Talanor, the Last Haven - A Journey Interrupted (Inactive)

Game Master Valjoen_KC

Current Date: 5th of Faelis, 7995 E.C.

Campaign Journal on Obsidian Portal

Current Battle Map

Map's of the Known World

Cast of Characters


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Character Creation Rules, except:

Level 3
Wealth by level
No Bonded Items
Spheres of Power
Spheres of Might

I think using a SoP or SoM class would be best.

I'd like at least a minimal background to inspire me for the adventure; including how you know each other and why you were going to the Vale of Talanor.

Liberty's Edge

I can't speak toward Spheres of Might but Spheres of Power fits in with Paizo classes pretty well.

I shall ponder on character and background today.


I would prefer not to take the Divine Petitioner casting tradition simply because I think the prepared caster draw back is too onerous when I'm learning how the sphere system works.

And losing the Domain granted talent seems appropriate.

I have a requested alteration to the Blossoming Light Archetype.

"her channeled energy also harms chaotic evil outsiders, worshipers of chaotic evil deities, and evil creatures with light sensitivity or light blindness as if they were undead."

The chaotic component is a historical legacy of how this archetype developed on Golarion. Teysura is probably opposed to evil outsiders and worshipers of evil gods. Can we just say evil?


For the purposes of the play test, I'm good with passing on the casting tradition. In regular play, I think they are very thematic, especially this one for Clerics. Luckily, prepared caster drawback only requires you to assign points to the spheres, not specific talents within the sphere.

As to the channeling ability, that significantly increases the usefulness of the power, but it is thematically correct. I can work with that. I would normally, say that it is similar to the Aligned type powers, in that you can assign it to either chaotic or evil... Like the aligned destruction drawback... but this isn't a drawback. Since Teysura is NG, it must be evil.


Awesome vis-a-vis the luminous font upgrade. You are also correct that I originally misread the prepare caster drawback.

I'm very willing to work with you to have a custom tailored casting tradition. I love themes.

Liberty's Edge

I'd originally planned on being some kind of mercenary caravan guard but I could fit in as a guard hired by a pilgrimage to work with Ixos's character.

I'm leaning towards conscript.


The gameplay thread is open for dotting.


My character would definitely need a guardian. Can you spitball some reasons why a devotee of Teysura would becoming to the Vale at this time? Are there any holy sites? Hospitals?


How big was the school of diviners? Maybe my character wasn't traveling for religious purposes but to visit his lover who recently became one of the Proven.


Okay, did some focused digging through SoM and SoP, and I've come up with this for a start. I think this is all correct. The basic concept is a warleader who heads up a small, close-knit band in fights. Background, though tenuous right now, is that he was a junior member--chosen to get some experience in such things--of a larger group headed to Talanor for some reason (research, trade, something of that nature) and he happened to be somewhere safe when the rift cracked open and consumed the others. So he's now in Eastgate, paying his way as best he can by providing support to small forays against foes within and without the fortified refuge.

War Skald
Casting Tradition: Song-Wielder (modified); Drawbacks: Galvanized, Skilled Casting (Perform [singing]), Verbal Casting; Boons: Empowered Abilities, +1 bonus spellpoint and +1 bonus spellpoint/6 class levels
SoP Sphere(s): War; Drawback: Squadron Elite; Talents: Resilient Momentum, Totem of Courage, Totem of Screaming Skin, Totem of War
SoM Sphere(s): Warleader; Drawback: Barbarism; Talents: Fierce Shout, Frightful Roar

Liberty's Edge

Were you not taking a martial tradition?

Also, how were you getting a 3rd martial talent?


No martial tradition, as there isn't one that suits a character that will be fighting primarily two-handed with a greatsword. I had considered Cunning Leader, as it comes closest to the concept I have in mind, and the granted abilities are very nice. However, while I would be able to regain the weapon proficiencies I consider necessary via the granted Equipment bonus talent, I'd be stuck in light armor. And that's not a good idea for a character that will be leading mostly from the front, with Str, Con, and Cha as the core attributes (so no significant Dex bonus to cover the AC from the lesser armor).

