
GM Rusty Rooster |

Korvosa has long stood as the first bastion of civilization on the wild frontier of Varisia. Yet tragedy seems to haunt the city’s royal bloodline.
Few of her rulers rule for long, and none have lived to a ripe old age, dying instead well before their time. Heirs to the throne are few and far between—in its 300-year history, no king of Korvosa has directly inherited the Crimson Throne from his father. This is the source of much gossip and tale-spinning among the city’s citizens, who speak in hushed tones of what they have come to call the Curse of the Crimson Throne.
Adventurer to be, living in this city on the brink, the time has come to rise to your true potential. Your fate beckons you.
Before anything, a warning : This will be my first experience DMing in a formal setting. I have done some Dungeon Mastering, but only at the kitchen table, in a very casual group. If you are coming with the expectation of a flawless, experienced DM, this is not the game for you. If you are willing to accept a neophyte DM, and are willing to help me learn as I try and entertain you, then I welcome you with open arms. If at any point you have an issue with my decisions, I request that you PM me with your grievances or suggestions. I will make a point of honor of listening to what my players have to say.
Character Creation Guidelines :
- Point Buy, 20 points.
- Max HP at first level, roll for subsequent levels. If you roll under the average, take the average, rounded up. (4 for d6, 5 for d8, 6 for d10 and 7 for d12)
- Two traits per character, one of which must be a trait from the campaign.
- Starting gold of 150 for all characters.
- Offer up some backstory; the campaign’s story revolves around the city of Korvosa much, therefore characters with strong local ties would be recommended.
- All Paizo material are accepted. However, please point out sources for non-core materials.
- Creativity in character creation is encouraged, but party cohesion will be a major influence on selection.
House Rules :
- Rather than account for XP, the party will level up at appropriate moments in the adventure.
- Roleplay bonuses on rolls will be awarded at my discretion.
I will be recruiting until Sunday, August 25th. Depending on the volume of applications, that date may be extended. I will be choosing characters according to the effort shown in their creation, the potential for interesting roleplay, and in order to create a balanced party.
Feel free to ask any questions, I will be more than happy to respond.

Irnk, Dead-Eye's Prodigal |

What are your feelings regarding Clerics of Empyreal Lords? Also, there are CotCT Campaign Traits in Varisia: Birthplace of Legends. Would those be acceptable?

GM Rusty Rooster |

What are your feelings regarding Clerics of Empyreal Lords? Also, there are CotCT Campaign Traits in Varisia: Birthplace of Legends. Would those be acceptable?
I'm afraid I don't have access to Chronicle of the Righteous right now. What does being a cleric of an Empyreal Lord entail?
I have no issue with the campaign traits from Varisia: Birthplace of Legends.
I am interested, thinking of an Elven Paladin, Ranger or Cavalier with a focus in Diplomacy. I will write it up and have it ready by Tuesday evening (US Eastern Timezone). Is that ok?
That's no problem.

Irnk, Dead-Eye's Prodigal |

I'm afraid I don't have access to Chronicle of the Righteous right now. What does being a cleric of an Empyreal Lord entail?
About the same as being a Cleric of any other 'Deity'. There is a Feat in there that is necessary for the PrC. in there, but while I may take the feat, I'm unlikely to go with the PrC. as that is not my primary interest. Mostly I just like that Varisian's frequently worshiped the Empyreal Lords as much as they worshiped full-fledged Gods & I really like Korada. Probably going with mostly Martial Artist Monk later. I will have a full Character Concept later.

