
![]() |
1 person marked this as a favorite. |

House Thrune wants you!
And what House Thrune wants, House Thrune gets.
To say that you’ve been “recruited” to the Thralls of Thrune would be misleading. You pissed off House Thrune, the ruling family of Cheliax. Recognizing your usefulness, they offered you a choice: rather than be imprisoned or executed, you would be allowed to undertake dangerous adventures on House Thrune's behalf.
This campaign begins with your first adventure as a Thrall of Thrune. In this adventure you will explore the Sunless Citadel - a Pathfinder conversion of the original 3.0 adventure for 1st level characters. You will gain experience and treasure from the adventure normally, and House Thrune will also set a specific task (or a number of tasks) for you to accomplish as you explore the ruined citadel. Be warned: failure to accomplish these tasks will have unpleasant results! Still, being under the thumb of a Thrune Agent is better than being locked up in a Chelish prison, right? .... Right?
Will you obediently serve House Thrune until your contract is fulfilled, risking life and limb in the hope of one day earning your freedom? Or will you wait until the time is right and make a daring escape attempt, committing yourself to a life on the run until you can escape the reach of House Thrune forever?
Character Creation Guidelines
I am looking for a maximum of 6 PCs for starters. One proposal per player, please. Create your characters using the following guidelines:
Level: 1st
Ability Scores: 20 pt purchase method
Alignment: Any. Evil, Good, Chaos, Law... it doesn’t matter to the Thrune Agent responsible for your party. As long as you cooperate and get the job done, he won’t kill you. Probably. (Note: I do not want this to be an all “Evil” campaign, so submitting an Evil character may reduce your chances of getting a spot.)
Race, class, feats, and so on: Anything from the Core Rulebook and APG is automatically acceptable. Anything from Ultimate Magic (except words of power and other sub-systems) is probably acceptable. Anything from Ultimate Combat is acceptable, but I am honestly more likely to pass on gunslingers, samurai, and ninja than other classes. ARG materials will have to be a case-by-case basis; no new races introduced in that book, please. If you have any doubts about something, feel free to ask.
Gear: Begin with the average gp value for your class
Traits: Two
hp: Maximum at 1st level
Background/region of origin/etc.: You can be from pretty much anywhere as long as it makes sense for you to have been captured and forced into service by House Thrune. You could even be a member of House Thrune itself. I'll leave it up to you to justify your character's background. You do not necessarily need to know the other members of the party before we begin play, but it is perfectly acceptable for you to make PCs who know one another or are even related.
Character Leveling Guidelines
Leveling: You level when you take an 8-hour rest after reaching the xp threshold for the next level. I will let you know when that happens.
hp: High average for levels beyond 1st (d10=6, d6=4, etc.)
XP: We will use the fast track (as it is most in line with 3.0 D&D and PBP games take a long time to play.)
Other Character Stuff
Hero Points: I use hero points, from the APG. You begin with 1 and gain 1 at each level, as normal. I may award them for particularly awesome deeds as well. I do not allow the “cheat death” rule (I find it far more interesting to have characters spend hero points to act out of turn and save themselves or each other at the last moment), nor do I allow the additional rules options (feats, spells, and so on) which interact with hero points.
Item Creation: Allowed. Don’t abuse it.
Leadership: This feat is not allowed for this game.
*******************************************
You will find additional answers to some of your likely questions below. Feel free to ask others in this thread! I will respond... or send Thrune Agents to beat you up for knowing too much.
Q: Why the whole "House Thrune" angle?
A: I wanted to run the Sunless Citadel in Golarion, and I thought Cheliax would be more interesting than some place like Varisia (where a lot of other adventures seem to take place). I decided on the "forced adventuring" angle because of certain advantages it offers: PCs of all sorts can be thrown together without needing to make up tenuous reasons for trusting and liking one another; PCs have some motivation other than "finish the adventure" going on; and we can hop right in without spending time figuring out how and why the adventuring party comes together.
Q: So is there going to be an annoying “babysitter” NPC following us around?
A: No. The Thrune Agent in charge of your party will remain in or around town while you conduct your adventures. Think of him as a “patron” of sorts. A patron who will hunt you down in the night and kill you if you try to break your contract. Deep down, he’s a nice guy. I promise.
Q: Will you be changing the module at all from how it was originally written?