Warleader gets Fierce Shout as part of taking the sphere, while Frightful Roar is a bonus talent granted by the sphere's drawback; in exchange for being able to use only the shouts from the Warleader sphere, I get an extra one to start. Which suits me, as the character is supposed to very, well, vocal.

Sphere starter bonus is where Totem of Courage comes from, incidentally.

Liberty's Edge

Ah, I misunderstood. Fierce shout isn't a talent it's the base ability for Warleader. Everything else added up.

If you're going to be a two-handed bruiser, I'll probably build some kind of bodyguard with a heavy shield.


This is my character. The poor gosling wouldn't give Dazzler a run for her money. His best ability is Channel Energy Which he has leaned into. I'm still working on his personality/motivation/story, but his numbers are here for those who want to review.


Niyut wrote:
My character would definitely need a guardian. Can you spitball some reasons why a devotee of Teysura would becoming to the Vale at this time? Are there any holy sites? Hospitals?

There is a small sanctum in Oldtown dedicated to Teysura that is over 5,000 years old. Additionally, there is a garden of Teysura in the Temples but that would be daunting to reach at this time.

Niyut wrote:
How big was the school of diviners? Maybe my character wasn't traveling for religious purposes but to visit his lover who recently became one of the Proven.

The Bright Tower could house over 100 students at anytime. Bærwynnd tended to keep 3-5 apprentices at any given moment and he only took tested members of the school, the Proven, as apprentices. The rest of students were either peer-teaching or self-teaching.

I like the skald idea, interesting build. What race are you thinking?

Truk - are you thinking pure melee or a hybrid? But I agree a frntliner with goos AC is warranted.


Why would that be daunting to reach?

Liberty's Edge

I hadn't thought much about race. Eastgate is the dwarven city, right?


Human skald, I'll need the bonus feat, what with giving up those character feats for the minor martial sphere advancement.


@Thomas - The Vale is still teaming with undead. From Eastgate, you would need to travel through Oldtown and the Points.... then either cross the mud pit that used to be a lake or go around the lake through 5 districts either way that is a lot of nasty stuff between you and the Temple district.

@Feral - Yes, but there are a number of non-dwarves residents there as well.


@Sam - As a human, he could be from Haemil (where Thomas Thorne is from) having travelled with the other characters to the Vale. His violent/barbaric side could perhaps have some connection to the Savage Lands as well. Perhaps an ancestor was from the children of Simur. I also want each of them to have a personal reason to go to the Vale, not just be an escort selected at random. You have personal business here.


Oh, you mean it would be daunting now, but could have been the goal in the beginning. Got it.


Hmmm, alright, let's see what I can come up with. The escort thing I'll leave as it is, but with the alteration that Marcusic specifically sought out this assignment--by doing all in his power to draw positive notice, trading what favors he could, and even engaging in low intimidation of other prospective candidates when he had to--because he's been having dreams. Worrisome dreams, that are oddly consistent across their repetitions, and don't really feel like dreams at all, dreams of a cracked moon with great flaming wings erupting from it. But before the owner of those wings can complete its emergence, the moon and its occupant both are pulled violently into the Bright Tower, with much pained shrieking from the unseen being within the moon.

How's that?


@Thomas - Correct! If you were planning on residing in the veil currently, you would’ve been taking a position at the temple of Teysura in the temple district. However, giving it to the temple now would be very difficult. From a timeline perspective, you arrived just before the Shaping, and lucky enough, are still inside Eastgate when it occurred. You will be looking to leave Eastgate, just as you learn that the dragon guard are preparing to attack the fire goblins.


With the spheres in use, what does the human skald's favored class bonus actually do for me? Could I swap it for the FCB given to half-elves and half-orcs?