Lazlo Woodbine |

Here is my character as promised. He's a barbarian scarred rager who has been deformed by terrible wildfire burns, and has an axe to grind (literally).
Stats and backstory in the spoilers.
Human
Barbarian (Scarred Rager) level 1
Init +1; Senses ; Perception +5
ALIGNMENT
Chaotic Good
DEFENSE
AC 14, Touch 11, flat footed 13 (Hide Shirt)
(+1 Dex, +3 armour)
hp 15 (12+2+1);
Fort +4, Ref +1, Will +1
OFFENSE
Speed 30
Melee
Single Attack Greataxe +5 (1d12+6 X3)
Space 5ft.; Reach 5
Special Attacks
Rage (Ex) +4 Con +4 Str +2 Will save -2 AC. Per day = Con mod + 4
STATISTICS
Str 18, Dex 13, Con 15, Int 8, Wis 12, Cha 10
Base Attack 1 CMB 5 ; CMD 16
Feats
Intimidating Prowess: Add STR mod to CHA mod for intimidation check,
Power Attack: You can choose to take a -1 penalty on all melee attacks and combat maneuver checks to gain a +2 bonus on all melee damage rolls. Every +4 base atack penalty increases by -1 and damage by +2,
SKILLS
Acrobatics 1, Appraise -1, Bluff 0, Climb 8, Craft -1, Diplomacy 0, Disguise 0, Escape Artist 1, Heal 1, Intimidate 10, Perception 5, Perform 0, Ride 1, Stealth 1, Survival 5, Swim 4
LANGUAGES
Common
TRAITS
Unscathed (+2 to any energy resistance you have)
Love Lost - Widowed (+2 intimidate)
SPECIAL ABILITIES
Terrifying Visage:
A scarred rager adds 1/2 her barbarian level on Intimidate checks against humanoids who are not members of barbarian tribes. When dealing with barbarians, the scarred rager may choose to add this bonus on Diplomacy checks instead. The DC of any fear effect created by the scarred rager also increases by 1.
EQUIPMENT
Greataxe
Hide Shirt
Dagger x5
Warhammer
Barbarian's Kit
Masterwork Backpack
Fishing Kit
Signal Horn
50ft Twine
Money
CP 9
SP 4
GP 27
Motai was born to Gortajk, a respected Sklar-Quah tribal chief and burn rider. Motai wanted nothing more than to follow in his father's footsteps. As handsome youth, he showed great promise in combat and leadership and was popular among the young and old of the tribe. He captured the heart of Yeela, one of the tribe's greatest beauties and widely regarded as an excellent hunter and healer. Motai gave Yeela a ring in the shape of a curled cindersnake, passed down from his grandmother as a token of his love. The two were seldom apart.
Motai was widely thought to be a worthy future successor to Gortajk, but the tribe's shaman Takrat had other ideas.
Not long after Motai's 15th name day, Gortajk was found dead in his yurt. There were no marks on the body. Takrat the shaman claimed the spirits were angry with Gortajk and had struck him down. He held much sway with the tribe, but Gortajk had been well loved. The tribe argued amongst itself for several months as the supporters of Takrat, and those who had been loyal to Gotajk failed to come to any agreement over who should be the next chief.
The time for Motai's coming of age was drawing near and it was decided that his burn run would decided the tribe's fate. If he outran the wildfire to the river, he would become the new chief. If he failed, Takrat would take his place.
The fire caught Motai only yards from the river. He had been doing well, outpacing the flames by a good distance when suddenly the fires seemed to pick up an unnatural pace. The flames licked around him, singeing and melting his skin but Motai did not fall. He plunged into the water, dousing the flames and barely managing to return to the surface. He was pulled from the water in a mixture of triumph and horror by his father's supporters. He was alive but his skin was blackened and hideous from head to toe. It took all of Yeela's skill to keep him alive.
Takrat was less than pleased by Motai's survival. He claimed that the fire had beaten Motai to the river and therefore Motai had failed in his task. Yeela told Motai that she had seen the shaman chanting something incomprehensible during the the ritual. They both suspected Takrat of foul play, but with Motai bedridden, Takrat claimed himself chief of the tribe.
When he finally recovered a little strength, Motai and Yeela confronted Takrat but by then it was too late. Takrat had the full support of almost the entire tribe. Motai was banished from the lands he had called his home. Yeela left with him, much to his protests that she should stay with her family.
Motai and Yeela wandered the lands aimlessly, looking for a new home. Motai was still weak from his terrible burns and Yeela feared for his life. If he were to have any chance of survival they would need stronger medicine than Yeela could make. Their best chance was Korvosa.
Motai remembers little from that time. Flashes of a small cramped room in a run down inn. Yeela hovering over him, treating his wounds. He didn't know where she found the money for the medicine, or the soup she poured down his throat. Gradually he grew strong again.
One day Yeela did not return to the inn. Motai was distraught. He pulled himself from bed and set to searching the city. It was on the third day of searching that the Korvosan Guard called him in to identify the body.
Motai wailed and raged at his loss and vowed to bring the perpetrator to justice. The Guard refused to help but he did not need them. He would avenge Yeela's death himself!
Days more of searching turned up Yeela's ring at a bazaar in the Midland District. The merchant told him that he'd bought the ring from a man named Gaedren Lamm. Lamm would soon be dead at Motai's hands!