A: Yes. In addition to converting it to Pathfinder and the Golarion setting, I will where necessary adjust encounter difficulty and rewards based on party size. I tend to run more difficult games, so don’t expect to have an easy time just because there are six of you.
Q: How much do I need to know about Golarion or Cheliax to play?
A: I am not going to require that you buy any of the campaign setting materials, but it would be great if you read around a bit on the various Pathfinder wikis to familiarize yourself with the setting if you haven’t already done so. Characters that simply don’t fit Golarion will be unlikely to be accepted.
Q: How will the game continue after we finish The Sunless Citadel?
A: That’s partially up to you! If the party continues serving House Thrune, I will run another adventure (probably The Forge of Fury). If the party decides at any point to try to get out of their contract, the nature of the adventure will shift dramatically. It won’t be easy to escape, but it will certainly be possible, especially as you become more powerful.
Q: What if someone stops playing, becomes unreliable, or really doesn’t mesh with the rest of the group?
A: Thrune Agents will abduct that player’s PC in the middle of the night and replace him/her with a new PC played by someone else recruited on the message boards. Well, it might not go down exactly like that, but you get the idea. I reserve the right to replace players at any time. I will try to only exercise this right for the sake of keeping the game moving and giving someone else a chance to play, and if you communicate about vacations or extended delays, we can work something out.
Q: These games tend to fill up fast. How will you decide who gets to play?
A: I will definitely consider all characters submitted within 72 hours of this initial post. If you submit after that, you might have a chance, especially if there aren’t six PCs yet. I am looking to fill six slots. I am more likely to pass on a character concept if it doesn’t follow the above guidelines, or if your mechanics are riddled with errors. While posting earlier won’t necessarily help you get a slot, it can’t hurt; all other things being equal I will choose PCs on a first-come first-served basis. If I like your concept but something is a bit off, I may give you a chance to revise it.
Q: How often do I need to post?
A: I hope that you can post daily, but I understand that not everyone can make this commitment. Please communicate when you know you will be absent from the game.
Q: What do I need to know about how you intend to run the game?
A: I have few (if any) house rules regarding gameplay. I tend to let people know when a monster has become “bloodied” (reduced to ½ hit points). I like to use a grid for combat and I intend to post images with coordinates to something like Dropbox or Google Drive, so you can refer to those coordinates in posts as needed. I will likely have everyone post combat actions at once rather than wait for their turn in order to speed up play. (We'll get to the nitty-gritty stuff later.) During combat, if we are waiting on a player I may “take the reins” in order to keep things moving. If I am feeling generous this will mean you take an action; if not this will mean you simply “delay.” Be warned: House Thrune tends to notice when its Thralls are being lazy! If you communicate in advance, we can assign someone to “take over.”
Q: When can we start?
A: As soon as we have six PCs!
Q: Why is this post so long?
A: You don’t like the way House Thrune operates, eh? Then it’s back to the dungeons with you!
Q: No, please, not the dungeons!
A: That’s not a question. But your other option is... death!
Q: Enough already! How do I join?
A: Glad to have you on board! Please create your character using the guidelines above. Create an alias for that character including all of the relevant game mechanics. Then make a post in this forum (as your new alias) including answers to the questions below. Feel free to post about initial concepts or mechanics questions throughout the process.
Questions for your PC:
- What was your life like before you were “recruited” into the Thralls of Thrune? (This is where you can talk about your family, friends, origins, that sort of thing.)
- What did you do to piss off House Thrune? (This can be as simple as being the wrong sort of cleric in the wrong place at the wrong time, or something more involved.)
- What would you otherwise be doing if you were not adventuring for House Thrune?
Questions for you, the player:
- Which sources did you use when creating your character? (So I can check out the things I am less familiar with.)
- How often can you post?
- Finally, why do you want to play this game?
*******************************************
I will post any further clarifications in this thread as needed. Feel free to openly brainstorm ideas and ask questions. I hope you are interested in the game and I look forward to a fun adventure! Thanks in advance for your character submissions.