It's a shame that we aren't doing bonded items. I just had a cool idea for one: A tiny cherry tree that miraculously grew from crystal as the sign of the goddess' favor. One of the reason I got ecclesiastical permission to relocate is so that I could have brought a relic of the Sacred Mother to the temple in Talanor.

If we were doing such things. :-p


Further class question here, lol. Do we get, if relevant, the Cantrips SoP feat for free in lieu of the Cantrips class feature?

Thomas Thorne wrote:

It's a shame that we aren't doing bonded items. I just had a cool idea for one: A tiny cherry tree that miraculously grew from crystal as the sign of the goddess' favor. One of the reason I got ecclesiastical permission to relocate is so that I could have brought a relic of the Sacred Mother to the temple in Talanor.

If we were doing such things. :-p

I'm building Marcusic as if he were the character I intend to submit to the proper Last Haven - AJI campaign, so I'm keeping track of ideas for bonded items. Do the same for your character.


As the resident expert on the people on the other side of the Iron Mountains, your vision needs two moons one ruby and one gold -- since Simur is believed to be trapped in both moons.


Niyut wrote:
As the resident expert on the people on the other side of the Iron Mountains, your vision needs two moons one ruby and one gold -- since Simur is believed to be trapped in both moons.

Lol, duly noted! I'm working with what I can look up from the Bright Tower threads in between every other thing I'm looking up for Marcusic, and I'm not surprised I dropped some details.


Oh, and yet more class questions! Can I select the Maestro of the Society trait, which normally requires membership in a specific faction or organization?

And can I double up in Social traits, specifically Maestro and Savant? Not a lot of other traits that interest me or suit the build I've in mind (or that work with the spheres rules).


Sam C. wrote:

Hmmm, alright, let's see what I can come up with. The escort thing I'll leave as it is, but with the alteration that Marcusic specifically sought out this assignment--by doing all in his power to draw positive notice, trading what favors he could, and even engaging in low intimidation of other prospective candidates when he had to--because he's been having dreams. Worrisome dreams, that are oddly consistent across their repetitions, and don't really feel like dreams at all, dreams of a cracked moon with great flaming wings erupting from it. But before the owner of those wings can complete its emergence, the moon and its occupant both are pulled violently into the Bright Tower, with much pained shrieking from the unseen being within the moon.

How's that?

Looks good. You tied in Simur and the Firebird storyline. As Niyut mentioned there a few modifications to the dream to match up with her tales. Your ancestor was from a village on the northern coasts of the Savage Lands and was a member of the Firebird Clan.

What brought your ancestor to Haemil?

Did you recognize the Bright Tower from stories you've heard or from another source in Haemil?

What do you hope to find or do at the Bright Tower?

Are you seeking explanation of your dreams or something more?

What does Marcusic fear the dream may mean?


Sam C. wrote:
With the spheres in use, what does the human skald's favored class bonus actually do for me? Could I swap it for the FCB given to half-elves and half-orcs?

Sure, that makes sense.


Valjoen_GM wrote:
Sam C. wrote:

Hmmm, alright, let's see what I can come up with. The escort thing I'll leave as it is, but with the alteration that Marcusic specifically sought out this assignment--by doing all in his power to draw positive notice, trading what favors he could, and even engaging in low intimidation of other prospective candidates when he had to--because he's been having dreams. Worrisome dreams, that are oddly consistent across their repetitions, and don't really feel like dreams at all, dreams of a cracked moon with great flaming wings erupting from it. But before the owner of those wings can complete its emergence, the moon and its occupant both are pulled violently into the Bright Tower, with much pained shrieking from the unseen being within the moon.

How's that?

Looks good. You tied in Simur and the Firebird storyline. As Niyut mentioned there a few modifications to the dream to match up with her tales. Your ancestor was from a village on the northern coasts of the Savage Lands and was a member of the Firebird Clan.

What brought your ancestor to Haemil?

Did you recognize the Bright Tower from stories you've heard or from another source in Haemil?