Mezegis |

I'm going the be making a Cleric of Abadar, working on the crunch and background. You are obviously familiar with my posting ability and frequency.
Here is a list of current applications:
Support:
???, Cleric; Irnk, Dead eyes Prodigal
Sera, Cleric; Mezegis
Martial:
???, Ranger/Paladin/Cavalier; Oneindiesoul
Motai the Charred, Barbarian; Laslo Woodbine
Crain Tresselmore, Barbarian; Gerald
Skills:
No-name, Rogue; Wolfgang Rolf
Demitri Severin, Inquisitor; Daxter
Arcane:
Alessio Cooper, Witch; Bill Lumberg
Ouroboros Trismegistos, Alchemist; Sleet Storm
Dotted for interest
Trey Jay
Andiemus
Azure_Zero
Ridge
Shadowyfox
El Ronza

GM Rusty Rooster |

I would like to apply with this PC, who was in a CoCT game, but I had to leave.
I'd like to inquire as to why you had to leave.
Many thanks, Mezegis, that is certainly handy to have on hand.
Thanks to you all for giving me a chance as a GM, also. I wasn't expecting that many interested people.

![]() |

Posted as Trey Jay above. Put me in the arcane category. Created Morvus for this potential campaign. Can easily post more than once per day. Character below but the info is also in the profile.
The Tellandon family moved to Korvosa from Cheliax in AR 4507 and became one of the city’s twenty one noble Dock Families. While not one of the city’s “Great Houses”, the way Morvus speaks to others could certainly fool someone not familiar with Korvosan politics.
At some point in the distant past, a Tellandon made a pact with a devil which resulted in the infernal’s seed lying dormant within the family for generations. Everyone remained mostly unaware until Morvus was thirteen. He had conversed with an imaginary dog for several years and his parents, worried that it wasn’t just a phase, confronted their son regarding the matter when he summoned his pet from another plane.
While magic is not frowned upon in the family—in fact, Movus’ mother was a graduate of the Acadamae in Korvosa—the Talladan’s are aware of the general enmity towards sorcerers in Korvosa. His father enrolled Morvus in the Acadamae in an attempt to hide his natural gift for the arcane.
Not one for books, Morvus mostly struggled in the Acadame until Gaedren Lamm framed him for the murder of a fellow student. Thanks in part to family connections, Morvus proved innocent but the Dean coerced Morvus to dropout.
While the family manages one of the city’s docks and acquires some wealth, Morvus has shown a lack of business acumen.
Lost. Without purpose. His family name sullied. Morvus can only focus on a hatred for Gaedren Lamm. Would revenge against Gaedren solve his problems? No. Would it make him feel better? Certainly.
Morvus carries a pompous attitude on the surface. While partially founded upon his connection to a lesser noble family, at times it’s carried to an extreme. It’s mostly a ruse. During his time at the Acadamae, his fellow students—made up of gnomes, elves, and the smartest humans—easily covered more material than Morvus could handle. This academic inferiority only exacerbates his attitude with Korvosan commoners.
While not completely knowledgeable of the infernal root of his magical abilities, he remains uncomfortable around priests, some clerics, and especially paladins.
Exhibits common characteristics of a citizen of Korvosa of Chelexian decent: black hair, brown eyes, arched eyebrows, and pale skin. Medium frame at 170 pounds and stands at 5’8”. Wears noble clothing but upon closer inspection the gems and jewels are of a lower quality than adorned by other nobles in Korvosa.
Morvus Tellandon
Male Human (Chelaxian) Sorcerer (Infernal) 1
LN Medium Humanoid
Init: +2, Senses: normal vision; Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10
HP 9
Fort: +0, Ref: +0, Will: +2
--------------------
Offense
--------------------
Speed 30ft
Melee Dagger +1(1d4+1/[19-20]x2)
Ranged Sling +1(1d4)+1/x2; 50 ft) 10 bullets
--------------------
Statistics
--------------------
Str 11, Dex 11, Con 16, Int 13, Wis 11, Cha 18
BAB +0;CMB +2;CMD 12
--------------------
Skills
--------------------
Bluff +9, Diplomacy +9, Intimidate +9, Knowledge (arcana) +6, Spellcraft+8, remaining are ability modded
Magical Lineage: Magic Missile
Framed Dropout: +2 bonus on Spellcraft
Common, Gnome, Elven
Noble’s Outfit, backpack, a bed roll, 50 ft silk rope, soap, trail rations (4 days), a waterskin, a dagger, a sling, and ten bullets.
56gp
Current Load: 38 lbs

