"I will show you something different from either Your shadow at morning striding behind you Or your shadow at evening rising to meet you; I will show you fear in a handful of dust."
Welcome to the Reign of Winter adventure path, set in the dark future setting Ruins of Pathfinder. The Reign of Winter Play-by-Post will incorporate the majority of the elements and story of the new Pathfinder adventure path Reign of Winter, supplemented by new encounters, NPCs and treasure to fit within the narrative of the Ruins of Pathfinder setting. Furthermore, the Pathfinder module The Witchwar Legacy will serve as the epilogue chapter of this campaign.
POSTING
So that all players are on the same page, I have included a guide as to what is expected to appear in the discussion thread, and what is expected to appear in the gameplay thread. These expectations include the content of the posts, frequency of posting, and what will occur in the event of player abandonment or absences.
DISCUSSION THREAD
The discussion thread should include any and all OOC chat and conversations between players and GM that does not involve a present situation in the gameplay thread. Plans for future character builds, feat suggestions, announcement of absences, plot speculation and the like all belong here.
GAMEPLAY THREAD
The gameplay thread should include all in-character interactions, gameplay actions and questions regarding immediate situations. For example: if the party was in a desert ruin, all new ooc discussion in the gameplay thread should be pertinent to the exploration of the ruin or what has been happening in it, not previous locations/events. This is largely to keep the gameplay thread from being cluttered and making it easy for people to miss content or posts.
FORMATTING
Posts in the gameplay thread should be formatted as follows when possible:
Quote:
In-Character Content
_____________
ooc commentary Specified Roll:1d20 ⇒ 15 Move Action: Move to E23
Swift Action: Smite evil
Standard Action: Attack zombie kitten in square C23
End Location: E23
Note that in the above, the dice rolls are clearly detailed with what you're rolling for. You can do this by typing [ dice=Description ] instead of just [ dice ]. Outlining your actions line by line makes it easy for me to see who is doing what, that way nothing gets missed or overlooked. In combat you should always be sure to include what square you are ending your turn in at the bottom of your post.
I do not require players to bold their dialogue or do any other kinds of formatting in their in-character posts unless they prefer to.
GMING STYLE
You'll be able to see from my posts that I do a lot of heavy description. Posts will err on the long-ish side and may require more than one read-through just to be sure you got all the pertinent details. This is one of the reasons why I have a 48-hour posting window, to accomodate people who may need to take time to read what's been written and consider their actions.
I will also be making some autonomous rolls for you as well. If presented with a creature/situation/etc that you could make aknowledge check for, I will make the roll automatically for you and supply you wish a spoiler-tagged block of text showing your roll and what your character would know after the check. If you have an exhaustable ability to improve rolls or otherwise modify these results, you may opt to use them even after I have automatically made the check for you. Doing these automatic rolls is designed to expedite play.
I will also automatically roll initiative for the entire party at the start of combat. The same rule applies that if you have something that allows you to re-roll or otherwise modify your initiative (that isn't always active) you can use it after I make the roll for you, regardless of whether or not you'd normally be allowed to use it after a roll is made.
There is a level of GM/Player transparency that I uphold as well. Any check an NPC or creature takes in secret will be contained behind a spoiler tag marked as "private rolls." I do this in the event that something outrageous happens, like a hidden sniper gets a critical hit that kills a player. I want there to be transparency to ensure everyone that those sorts of things aren't done arbitrarily and rolls aren't fudged.
MISCELANEOUS
I ask that if you play a prepared spellcaster, you list what spells you are preparing at the start of each day (and any spell slots you are leaving open) in the discussion thread. If we're doing a long stretch of overland travel and you plan on keeping the same spells, feel free to list a range of days you have the available spells for.
Player spell research is allowed and you will have the time/availability to do such things. On the same token, player magic item creation will also be available and there wil be sufficient downtime to allow for this (typically between adventure path 'chapters.'
We can discuss spell research/crafting as it comes up.
We are using the medium experience path, and PCs may level up their characters as soon as they gain enough experience to reach the next level. If you could make a post in the discussion thread with what class you are leveling in, your HP roll, and any elective feats taken, spells learned, etc it would be appreciated. Any other static scores (like BAB or Saves) increasing don't need to be listed.
DEATH AND DISAPPEARANCE
Bad things happen to good people. In the event of character death without feasible possibility of resurrection, you will not be given an opportunity to create a new character. If the party drops below 4 PCs, I will re-open recruitment to pick up another character (at which time you're more than welcome to draft up a new character, but will still need to follow recruitment with other potential recruits). If this occurs there will likely be different recruitment requirements depending on where in the campaign we are.
If you go 48 hours (2 full days) without posting, I will take control of your character to keep the game moving along until you return. If you go 72 hours (3 days) without posting your character will be removed from play in some fashion, permanently.
Players who need to have absences (vacations, busy work, lots of life stuff happening) just need to let me know as soon as they can. Give me an estimate of how long you'll be gone for, and we'll work things out! Life happens, and as long as you aren't just bailing without any word, I'll totally do my best to accomodate as long as you need.
QUESTIONS
If at any time you ever have questions for me, don't hesitate to ask (in a thread or in a PM), I'm usually always available!
BONUS STARTING GEAR
At the onset of the campaign, your characters will recieve the following bonus equipment from the Eagle Knights to aid you in your mission:
Teladon
1) Out of curiosity, why are you choosing to wear the silken ceremonial armor instead of benefiting from your +2 int bonus to AC?
2) As a bladebound, do you have any preconceptions or plans for your black blade when it is discovered?
Styvanus
1) Don't forget to pick the rest of your gear, you look to have a lot of starting money left over.
Ar'Zarrcal
1) I know you have the dwarven pantheon presently chosen, however I would like to offer you the option of Lissala if it intrigues you.
Rasso
1) You have Desperate Focus, Reactionary, and Andoran's Last Best Hope listed at the top of your sheet, but Besmara's Blessing, Reactionary, and Andoran's Last Best Hope later on in the stat block. Which is correct?
AC 16 | Str +5 Dex +0 Con +5 Int +0 Wis +1 Cha +0 | Initiative +0 | Passive Perception 13, Darkvision
@Lucent and new team
I'm pleasantly surprised to be selected with all of the great characters submitted. I look forward to playing in this rich campaign.
Unfortunately, I've bad timing. As I PMed Lucent, I'm leaving tomorrow Saturday for a week vacation with the wife, kids, and their grandparents in Orlando. I'm preparing today and tomorrow, so my Internet access will be less than normal until I return Friday afternoon, March 8. I will certainly be online Saturday, March 9.
I look forward to catching up on role-playing our introductions. I defer to Lucent on how he wants to play my character's potential initial silence.
Awesome introduction post by the way, I read it while listening to "Conan the Barbarian, Film Score" Radio on Pandora Radio and it supplied me with some epic background music. I'd suggest the method to anyone!
