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I am considering running a sort of reverse Way of the Wicked game where Talongarde underwent an alternate history. King Markadian received his revelation from Mitra and marched to battle of Tamberlyn to face off against King Jaraad of House Barca. The battle went well for Markadian until he faced King Jaraad in battle. Markadian may have won the battle if it were not for a dishonorable act on the cusp of his victory. King Jaraard was not above treachery and before the final blow was stuck, Jaraard’s personal assassin struck a crippling blow from behind, piercing Markadian's spine and allowing King Jaraard to decapitate the the Paladin with a blow from his sword, Helbrand in the ensuing distraction.
With their leader dead, the Barca forces won the battle and took over Talongard. King Jaraard would take the throne and make Ghastonhall his seat of power. Choosing Infernalism as the state religion he let a purge of other faiths, most especially those who worshiped the lord of light Mitra. Still one thing he did not purge is the Markadian line. Although only a babe at the time, the heir to Markadian survived and with the aid of Mitran supporters and those that escaped the purges fled to the frozen north into a hidden enclave that would act as the last bastion of Mitrian faith. Finding support from both the Ice Elves, Dwarves and treaties with the local natives the Mitrian Faith has preserved in the north although life is harsh and unyielding, defending against attacks of rampaging monsters and surviving in the harsh frozen wilderness of the north.
The reign of King Jaraard was one of absolute tyranny. Slavery was the norm as those in debt or convicted of minor crimes were quickly forced into long periods if not permanent servitude. The privileged reeked the benefit of the system, while the average citizen was forced into a brutal lifestyle where their life was cheap and nearly worthless. The Asmodian church spread their doctrine of diabolism sought to corrupt the hearts and souls of those that resided there. Numerous people were ensnared willingly or forcefully into devilish contracts, feeding damning more souls to the eternal torment of the nine hells. King Jaraad for his evil work would eventually pass onto infernal reward for his wicked life, while his eventually his descendant Vastenous Barca would take the throne and continue the evil reign over the island.
Still the light of goodness could not be extinguished completely and there is many who work in the shadows to one day bring down the corrupt rule of the Barca and restore a righteous government to the land. For many decades they have done small acts to help the populace but for every step they made, the grip of the Barca and the Asmodian church grew tighter. Things in Talongarde have changed for the worst most recently with the rise of Cardinal Adrastus Thorn as the leader of the Asmodian church. Working with the sanction of Vastenous he has started a number of ambitious construction projects that many fear are part of a much more sinister plot. Now is the time for the Righteous to step out of the shadows and bring down the evil that has infested the island.
Premise
This game will use the Pathfinder Roleplaying Game.
Much like Way of the Wicked, the PC's will start out as prisoners in Branderscar. If you are there you are there for a serious offense against the Barcan Regime or the church of Asmodeus. You will get 3 traits, one of them must be a "Crime" trait. Use the ones out of the Way of the Wicked as a guideline but some will be shifted to those appropriate to the campaign (Evil to Good for instance). Dueling is not a possible crime trait as that is completely legal in this corrupt system.
As for Branderscar, while the debtors and petty criminals are typically sentenced to slavery, those who commit more serious crimes against the state are sent to a number of prisons where a quick death would be a mercy not found there. Those put into the prisons are subjected to the most horrific of tortures and torments. Most perish after a long period of torture and torment but a rare few who are malleable enough to be bent rather than broken have their their souls to hell and come out the most fervent supporters of the Barca regime. Either way, in Branderscar hope is a fleeting memory.
Much of the adventure path will borrow from the existing module but of course things will change around in a lot of cases to represent the alternate history of Talongarde that has developed since the rise of Barca. The Watch Wall for instance still exists, but was created by the Barca regime instead of the Darians for instance. Other parts of the book will be twisted to better fit a more righteous path for its heroes.
The Mitrian faith is practiced in secret or the City of Markadian, an underground city in the frozen north where the ideals of Mitra are still upheld. Markadian V rules the city and has but a single daughter Bellinda as his heir. The priests of Mitra have received ill omens of impending doom to Talonguade. While for many decades the Mitrians built their strength and gardened alliances and treaties with the Dwarves and Ice Elves now they know that something must be done now or all of Talongarde will fall into darkness.
Character Creation
Players will create characters with a 25 Point Buy. You can use any class you wish but your characters must be Neutral or Good aligned (So no evil archetypes). As least one of your characters should be a divine caster of a good deity (Cleric, Paladin, Inquisitor or Warpriest), with Mitra as the preferred but you may chose another Golarion God instead. Either way you will be given a reason to help the revolution against the current regime in Talongarde.
While this game will recycle a lot of material from the Way of the Wicked adventure path, due to its reversal, many quests and objectives will be different. So while some maps will be reused, others will be invented to fit the current alterations. Of course as this is a generally good campaign, there will be morality to be considered with the actions you do and the ends justify the means may not be acceptable to the ideals of the revolution.
You will also pick 3 traits. One of them will be a crime trait. Pick one of the existing crime traits but any "Evil" trait becomes a "Good" trait and any effects involving such things are reversed.
In addition the following house rules will be implemented:
1. All classes will get +2 additional skill points per level. Our heroes are going to have to rely a lot on themselves in hostile territory.
2. Natural 20's will have special effects. Natural 20's on skill checks give an additional +5 bonus to the result while a Natural 20 on an initiative check gives you a surprise round or negates a surprise. In additional, rolling a natural 20 on a save counts as having an "Evasion" style ability for purposes of the save.
3. Hero Points will be used in this game. To avoid banking large amounts of Hero Points and then stringing them for a flurry of benefits you never can have more than 3 points at once. Any extra does not accumulate so it is advisable you use them or lose them. As you're going to start with the odds stacked against you, all players will start with a full 3 Hero Points to help them in the Branderscar Prison.
So who would be interested in saving Talongarde from the forces of hell?

