The Riftwardens

Game Master Nimon

In the Age of Destiny six brave warriors fought on the side of Nex against the Lich Geb in the epic war. They gave their lives for the survival of Nex, but indirectly caused the Mana Wastes. The descendants survived and were sheltered by the Rift


Things changed in the region differant than in the Inner Sea World Guide

Mana Wastes:
- The Dwarves of Dongun Hold were never subjugated. They thrived in neutrality and benefited from the war after the magic void came, levying heavy taxes on any who wished to pass through their mountains. This neutrality came at a price though, without the support of Nex or Geb the wild mutants of the spellscar desert run largly unchecked. Alkenstar did escape to Dongun and did share his knowledge of firearms, but he is not the leader and the capital is called Folkenstar after the dwarven King. Dwarves and Humans reside here, but the ratio is in favor of dwarves.

Nex:
- The intervention of the heros prevented Geb from ever mounting a successful frontal assualt, or an adequate defense. Nex has retained much of its former power and prestige from the Age of Destiny, and much like Absolam, has delegates from all over Golarion to gain favor with the Lords of Nex. This came at a price though, The Kelish pirates were not destroyed as befor and Valkus Isle is a pirate haven despite its proximity to Nex. The Miasmere is more sever than in the Inner Sea World Guide and prevents any non-magical ships from safly sailing the channle. The Pirates of Valkus make a large profit by legit means, transporting people around the miasmere, which also gains them some credability.

Geb:
- The Daughters of Urgathoa were not able to finish their ritual, and thus Geb is not as full of undead as in the Inner Sea Guide. The lack of this large population of undead though, means the "Dead Laws" were never inacted, and the dead that do exsist in Geb are free to hunt as they please. The First Daughter was not killed, she became a very powerful Lich and leader of the Blood Lord Council, second only to Arazni in name, though much more powerful in reality. The Cult of Urgathoa is strong, and daughters of Urgathoa retain much of their former glory from the Age of Destiny and are thus much stronger than depicted in Inner Sea World Guide.

Other Developments:
: The Great Sphinx of Nex- The Great Spinx of Nex is actually an offspring of a Sphinx and a Chimera. She tells the tale of the Heros that allowed her passage into Nex when she was wounded and retreated from Geb. She is a benevolent being and is worshiped by a Cult in western Nex, and is one of the reasons Nex was able to withstand the later diseases of Geb.
The Gnolls of Spellscar- There is one clan of Gnolls that tells the tale of the Heros that saved them from Oblivion and the evil Urgathoa. Every Year they stage a raid on Yeld in the name of the Heros.
The Giant Kingdom- The Giants ran unchecked throughout the campaign, as there were always greater threats. The Giants claimed independance and carved out a kingdom of their own in the Northeastern portion of the SpellScar and often trade ore to the pirates of Valkus Isle for slaves to mine.

Character Creation:
- 25 point buy. 2 traits. 2 hero points. Can be any Race from the Advanced Race guide, core ect, though do have Azlanti blood, and any sorceror that takes Azlanti Bloodline has +2 cha in regards to those powers regardless of actual cha. Any class is permitted. In addition to first 2 traits gain the additional starting traits/feats from Legacy completion

Varos:
- You have given your descendant the legacy of Will and Secret Knowledge. +1 to will saves, and +1 to Knowledge Planes, Religion and Arcana, always class skills. Select one first level spell, you may cast this # times per day = to wisdom mod+1. as a supernatural ability.

Varian:
- You have given your descendant the Legacy of Combat and Speed. +1 initative(stacks will all types), +5 Movement Speed and +2 CMD and CMB. You may use any monk weapon regardless of class.

Gallus:
You have given your descendant the Legacy of Life and Nature.+1 Fort Save, +1 Knowledge Nature,Survival,Heal, always class skills. You gain the orison Stability, and you can cast Summon Nature's Ally # times a day = to your wisdom mod +1.

Sir Allumbris:
You have given your descendant the Legacy of the Blade. Your blade forged by Nex survived the explosion and through the experiance gained its own intelligence. It is considered a blackblade and will progress as such for your descendant regardless of class.

Lilly:
You have given your descendant the Legacy of Undeath and Dark Knowledge. +1 Fort Save, +1 Knowledge Planes, Religion and Dungeoneering, always class skills. Your descendant has a strange affinity for undead. Lesser Undead(3 HD or Less) will not attack you unless provoked by you personally. Summoned undead need to be goaded(Diplomacy DC 20) to attack you of the same HD. You can Channle Negative Energy # times per day = to Cha mod+1.

Havandrier:
You have given your descendant the Legacy of Arcane Power and Summoner Strength. +2 Will Save. Your descendant has always had a strange friend that lives inside of him, and it comes out in times of great stress or combat,but not every time and is inconsitant. 10% chance every physical attack made by you descendant will have the power of the ancient Eidolon behind it. This increases 1% per level, unless your descendant takes a level in summoner it becomes 10% per level, though can not be a synthesist, at least not one with another Eidlon Fused. Once per combat/day your inner Eidolon will sacrifice itself if you fall below 0 HPs and restore you to full health, this will cause the Eidolon to be unable to surface until a night of rest.

All descendants gain Duck and Cover teamwork feat, when around each other your inner souls react without thought.

The Rift Wardens:
So Who Are the Rift Wardens? The Rift Wardens are enemies of extraplanar beings that exploit the people of Golarian. They are dedicated to closing gates and rifts to other worlds. Your family has been in the Rift Wardens since after the Nex/Geb war. The Blackfire Adepts are the sworn enemies of the Rift Wardens. You will start out in the city of Absolam in the Rift Wardens sanctuary.Your trainer is an older half orc with a temper named Goulvrim Knile. He has instructed you on various skills from the arcane to the divine and martial skills. He is an acomplished Inquisitor and Magus of the Wardens. The wardens have told you some of your heritage as has your family. The most recent event that has caught the attention of the Rift Wardens is an event close to home in Absoloam, where a guild of summoners has caused some local disturbances.