Rasso:
Considering we're two Andoran representatives from military positions, there's opportunity for a bit of a shared background. Maybe the two have served together, or what have you. I could see it be an interesting dynamic. Do you have any thoughts on this?
Ordrud, after considering your vacation time with the family, I think what I'm going to do is wait to introduce your character. There will be a very excellent IC reason for this which will place you ahead of them in the party's destination. You'll miss out on a little bit of the story in the beginning, but it's the easiest way to excuse Ordrud initially.
They will meet up with you once you get back. We can discuss the details in PM in the time before you depart and do a little back-and-forth regarding it.
AC 16 | Str +5 Dex +0 Con +5 Int +0 Wis +1 Cha +0 | Initiative +0 | Passive Perception 13, Darkvision
Lucent wrote:
Ordrud, after considering your vacation time with the family, I think what I'm going to do is wait to introduce your character. There will be a very excellent IC reason for this which will place you ahead of them in the party's destination. You'll miss out on a little bit of the story in the beginning, but it's the easiest way to excuse Ordrud initially.
They will meet up with you once you get back. We can discuss the details in PM in the time before you depart and do a little back-and-forth regarding it.
Cool. I almost posted in gameplay. Glad I caught this.
As I was plotting out who would be in the party, I wrote down a list of the applications in a notepad by nickname so I could remember who they were easily.
The final list that wasn't crossed out read:
Dorf
Necro
Elfie
Cap'n
Piradical
Eskimo
Fishy
Zugzug
I, uh, can't promise not to sometimes use these in the discussion thread.
As I was plotting out who would be in the party, I wrote down a list of the applications in a notepad by nickname so I could remember who they were easily.
The final list that wasn't crossed out read:
Dorf
Necro
Elfie
Cap'n
Piradical
Eskimo
Fishy
Zugzug
I, uh, can't promise not to sometimes use these in the discussion thread.
:P
I'm fine with it!
Also after some thought, I've decided I'll be pursuing the Golden Legionnaire class after all.
Although it requires heavy armor proficiency as a prerequisite, not of it's abilities actually require the character to wear heavy armor.
Instead I'll try to pick up some defensive feats like combat expertise, dodge and two-weapon defense to shore up his ac.
EDIT:
Also, I took Aquan as his bonus language, saying that Rasso and Cap go back far enough that he learned the language from his merfolk companion. The two could use it to communicate, safe from eavesdropping of those who didn't know the language.
I just lost my best friend this morning to a car accident. While I'm not withdrawing, I will not likely be as active in the coming week as I would otherwise be. I expect I'll be looking for things to occupy myself soon though, so I hope you'll consider keeping me onboard.
Consider yourself onboard until I hear from you otherwise. You have my sympathies, I went through the same thing years ago when I was a senior in High School. If you ever need anyone to talk to, my inbox is always open.
Male Dwarf Cleric (Forge-Master) / 3 Mythic Guardian 1
I need to finalize the last bit of details with my gear tonight as well. Though it probably won't be much given that this character's armor soaked up a lot of that. I may well regret spending a feat to take heavy armor profiency, but it seemed fitting for the character and saved me the trouble of combing the large list of feats.
Thank you for picking me and I hope my character will add to the overall story and gaming experience.
Fenyx did you have any ideas?
EDIT: Nevermind Fenyx/Kage -- I only just now saw your post and realize you probably have a lot more on your mind right now.
You have my sincere sympathies. We can always weave in hooks after the fact.
I go offline for the night, play some Dawn of War, work on another character for a RL group, go to bed, get up, go for a walk, and come back to find all of this!
I love getting online and finding stuff to read :3
I'm going to assume that my 'nickname' amongst those is Piradical, as it sounds 'piraty'? I'm curious to how I got that nickname though, tbh :P
Going to add the bonus starting gear to my inventory on my char sheet in the mean time.
Thanks again for picking me Lucent! :D
Edit: One thing I'd like to clarify - Alchemical Splash Weapons. Do you interpret using them as "Pull them out with a Move action, throw them with a Standard", at least the ones that do not need preparing? (Like flasks of acid and alchemist's fire) Its not 100% clear on how it works, as in the combat section, it states its a full round action to 'prepare a splash weapon', although I'm used to that meaning preparing a flask of oil as a weapon or something along that lines.
Just want to make the issue clear before we start, as I've seen people interpret it different ways. My own group of players and I use the 'move action to pull out, standard to throw' rule, as long as the flask is on a bandolier (Which is why I bought two).
Btw, either way, all three flasks of alchemist fire, both potions of cure light wounds, and all three potions of endure elements are on my bandoliers.
alrighty, have gear done, but i may end up losing some since I've got a heavy load currently.
maybe I'll pick up a pack-dog.
Edit:
Or a bucktoothed Pack-mule named Bucky : P
Get me a Heavyload Belt (I think its called) or Muleback Cords and I'll be the pack mule. My medium load with those should be around 700 lbs, light load 350ish.
So guys, I just got an awesome idea I've been working on with a friend - Marcellano Kain, from levels 3 to 7, will be going Musket Master Gunslinger, so he can improve his musket's capabilities. After level 7, he'll be going entirely back to Fighter.
Even looking at my lowish dex, since muskets hit to touch, I should still be quite accurate, if not as accurate as a pure gunslinger. And, with my high strength and con, I can still enter melee without worry!
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3
Wootsauce for getting picked, thanks! I have to go to work, so no time to read over this now. But I will post something more substantial in a couple-few hours.
Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)
@Lucent:
1. Originally I picked the silken ceremonial armor because it stacked with the +2 intelligence bonus from Kensai. If its alright with you though I have decided to give up Kensai and switch that archetype to Hexcrafter. I'll be keeping the bladebound, but I think that storywise, if I touch upon the Azlant / Aboleth connection with Teladon it will make for a stronger character.
2. I could develop some but I left that upto you. A sentient blade from the time of Azalant who was forged in service to a dead god has a lot of flavor attached with it. I'm sure we could work up something interesting.
3. I have two traits selected, but I have left the campaign feat blank as I mentioned in recruitment. Do you have any thoughts on the matter?
4. Character crunch has been updated. I'm actually taking a slight step back in my power level by dropping Kensai, but I'm alright with that.
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3
Besmara's Blessing is the correct trait. I fixed the sheet.
I'd be happy to tie in backgrounds with Styvan. His background is much less detailed than Rasso's but he's of higher rank (four ranks higher to be precise). Is he in the navy or in the army? How did he become a captain? What company does he command?
I'm guessing if we met, it would have been through an introduction by Garret Bryce, Rasso's Captain. Since Bryce and Styvan are the same rank, perhaps they could be friends? Rasso has spent most of his time since 4714 at sea. He's also based out of Augustana, not Almas (though the Chain Breaker makes frequent stops in Almas).
