle.

Eric Swanson |

Well since the events of the Crucible took place previously I will not to be able to recreate Elsie...probably just as well.
I am thinking of a Blighted male human rogue, perhaps even a bard. A lot depends on what background I will go with, though the Commoner Background seems to work best since we do not start in Castorhage.
If that racial option is not available, then I can certainly go with that. I would take one of the background traits in that situation.

GM Zed |

I'm definitely interested and hope to put together a submission! How would typical citizens react to an alchemist? I'm thinking bombs might also be a sort of spectacle, while extracts might be more subtle..
I think an alchemist, especially one geared more towards strange chymicals and salves rather than bang, fizz and whizz explosions, is definitely on song with the strange beat of the Blight...
I am thinking of a Blighted male human rogue, perhaps even a bard. A lot depends on what background I will go with, though the Commoner Background seems to work best since we do not start in Castorhage.
Blighted Humans, looking at the flavour and what they're all about, don't fit well with the starting assumption for this story - that our 'heroes' live in the long cast shadows of the city but have never ventured there... I'd prefer, if we were to have a Blighted Human, that it was when I kill one of the group and they need to roll up a new character.
Ooooops, did I say that out loud??!!!?? :P

Harakani |

I'm intrigued by the association of nobility with magic. I think it makes a lot of sense, and I really like the themes. I've spent some time trying to work out how to tie a spellcaster together with the Noble Scion prestige class, and I think I've found a way to make it work.
The basic concept would be a member of a weaker house, or an illegitimate child of a greater house, sent off to the country as a child "for their health" - though really to keep them out of the way. Driven to prove themselves and reclaim their birthright they head into the Blight and a life of adventure.
@GM Zed:
Four questions, please.
1. Are you okay with taking Prestigious Spellcaster (Noble Scion) due to the Dilettante Scholar class feature.
2. Do you see the nobles' magic as more sorcery (the magic is in the blood) or wizardry (using their money, free time and social freedom to learn dark arts). I can see either theme working, but I would want to embody it.
3. Are you interested in having someone exploring the backstabbing, cutthroat world of the capital, or would this just be a distraction from the primary themes of the AP?
4. Is a major member of a minor house (less NPCs to interact with) or a minor member of a major house (and presumably more direction from NPCs) better?
Also if you don't like the concept, please say so! It's still early enough days for me to create another.

Eric Swanson |

Eric Swanson wrote:I am thinking of a Blighted male human rogue, perhaps even a bard. A lot depends on what background I will go with, though the Commoner Background seems to work best since we do not start in Castorhage.Blighted Humans, looking at the flavour and what they're all about, don't fit well with the starting assumption for this story - that our 'heroes' live in the long cast shadows of the city but have never ventured there... I'd prefer, if we were to have a Blighted Human, that it was when I kill one of the group and they need to roll up a new character.
Ooooops, did I say that out loud??!!!?? :P
Mayyyybeeee :P
OK duly noted!
I think I have settled on a human Arcane Duelist. Not sure if male or female yet...still noodling on the background. I want to incorporate Elsie into it...perhaps a meeting helped steer him/her into her current path. :D