![]() |

I love Cheliax!
Remember me from your Into the Mists campaign? :)
Cool adventure concept...I'll submit a concept soon.

Anthony Krast |

Uuuuuh, sounds interesting, like Way of the Wicked with a twist!
Im thinking a Half elven Alchemist with the Mindchemist and Trap Breaker Archetypes. He will specialize in buffing (after level 4 with Infusion discovery) and knowledge skills, while using bombs as his primary contribution to combat. He will also be able to handle traps...Basically this guy does a little bit of everything, bard style.
Crunch will be up in a bit, then ill have a look at some background later.

Caldrian Mier |

I would like to show my interest for your campaign with this character.
I'd like to note that I have never played Pathfinder before, nor have I played a pBp campaign either. I just recently joined these forums, but I am reading up on the rules as I go along.
If this absolves my chances to join the campaign, I understand.

JAF0 |

Haryn - I highly recommend Doomed Hero's Guide to pbp gaming for players new to pbp...
I'm not applying for this game btw - It sounds interesting but I'm already playing in a SUnless Citadel pf game - just trying to be helpful :)
Good luck to all applying.

![]() |

Thanks for the interest, everyone! Glad to see some character concepts rolling in.
MoFiddy - Good to see you again! :)
JAF0 - Thanks for sharing that link; I highly recommend everyone take a look. There's some good advice there.
Haryn - New players are welcome. I recommend familiarizing yourself with the post that JAF0 linked and taking a look at other folks' character submissions as they are submitted in order to get to know the format.
Hatsune- This is not a sanctioned "Pathfinder Society" game. Just plain Pathfinder.

Arko Caed |

Anton, how would you feel about an interlinked background with Arko here, I feel it could mesh well, perhaps Arko as a younger half brother or an adopted apprentice or something like that.
I'd have to read up on your back story to see what i can make happen, but i figured i'd run it by you and see what you thought of it

![]() |

A'ala Avalon will be a House Bard of House Thrune since her friend was thwarted from stealing the House's prized treasure, even though her performance did distract most of the guards... Her friend was put in the dungeon cells awaiting execution day, and she was given a choice to either be put in the cells with her friend or recruited for the House.

![]() |

Presenting:
Arwen McLyntier
Assimar (angelkin) Scion of Humanity
Barbarian 1 (urban Rager)
Init +0; Senses Perception +3, Darkvision 60 ft
==DEFENSE==
AC 16, touch 10, flat-footed 16 (+4 armor, +2 shield)
hp 13 (1d12+1)
SR 0 ; ER Acid 5, Cold 5, Electricity 5
Fort +3, Ref +0, Will -1
Armor Hide Shirt, Light
Shield Heavy Wooden Shield
Defensive Abilities Aasimar Resistances (PFBty 7)
==OFFENSE==
Spd 30 ft/x4
Melee Longsword +5 (1d8+4) 19-20/x2
Melee Falchion +5 (2d4+6) 18-20/x2
==STATISTICS==
Str 18, Dex 10, Con 12, Int 14, Wis 8, Cha 16
BAB +1, CMB +5, CMD +15
Feats Armor Proficiency (LIGHT) (PFCR 118), Power Attack (PFCR 131), Shield Proficiency (PFCR 133)
Skills Acrobatics -1, Diplomacy +7, Knowledge (local) +6, Perception +3, Spellcraft +5, Survival +0
Languages Common, Draconic, Thassilonian
Traits to be chosen
--------------------
Goal => Rage Prophet
---------------
Arwen was actually sold by his mother into servitude to the mighty house of Thrune, at the young age of 10. In fact he had been ok with it as it meant his mother could use the cash to buy her ticket out from cheliax and back to the lands of the Linnorn.
Since that young age and his overseer recognising his skill for combat. he has been train to be an enforcer / gladiator but his trainer.
Now a grown man his still acts in the same capacity for the mighty House. His Goal is of course to buy back his contract of 150 years of service.