How about when Rasso got promoted to Petty Officer SC, Styvan was attending the award ceremony and banquet afterwards. That's when Bryce introduced them, and they hit it off. In the year since then, they've spent a few companionable nights drinking in one of the 'officer's bars' in Almas when Rasso had shore leave. Though they've only spent time together on a handful of occasions, their acquaintance is already burgeoning into a friendship.
Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3
Yeah we should be able to Rasso. I'd be posting a post right now if I wasn't currently at D&D already lol. Horse-archer Ulfen Ranger, so far got 4 kills in 4 arrows in 2 rounds. :3
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3
I changed the dates in my backstory to match up with the opening post in gameplay. I had been assuming we were starting in 4716, so I just moved everything back a year.
Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)
@Lucent: I modified this campaign trait from Rise of the Runelords, let me know what you think.
Eldritch Inheritor:
The relics of the fallen civilizations and secrets of obscure magics have always been safeguarded by the Mordant Spire. You’ve studied magic intensely with a focus on witchcraft and hope to increase your knowledge by adding Irrisen winter magic to your peoples carefully guarded secrets. You have been selected by the Elders to assist Andoran following the Winter Accord. It is expected that any hidden lore you uncover will be returned to the Spire for safe keeping.
Benefit You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
@Talavuc: Hey Bound Shade! It's good to be in another campaign with you! When I first saw your application I thought that you were going for an Arctic Elf approach.
@Rasso: Hey Jelani! I see you all over the boards. Its nice to finally get into a group with you.
It's great to be able to join you all here. I look forward to the start of the campaign and getting to know you all a little more. It looks like we are off to a great start.
Female Human (erutaki) Druid (arctic) 3 / Guardian/Hierophant 1
@Kagehiro: My god... I'm so sorry for your loss. I can't imagine what that's like. I'm glad that people here have been supportive. I've got no authority here, but yeah, take the time you need.
@Teladon: Agreed! I'm glad to be on the other side of the screen with you. Nadja is a fantastic character. I'm always looking forward to her posts. Really? I don't think I had ever considered it. What made you think I was going for arctic elf approach? It would've made a good one, too. I did consider making a dwarf from the Crown.
Also, I just have to say that I love that the group has two agents of Karzoug and two Andoran officers. I'm sure they'll get along positively wonderfully.
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3
As others have stated, condolences Kagehiro. That's really sh*t.
Teladon, as I stated in the recruitment thread I really like the character and am looking forward to playing with him. He'll probably think Rasso's a crude imbecile, but still :P
I'd be happy to tie in backgrounds with Styvan. His background is much less detailed than Rasso's but he's of higher rank (four ranks higher to be precise). Is he in the navy or in the army? How did he become a captain? What company does he command?
sorry about that, I'll be expanding his background as we go most likely. But I will try to establish these fundamental things.
Rozier has been a captain for about a year. He was promoted in 4714 after a return from service abroad to his native Almas. At the time he was an Officer Cadet in the Andoran Army. However, on numerous occasions he showed exceptional bravery, doing much to quell food riots around the city. The higher-ups took notice and promoted Styvanus to Captain, putting him in charge of a upstart group of 80 young soldiers, Tasked in protecting his native area of lower-east Almas.
So Styvanus would be a Captain(Armed Forces) and equivalent only to one rank above you
Rasso wrote:
I'm guessing if we met, it would have been through an introduction by Garret Bryce, Rasso's Captain. Since Bryce and Styvan are the same rank, perhaps they could be friends? Rasso has spent most of his time since 4714 at sea. He's also based out of Augustana, not Almas (though the Chain Breaker makes frequent stops in Almas).
How about when Rasso got promoted to Petty Officer SC, Styvan was attending the award ceremony and banquet afterwards. That's when Bryce introduced them, and they hit it off. In the year since then, they've spent a few companionable nights drinking in one of the 'officer's bars' in Almas when Rasso had shore leave. Though they've only spent time together on a handful of occasions, their acquaintance is already burgeoning into a friendship.
Could still work, especially if that award ceremony and banquet was in Almas. If not, maybe you attended one for Styvanus in Almas.
AC 16 | Str +5 Dex +0 Con +5 Int +0 Wis +1 Cha +0 | Initiative +0 | Passive Perception 13, Darkvision
FYI & FWIW
Most captains do not command a company (their appropriate command). There are more captains than appropriate commands. Most captains hold staff positions to higher level commands. Since Styvanus Rozier was just promoted, it is highly likely that he has a staff position. Staff positions include deputy, intelligence, operations, logistics, etc.
On the other hand, during wartime (which this campaign may effectively be), the ratio of captains to appropriate command reduces due to casualties. And the probability a captain gets a command increases.
cheers
PS This all assumes that Golarion has had someone like Clauswitz and the Prussian military to invent the concept of the general staff that occurred in the real time around 1800.
If Golarion does not operate with general staffs, then the real life equivalent suggest purchased commissions or promoted from the ranks, which happened very rarely. I happen to be in the middle of the Richard Sharpe series. Then, the vast number of captains would originate from the wealthy populace.
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3
Well, we have commonplace guns. In the end it's up to Lucent. All she's (he's?) said so far is to use American or British military rankings. Which would indicate they do have a modern approach. It's just not that detailed in Golarion canon.
That's why I wanted to avoid being a commissioned officer. Seemed a bit unrealistic for a level 2 character, who was an immigrant and of common birth. Also, they're too important for my taste.
Not that I know that much about military stuffs. Just what I've read, which is not terribly extensive.
Male Dwarf Cleric (Forge-Master) / 3 Mythic Guardian 1
Is Azlanti and Thassilonian the same language? I believe they are, but I want to double check before I respond to the otherworldy elf of the Mordent Spire.
Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)
Taken from the Inner Sea World Guide:
Ancient Languages
The following languages are not commonly known in the Inner Sea region, save by scholars and historians.
Ancient Osiriani: This precursor to modern Osiriani shares many similarities and differs mainly in its hieroglyphics and lexicon. Speakers of this tongue can speak modern Osiriani, but with an archaic accent.
Azlanti: One of the most widely spoken languages of its time, Azlanti became the basis for dozens of languages all over Avistan and Garund.
Cyclops: Once the ancient language of the giants, this tongue was created before the rise of humanity by the cyclopes of Ghol-gan.
Jistka: Jistka remains in use throughout Avistan, though almost exclusively by scholars and royalty.
Tekritanin: This choppy language is a meld of various regional dialects once spoken in the Tekritanin League.
Thassilonian: One of the ancestor tongues of modern Varisian, Thassilonian is mostly remembered for its now unused alphabet, consisting of three sets of runes.
Sorry Ar'Zarrcal! While Thassilon did rise from the outcasts of Azlant, the language itself was a conglomeration of ancient Shoanti, Varisian and Azlanti.