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Some crimes that would get you sent to Branderscar Prison (but by no means all, there is MANY reasons you might be sent there)
Rebellion: While the average rabble rouser can expect at best a flogging, torture and/or enslavement, those who go to outright sedition such as attacking soldiers, asmodian priests, law enforcement, provoking riots or other major acts of opposition to the rule of Barca warrant a more severe punishment and are taken to Branderscar.
Grand Theft of Noble Property: While low key thievery and crime is common in Talonguard or even indirectly supported through bribery and kickbacks to the existing law enforcement, a person of low station stealing property of value from the nobility or the asmodian church is a crime worthy of the most harsh punishment imaginable.
Channeling Holy Divine Power: While worshiping a proscribed faith typically is punished with flogging, torture and/or enslavement, those who channel divine power are given special attention by the Asmodian church. While at times they will tolerate a priest of a neutral or evil faith (With the proper licencing fees and kickbacks, those who practice without such approval can expect no mercy), those who use powers of a good faith are quickly rounded up and given a slow and torturous death in Branderscar.
Failure to uphold a magical licence: While the Barca regine embraces diabolism and magical prowess they understand that wizards, sorcerers, bards and other arcane casters are not bound by any rules or restraints. Those with the aid of magic can rise above their station as well as wield powers that can be a threat to the regime. To practice magic legally, a citizen need to register as a practitioner and pay exorbitant fees to the Barca coffers or alternatively sign an arcane devil contract, thus allowing the asmodian church some degree of oversight on their activities. This often means only the most wealthy of individuals can afford to practice the art or attend magical schools in Talonguard. Those who practice arcane magic illegally are often taken by force to a torturous end in Branderscar.
Heresy: While many may grumble against the Asmodian church, committing acts that undermine the power of the church such as turning a sizeable number of people away from the faith, vandalizing property of the church or outright battling those of the faith is worthy of more severe punishment.
Deism: Associating with good outsiders or agents of the good gods, be it summoning them directly or working towards their causes is enough to have a someone placed in Branderscar for such blasphemy towards the Asmodian faith. Also applies to those who associate with Daemons and Demons as well.