Anton Moorson |

Anton Moorson doesn't remember his first life--his first lives, actually. It seems an unpleasant side effect of multiple reincarnations is problematic memory. But for generations he served as druid for a portion of the Whispering Wood. When House Thrune-backed expansion finally found its way to his section of the forest, he had recently died of old age and been reborn as a young man. His powers greatly diminished, he was unable to stop the expansion and was, in fact, taken prisoner for his actions, along with Arko, a half-elven barbarian his previous incarnation had partially raised in his forest. He now bides his time until he is powerful enough to punish his captors and those that would profane nature with their petty human politics and ambitions.
Anton is slightly unsettling, as his youthful, baby-faced appearance is in stark opposition to his somber, grim personality. Most of his memories are of his previous life, which was a relatively peaceful and happy one, that ended only recently. He is also adjusting rather slowly to his newfound youth. His body is more vigorous, and he secretly enjoys his regained prowess in that field, almost as much as he misses his mystical might and knowledge. He is also quite unused-to some of the ...baser needs of his teenage body.
Questions for you, the player:
Which sources did you use when creating your character? (So I can check out the things I am less familiar with.) Reincarnated Druid is from Ultimate Magic
How often can you post? Usually, two or three times a day. Sometimes just once.
Finally, why do you want to play this game? I love the set-up and the potential for VERY different types of characters interacting. I like the inherent hooks of exploration and a hope for eventual freedom. And I've been dying to play this character idea, and this sounds like the perfect place for him.

![]() |

Glad to see some character concepts rolling in! Remember to answer the background & player questions and, if possible, please arrange your character's stats in the standard stat block format (or something similar). Elion's stat block is a good example - which is not to say that anyone else's is necessarily a bad example; it's simply the first one I happened to click on just now.
Arko - Wolves and bears are both commonly found in Cheliax.

Haladir |

Mike-- I'm thinking of proposing a human female cleric of Desna with the Hidden Priest archetype (from Inner Sea Magic, p. 36). Would that be acceptable?
Background would be that she was pretending to be a bard, but was secretly hiding Desna's message of freedom in her performances, and subtly working against the new infernal rule of her beloved Cheliax. But she was caught, and sentenced to some kind of terrible punishment for preaching the word of a chaotic god.
Before I get too deep into character creation-- would that archetype be acceptable?

![]() |

Haladir - The hidden priest archetype seems to fit the campaign quite well and for that reason I will accept it. Thanks for checking. Cool concept!
Kevin Mack - Halfling alchemist is definitely acceptable. I will accept catfolk as they fall under the "featured races" in the Advanced Race Guide (like orcs and goblins) rather than the "uncommon" or brand new races.

![]() |

Kevin Mack - In general I would prefer that we stick to what's on the PRD for traits, archetypes, and so on. I made an exception for Haladir's "hidden priest" concept because it makes a lot of thematic sense. But if your character ends up in the game and really wants to get a repeating crossbow someday, I'll keep that in mind...
EDIT: I think that would mean Rich Parents is allowed but not Heirloom Weapon.

Brennan Darkblade |

This character was for a ROTL game that died a few weeks in. I loved the concept and would lie to get te chance to RP him once more.
I am currently running 3 adventures here, and would like to get the chance to play for a bit. Because I am DMing several games, I check the boards multiple times a day, except when I am on vacations.
Brennan is sort of a thief on the run. It's likely that he...procured an item from the wrong people. It certainly wouldn't be the first time.
Sample of his background
We are called Brennan, and we were born among the river folk of the Riverlands, competed with others of our kind for resources, and made it through early childhood with few mishaps. In what must be the strangest twist of fate, we were discovered by an agent of The Guild as we attempted to steal some items from a merchant house. He was impressed by the skills of a 10-year old, and sent us to masters who taught us martial and subtle skills...after beating us bloody of course for trying to steal from The Guild.
We were trained as a Procurer - one who is gifted at both stealth and combat,and excels at retrieving items of a sensitive or valuable nature. Our skin was a dark mottled brown, nearly impossible to distinguish in the dark, and of great advantage for an infiltrator. Of course, it was "we" already by that point, though no one but us recognized it. There were two of us in the early days, the Student - who learns and repeats correctly for testing - and the Fighter - who determinedly bested childhood rivals for resources. Once the formal training began, however, more minds began surfacing. Skulker was an early arrival, relishing the teachings of subtle combat and backhanded dealings. Shrieker appeared soon after, sending waves of noise into the air whenever he felt overpressured or scared, until the rest of us got him under control.
The control was the hardest part, especially as we realized the instructors could sense that there was something different about us. Something...unnatural. But control came. We were soon able to switch easily between ourselves, each relishing the opportunity to do what they did best. Tracker, Gymnist, even Dozing Wakefulness - as with so many of us sharing the same space, rest of any kind is a blessing at times.
Shortly after we graduated from Procurer training - with the highest marks seen in centuries, and amidst mutters and discordant looks from the others, even then - we were set upon procurement missions both alone with ourselves, and with others. We found a position of sorts in The Guild, traveling from place to place. We learned, we fought, we traded our various skills for money to buy essentials with. We even managed to find armor and weapons tinted to match our mottled skin. We have been approached many times with offers of a more permanent position, but we were happy to act only as a Procurer.
Recently though, the precepts of The Guild have chafed our nature. Though we do not mind the occasional killing in combat, the deliberate murder of unknowing targets is something that makes us uncomfortable. As a Procurer, that does not happen but rarely. But being in close contact with such on a daily basis for over 8 years has made us decide to set out on our own. We know that our chances of completely evading The Guild are slim, but in this life it all comes down to a choice. Do we do what we feel is right? Or do we do all that we are told, in subjugation and fear?
Why are we telling you all this, over this flickering fire in the deep wilderness? Haven't you listened to our words? You have been listening to the Teacher.