Edit: Btw, I really butchered that post. My grammar was all over the place. Hopefully you all get an idea of what I was going for.
Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3
Well, I may not speak any of those fancy pancy languages most of the group speaks, but at least I got Polyglot! So I can speak to the.. nonexistant mwangi tribes we're sure to not meet up with...
I like to compare Thassilonian and Azlanti to Italian and Latin. They share a lot of the same number of tenses. Native Italian speakers can also discern Latin on some occasions since their word-bases are similar. It's a case of "Wait did he just say-- oh I think I get that."
Not really helpful, since it can lead to miscommunications, but they definitely feel like related languages from the same root.
"I will show you something different from either Your shadow at morning striding behind you Or your shadow at evening rising to meet you; I will show you fear in a handful of dust."
T.S. Eliot, "Wasteland"
RUINS OF PATHFINDER: REIGN OF WINTER
All of the world's heroes have failed. Seven years ago, the beginning of the end came about in the fires of cataclysm and the footsteps of giants. From millennial slumber, the fallen runelord Karzoug the Claimer arose to reclaim the nation of Varisia as his own. Under his watchful eye, armies of giants and enslaved servants ravaged the Varisian countryside in a war that was equally as brutal as it was short-lived.
Karzoug's march southward would only be thwarted by the combined efforts of Queen Ileosa of Korvosa and the resurrected ancient blue wyrm Kazavon. When Karzoug paused to consider that which was claimed to him, and Avistan began to breathe, the world shuddered from the unexpected impact of a meteor slamming into what was once the elven nation of Kyonin, now little more than a fiery wasteland ruled over by the demon lord Treerazer.
As miles of forests burned, ash and smoke were kicked into the skies and earthquakes shook the land. Even the brightest noonday sun looked as dim as dawn, and with that perpetual twilight came the armies of the drow to the surface. Once nightmares and folklore of the elves, the drow brought themselves out of superstition and fairy-tale into the homes and cities of the surface world. Backed by enslaved demons and their own flesh-warped and bloodthirsty kin, the drow carved up the middle of Avistan as their own surface holdings, but found themselves pinned between the armies of Karzoug and Queen Ileosa, and one threat far greater.
In the shadows of Gallowspire, the Whispering Tyrant Tar-Baphon found freedom from his centuries old prison. Released into the world, this ancient evil quickly moved to secure his power base by reclaiming Ustalav as his sovereign domain and enslaving the populace that resisted. Those who bent a knee to their undying lord serve the undead, or have joined them. Only the bastion of Lastwall stands against this corrupting tide, joined in this hopeless battle by unlikely allies in the hordes of Belzken who refused to return to the drudgery of Tar-Baphon's servitude, fighting instead for the freedom of their peoples.
Cheliax suffers under the schism of civil war, with an ongoing battle for the city of Westcrown between hellknight forces, the imperial military, and a secretive council of thieves that threaten to pull the former capitol down by its foundations if they cannot have it for themselves.
In the south, whispers turn to screams as the serpent god Ydersius rises from the dead and his ophidian children stir in the jungles and marshes. Villages and cities disappear overnight, and the shadow of the serpent god crosses Garund. But the fires that encompass all that was once Katapesh keep Ydersius at bay for the unearthly spawn of Rovagug, Xotani the fire bleeder, turned the once majestic kingdom into a sea of glass.
Stories from the far east tell of the fall of Imperial Minkai under the sway of an army of powerful oni that have enslaved the empire's peoples and begun to wage war on the surrounding dragon empires.
Golarion teeters on the brink of destruction, and in this darkest hour, the endless approach of winter may well be the final nail in a coffin already lowered into the ground.
WELCOME TO THE APOCALYPSE
Reign of Winter is set within the post-apocalyptic setting of Ruins of Pathfinder, where all prior Pathfinder Adventure Paths from Paizo have ended with the defeat of the heroes, and the victory of the villains. Each worst-case scenario (some of the most notable detailed above) have occurred. Now, with Reign of Winter, the world teeters on the brink of destruction and only the PCs stand in the way of the beginning of a permanent ice age.
Reign of Winter will be beginning in the month of Erastus in the year 4716, three years after Baba Yaga was destined to return and take her daughter Elvanna off of the icy throne of Irrisen. For three years global temperatures have begun to drop and the snows of summer were but the beginning. Crops failed, people starved or froze to death in
their homes, and it appears as though there may be no end in sight this year.
With the last year only having a brief four-month "spring" between wide swaths of winter, it has become evident that if nothing is done to prevent this rapidly approaching ice age, the world will never recover. To this end, a covenant of governments and institutions convened in Absalom to discuss the matter at hand. Representatives from Absalom, Taldor, Cheliax, Osirion, Nirmathas, Razmiran, Isger, Lastwall, Andoran, and the Lands of the Linnorm Kings along with individuals not directly associated with their home nations met to discuss the matter at hand. It was decided in the meeting that teams purposed to investigate the dire winter would be put together and sent off to distant corners of the world to search for a solution to the problem.
LIVING ON THE EDGE
"The world has fallen into ruin, and this damnable winter may
become our icy tomb." -- Lord Gyx of Absalom.
This unique setting for Reign of Winter modifies the adventure path in several ways. Firstly, there are new and unique Campaign Traits (detailed below) that help tie in the PCs to the events that have turned the world upside-down.
CHARACTER CREATION
Your character in Reign of Winter will belong to the Andoran Expeditionary Force, one of many teams searching for the cause of the supernatural winter that has Golarion in such a death grip. Your team was selected by Knight-Commander Calisiaria Reinn, a female half-elven magus and high ranking member of the Twilight Talons branch of the Eagle Knights. Knight-Commander Reinn or envoys thereof approached your character because of special skills or associations they had, or your character was offered to Reinn (such as the case for people who take the Herald of the Claimer trait, for example).
This campaign will begin during a conference of the party and Knight-Commander Reinn in the Golden Aerie of the Eagle Knights in the capital city of Almas in Andoran.
Characters in this Reign of Winter campaign come from a harder, more cut-throat world than normal. Character creation options help outline this:
Starting Level: PCs will start at 2nd level.
Alignment: Must be either a good or lawful alignment.
Ability Scores: 25 point buy.
HP: Max HP rolls at 1st and 2nd level. Players will roll for HP from level 3 onward.
Traits: 3 traits, one of which must be a Reign of Winter campaign trait, either from the Player's Guide, or from the list below.
Base Starting Money: 1,000gp
Races: Any race from the Core Rulebook. Players wishing to use additional Paizo-created races must request approval.
Classes: All classes from Paizo products.
Firearms: Firearms operate under the "commonplace guns" rule
(see Ultimate Combat for more details).
When you create a submission, please create a character alias and include your character information in the form of a bestiary stat block like Karrick's profile.