Lazyclownfish |

My initial concept was for a psychic but I saw a lot of people talking about playing spellcasters so here's my submission for a martial character instead. I have a little bit more to develop for his backstory but this should be a good enough start for you to get an idea of what I'm going for.
Harod "The Smith" Oakleg
LN/LG Medium Middle-aged Humanoid (Dwarf)
Init +2; Senses Darkvision 60ft, Perception +7
------------------------------
DEFENSE
------------------------------
AC 15, touch 15, flat-footed 13 (+1 dex, +1 dodge, +3 Wisdom)
hp 12
Fort +3, Ref +3, Will +3 (+2 vs poison, spells, spell-like abilities) (+2 Will saves against emotion and fear effects)
------------------------------
OFFENSE
------------------------------
Speed 20 ft.
Melee Unarmed Strike +3 (1d6+2)
Ranged Shuriken +2 (1d2+2)
------------------------------
STATISTICS
------------------------------
Str 15, Dex 12, Con 12, Int 10, Wis 16, Cha 8
Base Atk +1; CMB +3; CMD 17
Traits Disillusioned, (leaving one open for a campaign trait)
Feats Improved Unarmed Strike, Dodge, Crane Style
Skills (0 points; 0 class, 0 INT)
ACP -0
(1) Acrobatics* +5
(1) Perception +7
(1) Sense Motive +7
(1) Stealth* +5
(1) Profession: Engineer +7
(1) Craft: Blacksmithing +4
*ACP applies to these skills
Non-Standard Skill Bonuses
+2 racial bonus on all Craft or Profession checks related to metal or stone
Languages Common, Dwarven
------------------------------
SPECIAL ABILITIES
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Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Shadowhunter: Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Dwarves can take this trait in place of weapon familiarity.
AC Bonus When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Bonus Feat At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.
At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility.
At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.
Flurry of Blows At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects). At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.
Stunning Fist At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.
At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.
At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute.
At 12th level, he can make the target staggered for 1d6+1 rounds.
At 16th level, he can permanently blind or deafen the target.
At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.
Unarmed Strike At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well. A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-66 lb. Medium 67-133 lb. Heavy 134-200 lb.
Current Load Carried 29.6 lb.
Money 11 GP 9 SP 10 CP
Artisan's Tools, Blacksmithing (5g) (5lb)
Kit, Pathfinder’s (12g) (22lb) This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week’s worth of trail rations, and a whetstone.
Cold Iron Dagger (4g) (1lb)
10 Shuriken (2g) (1lb)
Known only as 'The Smith' or simply 'Smith' to the townfolk of Wicken, Harod Oakleg has been around for several human generations. Despite being reclusive and a bit odd to talk to, he's always provided efficient work as a blacksmith for excessively cheap prices, and so the townsfolk regard him somewhat fondly. He never talks about his past prior to moving into town and setting up shop decades ago, but canny observers and keen minds might be able to pick up on his urban background based on his familiarity with many things not common to country folk.
I have a full background I can flesh out explaining his city upbringing, consequential retreat from society and training as a monk, but I wanted to keep the reading a bit brief for now.
As far as dwarves go, The Smith doesn't look like much. Average height and somewhat overweight, he has typical dwarven reddish brown hair and beard, balding at the top. Everywhere he goes, he can be found wearing his smudge-covered smith's apron and to most that cross his path, he seems quiet and respectful. Anyone who meets his muddy-dark eyes though, can sense a quiet sadness within him; as if the pain of his past is so worn-smooth and familiar that it has become a part of him.
As for his trade, The Smith takes pride in his work. And while he doesn't smile often, he does seem a little less sad for the briefest of moments when he hands over a well-made finished product. It's almost as if the decades of nearly-free smithing are somehow atoning for his past, slowly wearing away at the sadness within him, one blow of the anvil at a time.
As a character, The Smith will be grounded and realistic, and although he doesn't usually say much, he has no reservations about speaking when necessary and will always be willing to take action when the situation warrants it. In situations where he doesn't have anything to say, I still intend to roleplay his response.

GM Zed |

Four questions, please.
1. Are you okay with taking Prestigious Spellcaster (Noble Scion) due to the Dilettante Scholar class feature.
Yep, no problems...
2. Do you see the nobles' magic as more sorcery (the magic is in the blood) or wizardry (using their money, free time and social freedom to learn dark arts). I can see either theme working, but I would want to embody it.
I'm fine with either really - I guess the question about how wizardry (free time, money and social freedoms) depends on how your character had those when 'exiled' to Wicken... and, if it is through sorcerous blood, then it would be interesting to play on the themes as to how that occurred...
3. Are you interested in having someone exploring the backstabbing, cutthroat world of the capital, or would this just be a distraction from the primary themes of the AP?
Yeah, totally fine with it... the AP will run through the Capitol during its course - plus there will be time, outside of the main plot and once the group is established in Castorhage, to run side plots...
4. Is a major member of a minor house (less NPCs to interact with) or a minor member of a major house (and presumably more direction from NPCs) better?
I think a major member of a minor house might give you more latitude to play with?

GM Zed |

Just want to be clear, the PCs are newcomers to the Blight?
To all intents and purposes, yes - I am aiming for the characters to be experiencing Castorhage much the same way as you will be... and, at least to begin with, I don't want the horrific mysteries of the place revealed via d20's / knowledge (local) rolls... There is at least one character brewing who might have originated from Castorhage - for those kind of backgrounds, they would have needed to have left at a young age / have no memories of the place.

GM Zed |

I am thinking about giving the Mesmerist a look. I haven't dabbled too much with Occult classes.
I shall begin putting him together. How much background would you like? And would you be opposed to my taking the Trapfinder trait from Mummy's Mask, I believe?
Thank you for running.
Background can be as heavy or light as you like... I am hoping one of the advantages of having this new city to play in is that no-one (except me and my fevered dreams) needs to have extensive knowledge of the setting and you can concentrate more on the character rather than their history...
As to the trait, its probably okay - I'd like to know, in their background, why your character has such an affinity for finding / disabling traps though...