Phantom Mouse |
Dotting for interest.
Currently, if possible, I'm thinking a ratfolk sorceror who is in this mess due to accidentally selling a cursed item to the house. He is a lower level employee of a merchant house, but a rival switched the cargo while it was on the ship, after paying the sailors to keep quiet, in an attempt to ruin the house's reputation with Cheliax.
I'd prefer to use the ratfolk race due to their culture's ties to being a merchant, but a gnome would work almost as well if the former race wouldn't be appropriate.

Valerie Wintrish |

Ok, so this looks like it could be fun! Thought I'd throw my hat in. Though, might be kind of out there. She's a summoner with the Synthesist archetype. But instead of like, summoning a standard outsider she crafted a magical suit of armor that she tucks away into her soul/dimensional pocket.
What was your life like before you were “recruited” into the Thralls of Thrune?
Pretty boring really! Mom was a barmaid, dad was an elven adventurer passing through (you can guess where I come into this). Mother passed away during my teens, I was taken in by a kindly old librarian and helped out (I'd actually been doing this for a while, cheaper than a babysitter, safer than hanging out at my mother's work). Just sort of took it over when she passed a few years ago. I live, well lived in the basement. Set up a small lab.
A boring life, which is a good thing in Cheliax. I kept my head down, didn't make trouble, didn't complain about the taxes... all that. I didn't want to stay here though, except I wasn't really good at anything. I knew some magic, but didn't have the 'oomph' to be a wizard. Knew some knife tricks from some of mother's 'friends' but that didn't make me a fighter.
But I had a plan! I'd found some old notes in the library. A way to create an armor that would let me go toe to toe with the greatest knights, slay the greatest monsters, etc. I'd craft this (well, other people would craft, I'd enchant it), then head out on my own adventure, gaining fame and fortune before finding my father and settling with him for a while (and I would live happily ever after and life would be filled with rainbows and gumdrops and winged unicorns).
What did you do to piss off House Thrune?
Well that was the plan anyway. When I finally, after years of work and scrimping for parts, did the enchantment? BOOM. Suddenly the burnt condition of the notes made sense. I guess some of my upgrades kept me from exploding along with the ritual (unlike the original guy) but... well basically the library is gone now. And despite me being the one to maintain and pay for most of the stuff in there? Apparently it was the property of Thrune. They were extra upset about the brand new version of the histories going up in smoke. Or so they tried to claim. Really they seemed more interested in the armor (which worked, yay) but as the notes were gone and seperating me from it would destroy us both (I think anyway and that's what I told them. Because I wasn't going to let them take any chances).
What would you otherwise be doing if you were not adventuring for House Thrune?
Adventuring! Rescuing towns from kobolds and becoming famous! But that's just a pipe dream now I guess. But hey, I'm still technically an adventurer, right? Right??
Which sources did you use when creating your character?
Base playbook, APG, Ultimate Magic.
How often can you post?
At least once a day.
Finally, why do you want to play this game?
I like pbps and my old one died. This one looks like it could be a lot of fun.
Female Half-Elf
Summoner (Synthesist) 1
Alignment: Neutral Good
Deity: Shelyn
Current Experience: 0 xp