Also, include the following information in your profile:
1) Appearance
2) Personality
3) Background
Campaign Traits
Please note these are in addition to the campaign traits in the Reign of Winter Player's Guide.
Andoran's Last, Best Hope:
You have been recruited, personally, by Knight-Commander Calisaria Reinn of the Eagle Knights to represent Andoran in the mission to uncover the source of the endless winter. Your staunch determination to protect the land of Liberty grants you a +1 trait bonus to Will saves. In addition you also receive an 200gp in bonus in starting money as compensation for services to be rendered.
Herald of the Claimer:
Even the mighty kingdom of Shalast trembles under the weight of ice and snow. Karzoug the Claimer has sent you as his personal emissary and representative of the Kingdom of Shalast (what was once northwestern Varisia). You are marked with a Sihedron rune on your brow that grants you use of detect magic 1/day as a spell like ability and a +1 trait bonus on Knowledge (arcana) checks, and spellcraft is always considered a class skill for you.
Vanguard of Lastwall:
You have been called from the front against the Whispering Tyrant to see this winter end. As a valiant soldier combatting the armies of Tar-Baphon, you have seen many horrors and atrocities in your life combatting the undead legions. You gain a +1 additional HP at every level.
Witch Burner:
The fires of purification burn through you, and as a member of the Hellknight Order of the Pyre you have been entrusted to see their lawful code upheld and the witches of Irrisen burned alive for their tresspass if they are responsible for the endless winter. As a part of this inquisition, you gain spark as a spell-like ability 1/day and receive a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
UNITED WE STAND
Players who make it in to this campaign will be expected to post once every 48-hours, and I will uphold that same posting activity. Some days there will be more posts than others, but this campaign will be run at a leisurely pace. If you do not post once within 48 hours during combat, actions will be taken for you. I reserve the right to eject from the campaign anyone who has not posted in 72 hours without prior warning of absence.
I expect players to engross themselves in the roleplaying element and contribute interestingly to the story.
Combat will be handled by a mass initiative roll in one of my posts, followed by announcing a round of combat and listing the order of combatants. Players are welcome to post out of order, but please keep in mind that your actions will take place in the order of initiative, not your posts. At the end of a round, I will post a "synopsis" that covers the actions and reactions of the entire round.
Please look for the coordinate-based combat maps in the first post of any combat encounter. I will ask everyone to please include the coordinate your character (and any followers/cohorts) are in at the bottom of all in-combat posts:
If you require information about the effects of the "worst case scenario" for a particular region of the world or group for your character, feel free to ask and I will provide a detailed description of their status/background based on this alternate-reality.
Ruin is what the people of the north know now. First, ruin came from the hands of Karzoug the Claimer. When the ancient Runelord of Greed arose from the mountains of Varisia to reclaim his kingdom, he sent forth armies of giants to the north to scatter the Shoanti tribesmen and press on into the northern lands. The Linnorm Kings and their people met Karzoug's giants with the ferocity and heroism expected of their people, but Karzoug's tenacious strategies soon entrenched the Ulfen in a war of attrition against a larger and more powerful army.
Holding their own for years, it was only the icy grasp of unending winter that would weaken the Ulfen resolve. After seven years of battling Karzoug's forces in off-and-on skirmishes and sporadic sieges, starvation and the elements proved to be the enemy that this land could not as readily weather.
Whole crops failed over the three most recent years and thousands died of hunger. Low food stores soon resulted in riots and in-fighting among an already disparate and crippled people. Karzoug likely would have finished off the Ulfen people, were it not for his own kingdom suffering equally under the weight of winter snow and biting ice. The winter has proven to be a stalemate for the two forces, which is likely all well considering each of the Linnorm Kings have broken away from one another, turning their holds into selfish city-states that struggle to maintain the lives of their own people at the sake of all others.
A uniting force, and a reprieve from this abysmal weather, is needed to save these people before the Lands of the Linnorm Kings fades into icy memory.
What about the Pathfinder society? And would you object to an adventurer who was formerly higher level and whose skills have atrophied? A sort of called back in the hour of need thing - level not explicit but high enough to be a named man.
What happened to Jalmeray? Asking because I'd like to play a character sent by the Conservatory (quite obscure intelligence organisation on the Jalmerani isle of Grand Sarret, from ISWG)
First a bit of a "background talk" here - I have a specific philosophy of not making any PC of higher level than 1. They have to start at 1 and then earn/work their way through.
So, having that in mind I have just one character (at lvl. 2), a lawful neutral monk with a specific background and a very "dedicated" mission. He was part of a rather tough campaign which unfortunately dissolved after we hit level 2, due to effect which is known in scientific terms as "GM's disappearance". I would be more than willing to rework (some parts of) Haterivet's background in order to fit your world better. However there are some parts which I would not be willing to change, and one of them is his focus on hunting and destroying Zon-Kuthon priesthood/followers. My question is - is this aspect too "disturbing" for your campaign? Is it simply too much in your opinion or do you think it would be acceptable?
if that is OK with you, than may I ask you if there is any update on Zon-Kuthon (and his priesthood) in your world?
I'll be submitting Thorgar the Childeater. I'll need to make some slight changes to his backstory, which will move his fateful starvation to a siege against Kazoug's giants.
Despite the name he is a good guy at heart, horrified by what he has done and what he has lost trying to earn some form of redemption the only way he knows how - with a blade.
I'm posting that I'm interested, I'll most likely make a Magus (as I've never played one) possibly with levels in Rogue, haven't decided fully. I'll make the character and alias tonight and send it to you, no idea what race I'll be but I'll work it out.
When the spawn of Rovagug, Xotani the Fire Bleeder, was unleashed on Katapesh, many survivors of the initial attack fled across the sea towards Jalmeray. Initially the tiny island nation attempted to take in all whom fled from the living apocalypse, but soon they found Niswan flooded with refugees and the expanding refugee camps around the city began to become havens of violence and despair.
As refugees poured in by the thousands, the Jalmerani government was forced to close its borders. Under order of Thakur Kharswan all other ships approaching Jalmeray were to be turned around. Several desperate ships packed full of those fleeing the devastation of Xotani tried to bypass this blockade and found their ships demolished by armies of summoned marid genies, swallowed into the waves.
Now, with their ports blocked and transport in and out of Jalmeray by ship closed off, the island nation has struggled to maintain its exploded population and keep the disparate refugees under control. The Impossible Kingdom lives in constant threat of Xotani's approach, but they believe (in false hope) the large body of water between them and mainland Garund will spare them its inevitable wrath once it becomes active again.
With weather turning for the worst, global temperatures dropping and the dust cloud from the meteor impact darkening the skies Jamleray struggles to stay prosperous. While their near equitorial position provides Jalmeray with an overall warmer climate it will only be a matter of time before snow falls even there. They cannot remain shut off from the world for much longer.