Mezegis |

Updated list from the over night:
Support:
???, Cleric; Irnk, Dead eyes Prodigal
Sera, Cleric; Mezegis
Martial:
???, Ranger/Paladin/Cavalier; Oneindiesoul
Motai the Charred, Barbarian; Laslo Woodbine
Crain Tresselmore, Barbarian; Gerald
Demitri Severin, Inquisitor; Daxter
Krojun-Speaks-with-Thunder, Barbarian; Feral
Skills:
No-name, Rogue; Wolfgang Rolf
Arcane:
Alessio Cooper, Witch; Bill Lumberg
Ouroboros Trismegistos, Alchemist; Sleet Storm
Morvus Tellandon, Sorcerer; Trey Jay
Dotted for interest
Andiemus
Azure_Zero
Ridge
Shadowyfox
El Ronza
Gavmania

GM Rusty Rooster |

Crain and Azure, I've received your respective PMs, no problem on either end.
Wow, the thread exploded overnight.
Krojan, I like the character, but, (unless I'm mistaken), he doesn't currently have a campaign trait, and I'd like to ask that you pick one. Perhaps swapping his backstory's Sandpoint with Korvosa? Has he has any run-ins with the infamous Lamm?
Unless I'm mistaken, Mezegis, Krojun is a bard, not a barbarian.
It's going to be hard to choose, many characters here look quite promising.

Krojun-Speaks-With-Thunder |
History has been updated. Krojun’s going to be take the Personal Drug Addiction trait.
When he came of age and the time for his rite of passage, Krojun was faced with the choice of which neighboring Quah he would visit for his Journey. Among the Shundar-Quah, the Journey was the test that all young Shoanti took at adulthood, a test that called for one to be sent away from the comfort of home and to live among a distant tribe for a handful of years with the intent to learn their ways and try to grow the disparate Shoanti tribes just a little closer. Krojun considered his options but none of the sister-tribes interested him as much as the Tshamek city of Korvosa. Its people were not Shoanti but they certainly possessed a strength worth learning about. They did not endure the trials his people did, but survival so close to hated Cheliax was no small task.
The elders disapproved but granted the young Thundercaller his wish and for three years Krojun lived in Korvosa but it was not three years of learning and adaptation as a Journey was meant to be. Krojun, young and naïve, was picked up almost immediately by the crimelord Gaedren Lamm and introduced to addictive and pervasive pesh. The young barbarian became quickly addicted and was soon on Lamm’s payroll doing whatever it took to pay for his next fix. After three years, nearing the end of his Journey, he was found by *blank* and painfully, broken from the grip Lamm’s drugs had on the shoanti. Krojun was shamed but grateful to *blank*. He owed him/her a debt that he could never repay and quickly fled back to the wilds to return home. He returned to his Quah on the Storval, shamed. He’d spent years among the Tshamek and done nothing but defile his own body.
A few years later, the tribe elders began to be visited by dark omens. The wisemen of the Quah were unable to determine their full meaning but something was driving the spirits into a frenzy. The only clue that could be gleaned was that it, whatever it was, could be found in Korvosa. Krojun was shaken by the idea of returning to the city that had nearly claimed his life, but eager to find the man that had taken advantage of him and earn the favor of his quah where he’d shamed them previously, Krojun headed back toward Korvosa. It seemed his Journey has just begun.
The blanks will end up being another PC that gets picked – hopefully a Korvosa native. I like the idea of starting out with some ties to the other PCs.