Next Level: 1000 xp
Funds: 0 gp
13 Strength (+1)
10 Dexterity (+0)
15 Constitution (+2)
14 Intelligence (+2)
10 Wisdom (+0)
16 Charisma (+3) (+2 Racial Bonus)
Perception: +2
Languages: Common, Dwarven, Elven
Initiative: +0
Speed: 30' Move
BAB: +0
Grapple: +0
Melee Attack Bonus: +1
Ranged Attack Bonus: +0 (Range 10' x5)
Damage: 1d4+1 (19-20/x2) (Dagger)
AC: 12 (+2 Armor), touch 10, flat-footed 12
Ranged Attack Bonus: +0 (Range 10' x5)
Damage: 1d8 (x3) (Light Crossbow)
AC: 12 (+2 Armor), touch 10, flat-footed 12
Hit Points: 10
Fortitude Saves: +2
Reflex Saves: +0
Will Saves: +2
Feats:
Simple Weapon Proficiency
Armor Proficiency, Light
Skill Focus: Use Magic Device (Adaptability)
Extra evolution (Level 1)
Abilities:
Adaptability (Use Magic Device)
Elf Blood
Elven Immunities
Keen Senses
Low-Light Vision
Arcane Training (Summoner) (Replaces Multitalented)
Favored Class: Summoner 1 (1/4 of an evolution point)
Traits: Dangerously Curious, Charming
Fused Eidolon
Fused Link
Summon Monster I (6/day)
Summoner Spells: (0% Arcane Spell Failure, Caster Level 1)
Level 0 spells: (DC 13)
Detect Magic, Light, Mending, Read Magic
Level 1 spells: (1+1/day, DC 14)
Magic Fang, Rejuvinate Eidolon
Skills:
+5 Knowledge (Arcane) [1+3]+2 (Int)
+1 Profession (Librarian) [1]+0 (Wis)
+5 Spellcraft [1+3]+2 (Int)
+8 Use Magic Device [1+3]+4 (Cha, Trait)
Weapons and Armor: (18 lb.)
Dagger (1d4, 19-20/x2, 1 lb.)
Light Crossbow (1d8, 19-20/x2, 80' Range, 4 lb.)
30x Bolt (3 lb.)
Leather Armor (+2 Armor, +6 Max Dex, 0 ACP, 10 lbs)
Equipment: (22 lb.)
Backpack (2 lb.)
* Rope, Hemp (10 lb.)
* Grappling Hook (4 lb.)
* Waterskin (4 lb.)
Spell Component Pouch (2 lb.)
Total Equipment Weight: 30 lb. (light load; 50/100/150 lb.)
Height: 5'2"
Weight: 110 lbs
Eyes: Brown
Hair: Brown
Age: 26
Region: Cheliax
NG Medium Humanoid (Human, Elf), Outsider
Init +1; Senses Darkvision 60'; Perception +2
-----DEFENSE-----
AC 15, touch 11, flat-footed 14 (+4 natural)
HP 6 (1d10+1)
Fort +1, Ref +1, Will +2
-----OFFENSE------
Speed 30 ft.
Melee Slam +4 (2d6+4)
----STATISTICS----
Str 16, Dex 12, Con 13, Int 14, Wis 10, Cha 16
Base Atk +1; CMB +1; CMD 11
Evolutions: (biped base, 4/4.25 points)
Limbs (arms), Limbs (Legs), Slam, Improved Natural Armor, Improved Damage (Slam), Magic Attacks
Slam:So I'm perectly fine with her just fisticuffing it up in battle, but do you mind if I rp/fluff the slam attack as a big hammer she summons with the armor?

![]() |

Impatiens Pallida - Since they are available for free (either in the Council of Thieves download or on the d20pfsrd), I will allow traits from Council of Thieves and Cheliax: Empire of Devils. So if it's on the PRD or from either of those two sources, it's okay to use.

Haladir |

Okay, I've finished my character to apply for this campaign: Valeria Baladin.
In answer to the player questions...
What resources did you use?
Core Rulebook, Advanced Player's Guide, Inner Sea Magic (latter source already approved)
How often can you post?
Most of the time, a few times a day. I'm already spending far too much time on the boards... what's a little PBP, right?
Why do you want to play in this game?
The concept sounds intriguing. Also, I've been GMing a "Rise of the Runelords" game for two years, and have had scant few opportunties for playing since then. PBP seems like a decent way to scratch that itch.

Valeria Baladin |

Hi! This sounds like fun!
I would humbly submit my resume.
In response to the interview questions...
What was your life like before you were “recruited” into the Thralls of Thrune?
What did you do to run afoul of House Thrune?
What would you be doing if not working for House Thrune?