Note: While ship travel in and out of Jalmeray is restricted, PCs can be presumed to have a special dispensation for travel either physically or magically.
@bi0philia: Woo! I love me a good Captain Andoran-style build.
@Haterivet: Sorry, I'm requesting that characters be built from the ground up for this campaign. If you want to make a character similar to Haterivet that is fine, and I would expect that his background explain his experience, etc. I have no objections to a character that hunts down servants of Zon-Kuthon.
Zon-Kuthon/Nidal:
When a meteor impacted with Kyonin six years ago, the disastrous impact kicked up a cloud of dust and ash into the skies that blanketed much of Avistan in perpetual twilight. While the skies have cleared somewhat, day has never felt as bright and the skies seem perpetually shrouded in a thin overcast haze.
This time of second darkness has empowered the faith of Zon-Kuthon, and nowhere is this felt stronger than in the shadowy nation of Nidal. While their nortern border is "protected" by the presence of both Queen Ileosa and the Zon-Kuthon servant Kazavon, Nidal still fears an attack from the Runelord of Greed is inevitable.
Since the time of darkness, with much of Avistan distracted by the destruction of Kyonin and the rise of the runelord Karzoug, Nidal has expanded its influence eastward in a bloody expansionist campaign and reinforced their southern borders in the event that Cheliax's civil war threatens to spill out into their dominion.
All expansion of Nidal has swiftly come to a halt with the encroachment of endless winter, and the Nidalese government has pulled back its advanced forces and focused on keeping its populace fed and has raided eastern lands for necessary food and supplies when their own run low.
I would enjoy the opportunity to join this campaign. I will have to rework my character for both stats and background. I should have a submission ready by tonight.
@Haterivet: Sorry, I'm requesting that characters be built from the ground up for this campaign. If you want to make a character similar to Haterivet...
Not sure as to what you consider as being "built from the ground up"? I have no issues in changing Hat's ability scores, traits and alike to be fully according to your rules (as long as the new "layout" is not in direct contrast from what he was previously). Especially if we consider that Hat was originally built with a more restrictive skill-set. For me most important part is the character and the story around him.
So if you are OK to say that Hat's background as priest-killer (of Zon-Kuthonites) and a survivor of a gladiatorial games is acceptable, than I would have no issues in making him a 25 points build, 2 traits, full HP, completely reworked equipment section and things alike type of a character.
Of course I would still have to work inside the story as to why he would be part of the expeditionary force, but your snippet of "asking for specialists" helps quite a bit :-)
Nice. I'm trying to figure out a character that would both work for this game and for the background I have in mind.
As a side note, the Vudrani have their own deity bent on the end of the world name Dhalavei. She takes a more structured approach to it than Rovagug but their end goals are the same.
@Haterivet: Ahh, okay I think I understand better now. I wasn't sure if you were going to ask me to honor any previous gear, special abilities, or Xp higher than the base-line for 2nd level (medium progression) or other unique things Haterivet might have acquired through the previous campaign that couldn't normally be attained via character generation. If you want to retain portions of his background and the like, that's fine!
The post-apocalyptic aspect of this campaign sounds awesome! I love how you've incorporated all of the bad endings from the various AP's. With that said, how have Brevoy, the Stolen Lands, and the various River Kingdoms fared?
BTW, I've got the inkling of a concept for a ranger character.
This campaign sounds like a lot of fun, I'll definitely be creating a character for it of some sort or another. I always like inquisitors and rangers, but we'll see what I come up with.
@Max Hellspont: I don't have my Kingmaker AP books handy right now, and I forget off-hand what the "if the villain wins" outcome for that AP was, so I'll have to check on that when I get home from work. Suffice to say that nothing went well and there's probably some red dragon issues for Brevoy. I'll give a detailed write-up tonight.
Also, I think it's worth noting, the events of Shattered Star have not occurred due to the other calamities in place. So don't consider that AP's events as having transpired under any circumstances.
@Lucent; What are your thoughts on a PC that disappeared before the world went to Hell? The PC that I was particularly hoping to bring into the campaign had a lappy life until just recently. I could see him having been released from where he was kept (which is entirely fitting in his back-story) and just recently have emerged into the now shattered Lands of the Linnorm Kings.
Character Submission: Bjorn Thunderrath - Human Druid (Stats to follow)
Description: :
A wild, matted mane of blond hair flows past the shoulders of this huge bear of a man such that you cannot tell where hair begins and beard ends. Layers of furs and hides cover his body with little flesh showing except for his wind-burned dirty face. Piercing, ice-blue eyes seem to hold a gravity and singularity of purpose that belies his otherwise wild, barbaric appearance. His gear seems simple, utilitarian, and well-worn and his walking stick appears to be the carved remains of an lightning-blackened tree.
Personality::
It has been some years since Bjorn regularly interacted with others from the civilized world, but he is enjoying his reintegration from his self-imposed exile. Humor, especially, is something that he has missed and he enjoys laughing again in his new found fellowship. Bjorn is quick to react, and strongly follows his emotions as he expects his instincts to lead him in the correct direction and is often difficult to persuade away from his initial purpose or decision. He feels that logic and reason often lead the civilized races away from harmony and balance, and believes that emotion and intuition are better trusted to show the way. As a result, Bjorn can be the most trusted of allies once he has decided to trust you, is quick to laugh and celebrate a victory, quick to anger if a friend or his philosophy is threatened, but sometimes rash and stubborn in his decision making. While Bjorn has for years avoided civilization, he believes that it is part of the balance of nature - all who are born naturally are a part of the world - and the developments of science, magic, and customs can be cherished as long as they do not result in heedless destruction.
Background::
After his family became lost in the wilderness of the Lands of the Linnorm Kings during a violent winter storm when Bjorn was fourteen, Bjorn bonded with the frigid wasteland and through that communion brought his family to safety. The price of their safety was the dedication of his life to the balance of nature in its harshest forms, and so he generally shuns the city-born and with them keeps only occasional touch with his brothers and sister. Today Bjorn is not truly comfortable unless he wakes with the crisp, cold air scenting of snow in his nostrils. He lives life daily, eking out his existence from the frigid barren lands that has become his home, his communion with them growing constantly.
Recently, however, there has been an imbalance in his communion - unnatural forces tamper with the climate and wilderness and he knows that a wrongness is growing. Seeking solutions after his introspection failed to find the balance that is central to his new life, Bjorn began reaching back out to the populations he has lived without for the past several years. Seeing that the changes to the world is having an even greater impact on the civilized lands, he realized that his calling was to return to civilization and join in the quest to restore balance to the world. As he began reintegrating himself with the civilized races, Bjorn was recruited to join the party, answering a call for a wilderness guide from the Andorans in their quest to solve the riddle of the rising winter.