GM Zed |

Your storyteller, swigging on something that smells like cheap spirits, coughs and throws another coal on the fire... damp, it hisses and pops in complaint before finally lighting with curiously green flame. In the sickly light of the fire, the cloaked figure - his own visage lost to shadow beneath his hood - looks around the room. Nodding in appreciation, there are many gathered here already to hear his sad story...
I think it is always useful for folks who are looking to propose characters to see what other people are already thinking about suggesting... So, here is a first attempt at a Rogue's Gallery:
- Adam Warnock - Pyrokineticist
- Gerald - Psychic (Sorrow Discipline)
- Lady Ladile - Lamplighter Investigator
- Eric Swanson - Human Bard (Arcane Duellist)
- Harakani - Sorcerer or Wizard
- Karmic Knight - Halfling, Melee Based Character
- Tazo - Alchemist
- Fighting Chicken, Bard VMC
Some faces are more distinct than others, and the storyteller peers at them intrusively... maybe it is they that are telling the drunkard the stories rather than the other way around...
And here, we have some characters ready for the GM to cast his eye over...
- Lady Grayrose - Euphemia Blaithe, Human Witch
- Dorian 'Grey' - Virgil Geryon, Half-Orc Mesmerist
- Lazy Clownfish - Harold Oakleg, Dwarven Monk (Unchained)

GM Zed |

Zed, are the Blight specific alternate racial traits allowed?
Same question about regular old character traits as well. Blight speicific onces allowed?
Blght specific racial traits are probably allowable but run them past me before you get too far down the road in building your character... As to campaign traits, the Blight specific ones are totally allowed (if not actively encouraged) but obviously not everyone has access to those right now - hence, when we have settled on our lucky adventurers victims, I will share the Blight traits to a smaller audience and allow a little bit of rebuilding as appropriate / needed...

Deaths Adorable Apprentice |

This was spoken about in a different game and now it is here! Thank you Zed! Dark and horrifying is my thing :)
I would like to try for a rouge. I have yet to have to chance to play a rouge. I have a few questions for you
How young can I be? I was thinking of a rather young character.
Would the Roof Runner archetype be acceptable or remotely usful? I love this archetype.
Is there a way I can get the players guide should I get to play? I am not finding it anywhere.
I know I want a human, preferably as young as I can be. My little thief is from Oppara and was born in the Grandbridge Vagabond Camp. She spent plenty of time in the city proper but as a pauper. She left after a nasty fight between the gang she belonged to and a rival gang. The first group out of Oppara she could find she went with. Trailing along with farmers in exchange for doing the heavy lifting.

Tessara Omelian |

Here is the chassis for Gerald's Sorrow Psychic. Gear, Appearance, and Backstory are to be updated over the next day or two.
Zed:

The Pale King |

Character idea forming:
An old cleric who was the seventh son of a famous adventurer lives just outside of the hamlet of Wicken. He had six children with his late wife and most of them had left home on adventures of their own. One evening he found a mortally wounded Elven woman at his door, he used his powers to save her life. Over her recovery the two fell in love and eventually had a child. The seventh son of a seventh son. Their son was an odd child with innate talents beyond what either had expected. The cleric lived a long life due to his connection to the divine, but as his last child grew into a man, illness eventually came to him. He died surrounded by all of his seven children returned to his bedside and his Elven lover as well. It was not long after that the Seventh Son's mother decided to leave in the night. She seemed panicked and even burnt her many research notes before leaving. The only scrap that remained unburnt contained a single word: 'Castorhage'. The Seventh Son knew nothing of the city, but it looked like he was about to find out a whole lot more.

Harakani |

I'm fine with either really - I guess the question about how wizardry (free time, money and social freedoms) depends on how your character had those when 'exiled' to Wicken... and, if it is through sorcerous blood, then it would be interesting to play on the themes as to how that occurred...
I have decided not to decide. Precocious Spellcaster to represent an inborn native talent, and then Arcanist to represent that talent being shaped by formal study.
The story I fancy is below - as it takes certain liberties with history I need to confirm it with you first.
Eighteen years ago the Hartwells were a powerful house on their way towards the very top when their feud with an equally powerful house, the Bloodbanes, finally boiled over. The Bloodbanes were a rich house who favored hired assassins. The Hartwells were magically powerful even among the nobility and responded with conjured killers of their own. The feud raged for two weeks, left eighty three people dead, and the houses diminished almost to the point of non existence.
Oscar Hartwell - technically Baron Oscar Hartwell - was born in the Hartwell mansion on the outskirts of Wicken. His mother was his regent - and will remain so until he reaches his majority at 25. Oscar was raised on tales of chivalry and nobility. While he can recite noble lineages on command, has an encyclopedic knowledge of ettiquette, and has a grasp of spellcraft that marks him as the last scion of a powerful house he has one terrible, terrible flaw. Raised on the outskirts of town, by devoted servants and an absentee mother, he truly believes in the stories the nobility feed to the commoners.
Oscar is a Galahad. A handsome, charming, brave, principled, powerful but naive fool who believes that if one Follows Their Heart and Does The Right Thing then everything will work out for the best.
In line with the fairlytales he grew up on Oscar has decided to mask himself as a commoner and head to the Blight to get a headstart on re-establishing his house.
He realises he'll need good companions to see him through the hard times ahead. Commoners who'll turn out to be secretly noble. Gruff veterans who reveal their heart of gold under duress. Wise mentors content to stand back as their protege learns his own power.
Oscar may survive Castorhage. His innocence will not.