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Any race that is 15 Race Points or less. Aasimar are acceptable (And are probably highly discriminated against by the Asmodians). Tieflings on the other hand would have some social difficulties. Neither the Mitrans nor the Asmodians like the Tieflings (Tieflings as Mongrel Slaves for the Asmodians and as visibly corrupted to the Mitrans) and it would take a lot of convincing to allow one into the rebellion. Human of course would be the preferred race.

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Seth86, the Aasmiar would probably be the better idea. Drow are literally nonexistent on the island and your character would either have to come from the deep underdark or by ship and generally the Drow are not too interested in Talongarde.
For further clarification at the start of the campaign you would not have undergone torture, well at least not at Branderscar (Although you probably were flogged and/or tortured before you departure while in the normal custody). Your characters are fortunate that the head inquisitor Regenalt Blackthrone and his entourage are away from Branderscar on an errand thus much like the original game you'll have 3 days before he returns and your characters will at best die a horrible death by torture, or at worst lose your soul as well to Asmodeus as you beg for the end to the pain.
While the Layout of the prison will generally be the same some of the NPC's will be different. The guards there will be even more bastards considering they're now evil alignment. Some NPC's there will be different as well.
Some cities will be named differently but still exist in a fashion. Marthyn for instance will be called Jaaradyn for instance.

Whitewalker Jon |

Trying to decide on a build type. Was thinking something simple, unassuming for the rebellion. Someone you normally overlook but could be very useful. Perhaps a Arcanist or Psychic.. maybe an Unchained Monk if we need a melee touch.
Also Drow have their Szarkai which look like normal elves, they are trained as spies and assassins normally. Maybe your drow is one.. and you where sent to the island as an advanced scout. They do live for hundreds of years after all. Sending a few scouts on ahead to integrate over two or three human generations would be something a drow spy would do.

Seth86 |

Unnamed Hero
Angel-blooded aasimar (angelkin) bloodrager (bloody-knuckled rowdy) 1 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder Player Companion: Melee Tactics Toolbox 13, Pathfinder RPG Advanced Class Guide 15, Pathfinder RPG Bestiary 7)
N Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +4
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Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 14 (1d10+4)
Fort +5, Ref +0, Will +0
Resist acid 5, cold 5, electricity 5
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Offense
--------------------
Speed 30 ft.
Melee unarmed strike +4 (1d3+7)
Special Attacks bloodrage (7 rounds/day), claws
Spell-Like Abilities (CL 1st; concentration +4)
. . 1/day—alter self
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 16, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +4; CMD 15
Feats Improved Unarmed Strike, Power Attack
Traits child of the temple, consorting with the dark powers (witchcraft), quain martial artist
Skills Climb +8, Heal +2, Intimidate +7, Knowledge (planes) +7, Knowledge (religion) +5, Perception +4, Spellcraft +4; Racial Modifiers +2 Heal, +2 Knowledge (planes)
Languages Celestial, Common, Abyssal
SQ pugilist
Other Gear 1 cp
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Special Abilities
--------------------
Bloodrage (7 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws (Su) Gain 2 Claw attacks deal 1d6 damage when raging.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Pugilist At 1st level, a bloody-knuckled rowdy gains Improved Unarmed Strike as a bonus feat. This ability replaces fast movement.
So far