Would you be ok with a Plumekith (Aasimar of Garuda descent)?
Basic idea is a Huntmaster Cavalier who used to work as the groundskeeper of the Conservatory, keeping all unwanted visitors off of the isle of Grand Sarret. Now, with the influx of refugees who have taken over the grounds outside the complex as well as it's many gardens the need for his talents has decreased and there has come a call for aid he is the first to sign up. Especially since the call came from Andoran, a country he has been to for his falconry training many years ago.
@DM Carpe: I love the concept of a "I've forgotten more than you'll ever know" style of character. Be it from a curse that stripped them of their power to simple old age.
As for the Pathfinder Society:
Pathfinder Society:
The last seven years have not been good to the Society. The already fractious organization has completely shattered under the stress of Karzoug's return and the other calamities that have befallen Golarion. The Grand Lodge of Absalom continues its efforts as it once did, but its numbers are dramatically diminished. In some aspects, the Pathfinder Society is seeking to record and chronicle the present in time capsules in the event that civilization does not recover from the encroaching dark age.
The Varisian Sczarni lodge was demolished by Karzoug's return and the surviving members either fled into other lands or were assimilated into the resurgent Runelord's armies as spies and infiltrators.
The Lantern Lodge has withdrawn its explorers in light of the approaching war from Minkai and little has been heard of them in two years since war came to Goka.
The other lodges are still operational, though are channeling their resources in much the same way as the Grand Lodge is, trying to record the knowledge of the current era so that future generations -- if society collapses -- will have a light to guide them out of the darkness.
@Lucent; What are your thoughts on a PC that disappeared before the world went to Hell? The PC that I was particularly hoping to bring into the campaign had a lappy life until just recently. I could see him having been released from where he was kept (which is entirely fitting in his back-story) and just recently have emerged into the now shattered Lands of the Linnorm Kings.
Disappeared how so? Ventured off to another part of the world? Another planet/plane? Temporal stasis?
Would you be ok with a Plumekith (Aasimar of Garuda descent)?
Basic idea is a Huntmaster Cavalier who used to work as the groundskeeper of the Conservatory, keeping all unwanted visitors off of the isle of Grand Sarret. Now, with the influx of refugees who have taken over the grounds outside the complex as well as it's many gardens the need for his talents has decreased and there has come a call for aid he is the first to sign up. Especially since the call came from Andoran, a country he has been to for his falconry training many years ago.
I think a concept like that would be acceptable. Given that background I'd allow a Plumekith!
@Max Hellspont: I don't have my Kingmaker AP books handy right now, and I forget off-hand what the "if the villain wins" outcome for that AP was, so I'll have to check on that when I get home from work. Suffice to say that nothing went well and there's probably some red dragon issues for Brevoy. I'll give a detailed write-up tonight.
Kingmaker:
If I'm not mistaken, The Thousand Breaths (Nyrissa's First World realm) subsumes The Stolen Lands completely and gives her a foothold on the Material Plane in Golarion. Also, assuming she has managed to secure Briar, the only thing capable of destroying her, she would effectively be unkillable.
@Lucent; What are your thoughts on a PC that disappeared before the world went to Hell? The PC that I was particularly hoping to bring into the campaign had a lappy life until just recently. I could see him having been released from where he was kept (which is entirely fitting in his back-story) and just recently have emerged into the now shattered Lands of the Linnorm Kings.
Disappeared how so? Ventured off to another part of the world? Another planet/plane? Temporal stasis?
Mostly the latter. THe PC in question is my alias Skaldi the Tallest (who is under construction and needs to be adjusted accordingly). My figuring is that when he entered bargaining with the Linnorm, it was before everything went downhill. He emerged from blinding snow to find Losthome torn asunder and the lands he knew in disarray.
Also - would you mind my submitting Garak (I had offered him up in VoV's recruitment thread recently) again for this PbP? I would obviously go through the steps of altering backstory and rebuilding him according to the thread's instructions, but wanted to make sure he would at least be considered before I undertake that. If you would prefer I submit something altogether different, I am totally cool with that as well.
In fact, what would be your take on someone who welcomed Karzoug's rule (but also wanted to stop eternal winter from dominating the planet)? Likely a wizard of some sort - not evil; probably LN - that welcomes the notion of Thassilon's return. Or is Karzoug just hellbent on destroying everything, even those who surrender? I'm operating under the assumption that he would want subjects to lord over, though I could be horribly mistaken in that regard, I suppose.
(Edit: Whoops - I just read through that character trait that answered this - sorry!)
@Kagehiro: There's actually a campaign trait to be working with Karzoug! He's interested in saving his realm as much as everyone else is, though his personal attention is focused on more immediate dangers like Ileosa and Kazavon, so he can't divide his best men/personal power to something as ephemeral as weather. Though he is aware something supernatural is afoot. You could definitely have a character who works for the Runelord of Greed (which I really hope some people do, it's a fun option!)
As for Garak, I think he could work, but I'd definitely need to see his background as translated to the premise presented here. I think how you do that will matter most.
@twilsemail: That's an intriguing concept. I'd definitely like to see a fully fleshed out background on that, see how they get to that spot of stasis and how they get embroiled in the quest to see the winter's end afterward.
@bi0philia: Woo! I love me a good Captain Andoran-style build.
Good to know!
If you don't think it's a bit too much of a novelty, I'd like to build him as using a shield as his primary weapon, shield-bashing primarily and maybe , some throwing daggers/axes for range.
That's probably as far as I'd take the homage in this bit of a grim setting, but a throwing shield would be interesting I have to admit. My thoughts were that it might be tough to get such a custom magic item in a sort of post-apocalypse Golarion...
Given the drastic changes to the world at large, his redemption story is probably far less likely to occur convincingly. I think I'll, instead, begin work on the aforementioned wizard. Is a Necromancer using undead minions too far into morally unacceptable territory? As I mentioned, I would be aiming for lawful neutral as a general moral disposition. His view on undead would be a means to an end. More likely than not, he would be part of an order within Shalast tasked with countering an inevitable conflict with Tar-Baphon - an enclave of necromancers to combat the Whispering Tyrant's minions should the need arise. This conflict not yet being the case, I'd imagine such an order would have more freedom to go chasing off into the corners of the world trying to stop an unnatural Ice Age from taking root. Let me know what you think, I'll go ahead and start formulating some more thoughts along this line.
Not too much of a novelty at all, I think something like that is perfectly understandable if you're trying to emulate the fighting style of a particular character.
Also the Throwing Shield (see the shield section at the bottom of the page) is an enhancement to mundane shields that allows it to be detatched and thrown as a free action (instead of a move action for stowing/wielding it). Mind you the actual attack is still a standard action, but the act of removing it is a free action.