What do you hope to find or do at the Bright Tower?

Are you seeking explanation of your dreams or something more?

What does Marcusic fear the dream may mean?

1) No high ideals here, Marcusic's ancestor was motivated by the opportunity for glory and plunder as a mercenary in service to Haemil. Did well enough at it to attract a human spouse who wasn't bothered by the orc bit, and settled down. While there have been those in subsequent generations that have dabbled in other professions, most entered service with Haemil's military and in doing so, have established a (very, very minor) reputation as a service-oriented bloodline.

2) Recognized from various sources, as Marcusic is not only educated--a necessity for ever becoming an officer--but thoroughly enjoys collecting and trading tales, a number of which would naturally feature the Bright Tower or its immediate area

3) Marcusic hoped to find someone who could explain the meaning behind his dreams, and since Talanor itself was a central feature of them, where else would he start looking? Perhaps being there would expand his dreams in some fashion to reveal more, or just being able to consult one the world's collections of lore could be helpful in its own right.

4 & 5) Well, Marcusic has pretty well figured out, in the wake of the disaster, what the second part of those dreams meant. The first part, though, is still a puzzle to him; he hasn't the first hint what the appearance of the wings signified. And he can't really go looking for answers right now for a number of reasons, not least which is because of Eastgate suffering under a load of undead outside and swarming goblins inside.


Sam C. wrote:
Further class question here, lol. Do we get, if relevant, the Cantrips SoP feat for free in lieu of the Cantrips class feature?

Sure, that makes sense.

Sam C. wrote:

Oh, and yet more class questions! Can I select the Maestro of the Society trait, which normally requires membership in a specific faction or organization?

And can I double up in Social traits, specifically Maestro and Savant? Not a lot of other traits that interest me or suit the build I've in mind (or that work with the spheres rules).

Yes, just reflavor it and give me the story of the skald tradition in Haemil.

Yes, I'm not sticky on 1 trait per category rule. Just make sure they fit thematically with you build and are included in your back story. I like seeing story reasons for traits & feat selection... not just because the "+2 initiative trait is great for my build" reason.


Sam C. wrote:
1) No high ideals here, Marcusic's ancestor was motivated by the opportunity for glory and plunder as a mercenary in service to Haemil. Did well enough at it to attract a human spouse who wasn't bothered by the orc bit, and settled down. While there have been those in subsequent generations that have dabbled in other professions, most entered service with Haemil's military and in doing so, have established a (very, very minor) reputation as a service-oriented bloodline.

The Firebird Clan is human, not orc. I missed that too on their background the first time. They lived in a human village, but had an orc father. So you would be full human. The men and women of Haemil are tall, fair skinned and blond or light brown hair, very Northern European looking. I imagine the Firebird clan as tall, fair skinned and red-headed or brunettes. More Irish/Scottish looking... so distantly related. Very different from the people of Esteparon who are dark haired, dark eyed, and more olive skinned.


To further clarify racial relations on the western side of the mountains

The Seven Stars Clan (The Elves): Are seen as lore keepers, as long as they do know harm they are allowed to wander all the lands of all the clans without molestation. The supposedly know songs and dances of great power. They are also thought of to be wise in the ways of Ritual Magic. So that certain rites will not be forgotten they remind people in their travels of the respective duties of each clan and holdfast

The Firebird Clan: (Mostly human, healthy smattering of half orcs and half elves) Live in the northern coasts, the badlands, and the fringes of the Forest of Night. Their lands abut the lands of the Nightblood to the south. Relations between the clans are tense, but not always hostile. The village where Niyut and Tru'tosh grew up was in the foothill of the Iron Mountains and near the border of the Forest of Night. It is as far from the coast as you can be and still be part of the Firebird Lands.