If you intend to use it as both a weapon and armor, you'll need to pay for magical enhancements both ways. Both its weapon enhancements and defensive enhancements tracked (and paid for) separately.
I'd also recommend maybe a gauntlet for your "off-hand". A revolver might be to pricey for second level (even with the Commonplace Guns) setup. Buuut you could probably get one later.
I would do a Human female barbarian hurler, by the name of Lorayne Thornhallow.
Lorayne's story is a tragic one. When the winter's cold wind blew in, the realm was unprepared. Food stores depleted, starvation started to take many of the smaller towns and villages, including the one where Lorayne and her family lived. As the coldness crept in, the family huddled together for warmth, yet it was not enough. In the morning, only Lorayne awoke from the cold night. Her husband, his arms wrapped around the boys, stared at her with lifeless eyes, while her sons still looked as if they still slept. Tears flowed from her eyes, only to freeze upon her cheeks.
Despair wracked her body, causing her to grow numb to her surroundings. It was only the pain in her left foot that she realized that nightfall was coming soon, and with it, another night of deathly coldness. Yet she had to provide a proper burial for her family. The ground, frozen, dulling any attempt to dig a grave, she resigns herself to burning the bodies.
Anger begins to build within her, an anger that she has never felt before. Deep, dark, twisted, it seeks vengeance. It seeks to claim those responsible for this, to make them pay, to make them suffer, as she will suffer for the rest of her days.
Going through her belongings, she packs what she thinks she will need. Skirts, water, the little food she has left. Then she stumbles upon her husbands belongings. A suit of studded leather armor, a large sword, and daggers, lots of daggers. Picking one up out of its bandoleer, she throws it into the corner post. Her anger lending strength to the throw, she is amazed at how deep the blade has sunk within the oak beam.
Grunting and straining, she cannot pull the blade from the wooden embrace.
Gathering the rest, she moves it all outside. Then she goes in and arranges her family into a position, each one holding something they cherished. Her son Ryn, his wooden dragon. The eldest Tryon, a wooden sword and shield. For her husband, her scarf that she gave him on their wedding day.
Tears and sobs flow out of her as she walks out of the house. Looking at the family home, crying, she uses the torch and lights the house on fire.
As the flames consume the building, Lorayne draws parallels to its path and her new course.
As the flame burns, it grows stronger. Its hunger to consume makes it great. Nothing can stop the flame. It continues to burn, slowly creeping, seeking more fuel. I am just like that. Within me burns a mothers rage, a rage from the loss of her sons. Whoever or whatever has caused this unnatural coldness shall suffer a fate worse than death. He will suffer A MOTHER'S WRATH
Lorayne stays the night, watching what was her family, her entire existance, burn to ash. Although the night is cold, the fire and her anger keep her warm. As the fire burns to hot coals, she reaches out and scoops up a handful of ash. Dumping it into a horn, she seals it, and slings it over her shoulder, a piece of her old life, for remembrance.
Given the drastic changes to the world at large, his redemption story is probably far less likely to occur convincingly. I think I'll, instead, begin work on the aforementioned wizard. Is a Necromancer using undead minions too far into morally unacceptable territory? As I mentioned, I would be aiming for lawful neutral as a general moral disposition. His view on undead would be a means to an end. More likely than not, he would be part of an order within Shalast tasked with countering an inevitable conflict with Tar-Baphon - an enclave of necromancers to combat the Whispering Tyrant's minions should the need arise. This conflict not yet being the case, I'd imagine such an order would have more freedom to go chasing off into the corners of the world trying to stop an unnatural Ice Age from taking root. Let me know what you think, I'll go ahead and start formulating some more thoughts along this line.
That's an acceptable build from a GM-perspective, but it is bound to cause interpersonal friction in the party itself. I'd recommend against it if only because when I make my choice for the party I will likely want to pick people who can/will work together with minimal difficulty (though some grinding gears will be expected/is fun). But it would be hard for me to pick a necromancer who actively animates the dead and a paladin for the party, or vice-versa.
Given the drastic changes to the world at large, his redemption story is probably far less likely to occur convincingly. I think I'll, instead, begin work on the aforementioned wizard. Is a Necromancer using undead minions too far into morally unacceptable territory? As I mentioned, I would be aiming for lawful neutral as a general moral disposition. His view on undead would be a means to an end. More likely than not, he would be part of an order within Shalast tasked with countering an inevitable conflict with Tar-Baphon - an enclave of necromancers to combat the Whispering Tyrant's minions should the need arise. This conflict not yet being the case, I'd imagine such an order would have more freedom to go chasing off into the corners of the world trying to stop an unnatural Ice Age from taking root. Let me know what you think, I'll go ahead and start formulating some more thoughts along this line.
That's an acceptable build from a GM-perspective, but it is bound to cause interpersonal friction in the party itself. I'd recommend against it if only because when I make my choice for the party I will likely want to pick people who can/will work together with minimal difficulty (though some grinding gears will be expected/is fun). But it would be hard for me to pick a necromancer who actively animates the dead and a paladin for the party, or vice-versa.
So keep that in mind.
An addendum to that: The concept, if not the mechanics, is still quite sound. If you aviod actual raising of undead as a primary build it would be a much easier fit. A cleric, oracle of bones, witch, inquisitor or wizard(necromancer) could all fit into this skill set.
I would also see commanding undead to be more acceptable. If an enemy necromancer has raised the dead, channel negative energy to turn them against their creator before destroying them. I could see good-aligned party members being less squicked-out by that.
Fair enough. I mostly lean towards the spells moreso than undead minions themselves (always loved a good finger of death, personally); he just wouldn't have qualms about using undead himself. Now, assuming there's a Paladin present, or a cleric of Pharasma in the mix, I doubt he'll be busting out the zombie-factory skills in the interest of not being cut down by people who probably already don't like him (on account of being attached to Karzoug's name in any way).
I really like the shield tricks, I just hate that "throw anything" is a requirement for the majority of them, but it's pointless if you have a throwing shield. It doesn't even make sense for some of them (I have to have throw anything to gag a monster using the shield during a grapple? why?)
Anyway you'd allow me to use those tricks and substitute my throwing shield for the throw anything requirement?
@Styvanus Rozier: Given that both were introduced in the same book (the throwing shield and the equipment trick feats) I believe they are intended to work together. I think even with a throwing shield, you still need "throw anything" to properly throw it without a penalty to attack.
@Styvanus Rozier: Given that both were introduced in the same book (the throwing shield and the equipment trick feats) I believe they are intended to work together. I think even with a throwing shield, you still need "throw anything" to properly throw it without a penalty to attack.
Alrighty, Just wanted to get your ruling on it, thanks for the quick reply!
@LORAYNE THORNHALLOW: How do you see this character getting involved with the Eagle Knights/Knight-Commander Reinn? What do you see Lorayne's involvement being like? What special skills does she bring to the table?