Nightblood Clan: (Orcs and a ton of Half Orcs): They hold the best lands. They control the Forest of Night and the Pass of Shamez into Haemil. In perpetual conflict with the Clan of the Lost and Haemil. The fact that they aren't losing a two front war without any support from the Firebird (and sometimes the opposite of support) is due to their "Living Ancestors." Apparently, vampires are tough cookies. :-p

The Clan of the Lost: (Goblins, not necessarily evil): Live in moors and bogs south of the Forest of Night. Their land sucks. Known for their witches, their murdered primogenitor, their cunning ways, and their never ending war with the Nightblood (who keep insisting on eating them.)

The Twisted Iron Clan: Hobgoblins live in woods and plains north of the Ancient forest. Keep to themselves mostly, though they travel to the clan moots etc. There are rumors that they are ruled by their primogenitor to this day.

Races Associated With the Five Clans:

Hags, immortals to varying degrees (though the weakest can die as we have seen, the most powerful can serve as Patrons for witchcraft), unpleasant (though not always), powerfully magic. Seen as the inheritors of Zamaz's divine power that was not consumed by Vash of the Blood. Changlings are not uncommon in comparison to other parts of the world. People don't mention it out of fear of drawing a hag's attention.

Dragons: Few but trying to restore Guruth. Supposedly.

Dwarves (small enclave) trying to restore the Mithril Father. Not enough to be counted as a full clan. Supposedly.

Other interesting notes: Animals and plants are bigger, meaner, and more epic/primordial west of the mountains than to the east. Same goes for the weather.


Valjoen_GM wrote:
The Firebird Clan is human, not orc. I missed that too on their background the first time. They lived in a human village, but had an orc father. So you would be full human. The men and women of Haemil are tall, fair skinned and blond or light brown hair, very Northern European looking. I imagine the Firebird clan as tall, fair skinned and red-headed or brunettes. More Irish/Scottish looking... so distantly related. Very different from the people of Esteparon who are dark haired, dark eyed, and more olive skinned.

Ah, well, then just remove the orc reference. Everything else is the same.

I figure skalds in Haemil are very much akin to the Scottish pipers and drummers--which is appropriate, given that wind and percussion are specific Perform subtypes for skalds--found most often in the UK's military, playing music for morale and signaling purposes but still able to throw down when required. Marcusic's use of voice and getting up close and messy while doing so, however, is more the family tradition, since his aforementioned ancestor did it that way; Savant would be the family training and Maestro would be Haemil's.

And finally, I may go for a martial tradtion after all! In plotting out my martial talent progression, I've ended up with three slots unassigned. So I could take Cunning Leader and its assorted bonuses, use one of those bonuses to get some weapon proficiencies back, use one of my unallocated slots for armor proficiency, and have two slots left for other fun talents.


Still need to fill in equipment, combat data, and background, but Marcusic is fundamentally ready. I think I've got all of sphere information right, and his build--because I'm treating this as a full, campaign-ready character--is pretty interesting.

No rallies from the War Sphere, there aren't any I like enough to take in lieu of something else. But I think I've got a useful combination of totems, momentums, and mandates assembled, which should work nicely with raging song and rage powers. Not a lot of bonus feats, though, so I've tried for a selection of really useful ones; the last three are unfixed, since I'm not sure yet which of my short list would be most useful. For the same reason, I have three rage powers left empty after filling out the spirit totem chain.


We have background skills in this campaign?


We do!


Niyut wrote:
To further clarify racial relations on the western side of the mountains...

Darn it. I meant East of the Iron Mountains. You guys new what I meant.

Liberty's Edge

How do you have so many rage powers? Skalds don't get that many normally.


Uh, you're looking at my build and mistaking potential selections for actual ones. If it isn't listed after a level number, it's only a maybe, listed because I have a goldfish's memory on occasion and forget stuff as soon as I blink -_-.

The Intimidating Gaze set I might drop from consideration, as my shouty skald already has a couple of ways of potentially scaring the pudding out of foes with his voice as it stands.

The Linnorm Death Curse set depends on whether or not we get a heavy, Malthazir-style summon jockey AND Valjoen rules that putting a summon out of action and sending it back to its plane meets the conditions for activating the curse.

If not, or no summoner rolls in, I'd go with the Elemental Rage set. The Spirit Totem set forbids numerical enhancements to the spirits' attack and damage, but seems to allow--in that isn't expressly forbidden, at least--varying damage types. On another note, spirit totems got a visit from the nerf fairy since I last looked them over -_-.

Liberty's Edge

I wasn't looking at anything, I was just reading your post. I misunderstood your comment.


Since you know the Spheres system, is there anything I missed or messed up in those sections?

Liberty's Edge

I'll look over your sheet tonight. I'm still at work presently.


Alright, moving on to gear, and I have a couple of questions for Valjoen.

Agile versions of breastplates and half-plate exist, reducing the armor's ACP by 3 for Acrobatics and Climb checks (further reduced for masterwork and mithral versions alongside the main ACP). Other differences are 5 lbs. of weight between agile and regular versions and cost; +200 for agile breastplate, +250 for agile half-plate (the latter also permits running at x4 speed instead of x3 like other heavy armor).

The point of all this is that I'd like to get agile full plate armor; I've the WBL to afford it, and I want the heaviest (masterwork) armor Marcusic can wear right out of the gate, but still be able to use Acrobatics and Climb, as I will be investing ranks in them; Marcusic doesn't have somatic casting for his sphere, so spell failure chance is moot.

So, is this acceptable:

Full plate (Agile); 1,750 gp; +9 AC, +1 Max Dex; -6 ACP (-3 ACP to Acrobatics and Climb, etc.); 35% ASF; Speed 20 ft. (can run at x4 speed); 45 lbs.

And on to shields now! There are quickdraw versions of light shields, both wooden and steel, that allow the shield to be stowed or drawn as a swift action combined with a regular move if you have +1 or better BAB (as a free action if you have Quick Draw). These shields have +1 lb., +50gp, and +1 ACP compared to the regular versions.

I'd like a quickdraw heavy shield, if possible.


I'm going to allow the upgraded armor with some changes. Interestingly, the agile version of half plate is heavier than the regular version... even though the agile version of the breastplate is lighter. This armor is called Rider's Plate and is only crafted by armorer's trained in Haemil.

Rider's Plate; 1,800 gp; +9 AC; +1 Max Dex; -6 ACP (-3 ACP to Acrobatics, Climb & Riding); 35% ASF; Speed 20 ft. (can run at x4 speed); 55 lbs.

Additionally, non-magical repairs (if needed) can only be done by a trained armorer from Haemil and are expensive, costing double the normal amount. Masterwork and mithril versions apply per normal rules.

As for the shield, I'll allow an upgrade with some changes as well. This is a Rider's Shield and is only crafted or repaired by armorer's trained in Haemil. Like the armor, non-magical repairs (if needed) can only be done by a trained armorer from Haemil and are expensive, costing double the normal amount. Masterwork and mithril versions apply per normal rules.

Rider's Shield (Steel only): 82 gp; +2 AC; -2 ACP; 15% ASF; 17 lbs. It still takes a move action to don the shield; but if you have the Quick Draw feat, it can be donned as a Swift Action.


Works for me, thanks. When Marcusic gets hold of a life essence--still treating this a proper character :D--Quick Draw is a likely prospect then.


Regarding the Expanded Spell Kenning feat, would you be amenable to modifying it to make it useful for sphere skalds?

Treat it like sphere kenning, in that it grants a new base sphere, and then either 3 additional uses per day of sphere kenning or double the daily uses of sphere kenning; both grant the same daily uses in the end, but the former does so up front while the latter requires daily uses to be gained via skald levels.


That feat was just expanding the spell lists from which to choose for Spell Kenning. With sphere skalds, Spell Kenning allows them to take a talent from any sphere. But your tweak is granting more uses of Spell Kenning. I'd say no to that idea, however, I might grant another single use of it as a boon at some point during a campaign.

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