Randu |

Ridge here. I went with a cleric of Mitra and used an old profile from a WotW that closed up early (I can play dumb with the best of them if you're worried ;) )
Everything should be in the profile...
but to let let you know his background...
Randolphus Marcel, his father, was a righteous man, who tried to instill in his children the old virtues. Randu, the middle born, took to it well. In the words of Mitra, he found purpose and the way things SHOULD be. His father, for his part, was much pleased by Randu's natural grasp of faith and religion (Though Randu often resented being forced to hide his beliefs as his father did.). Randolph the younger, the eldest of the siblings, wasn't as happy. He made no secret that he thought his father was endangering them all , and resented the attention Randu gathered for his zealotry.
Their sister, Llanya, liked the intensity of her older brothers, but had a sweetness and innocence suprising in such dark times. Their mother, Lori, was also a quiet one, but she was always there for her family. They practiced their faith in private, and their gardening in public.
Then Randu stumbled upon the stranger. The man was wanted as a criminal, it turned out. The crime? Spreading the word of Mitra. Brother Darsus was a true cleric... and he needed a place to hide. The Marcel family, at the insistence of Randu, provided them one. He also became a mentor to Randu.
And Randolph the Younger? He watched his father and brother put the family in a danger too great to stand! If they weren't going to do the smart thing? he was. He went to the church of Asmoedeus and betrayed Darsus...
The authorities came at night, and...disaster broke out.
Rather than just step aside, both Randolphus and Randu moved to defend thier guest. Chaos ensued. Randolphus died in the scuffle, but bought his wife and daughter time to flee. Randu would have died, had Darsus not healed him and taken him to safety.
It was the last Randu saw of his family, and the beginning of his training on the road. They healed, they spread the word in the shadows. And...
well, after a few years, Randolphus thought Randu was ready to spread the word of Mitra and heal others on his own. This Randu did, trying to be discrete, but when a run away wagon smashed into a crowd, there was no time to waste. Unable to pick who would live, and who would die, Randu simply channeled and healed them all.
And for his heroics, was captured to await his punishment.
I think I have the traits and skills the way you want (extra trait for the good version of Blasphemy, 2 extra skill points etc)
I did take the Eschew Materials Feat because I figured obvious holy symbols were going to be kind of a death sentence... but can ditch that if it feels like a cheat to you. I mean, he's on death row (or Torture Row in this case) anyway

Seth86 |

Okay, i think he's done. Changed a few things, also, he now has a name
The name he took when he made his mind up on what he has to do
Libris Mortis
Archon-blooded aasimar (lawbringers) barbarian (unchained, armored hulk) 1 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 28, Pathfinder Unchained 8)
N Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 17 (1d12+5)
Fort +6, Ref +1 (+1 bonus vs. trample attacks), Will +2
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Special Attacks rage (8 rounds/day)
Spell-Like Abilities (CL 1st; concentration -1)
. . 1/day—continual flame
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Statistics
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Str 18, Dex 13, Con 18, Int 7, Wis 15, Cha 7
Base Atk +1; CMB +5; CMD 16 (17 vs. overrun)
Feats Power Attack
Traits classically schooled, consorting with the dark powers (witchcraft), quain martial artist
Skills Climb +8, Intimidate +0, Knowledge (planes) +3, Perception +6, Sense Motive +4, Spellcraft +3; Racial Modifiers +2 Intimidate, +2 Sense Motive
Languages Celestial, Common
SQ indomitable stance
Other Gear 1 cp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 8 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.

Seth86 |

I will allow you to roll if you want something more variable.
Thanks. Here goes...
Aasimar: 1d100 ⇒ 73well now... thematic isnt it :P
Libris Mortis
Male archon-blooded aasimar (lawbringers) barbarian (unchained, armored hulk) 1 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 28, Pathfinder Unchained 8)
N Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +6
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Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 17 (1d12+5)
Fort +6, Ref +1 (+1 bonus vs. trample attacks), Will +2; +2 vs. death, energy drain, negative energy, or necromancy spells
Resist negative energy 5
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Offense
--------------------
Speed 30 ft.
Special Attacks rage (8 rounds/day)
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 18, Int 7, Wis 15, Cha 7
Base Atk +1; CMB +5; CMD 16 (17 vs. overrun)
Feats Power Attack
Traits classically schooled, consorting with the dark powers (witchcraft), true name caller
Skills Knowledge (planes) +3 (+7 to discover the true name of an Outsider from plane of choice, halve the time required to learn the outsiders name as well.), Linguistics +1, Perception +6, Sense Motive +4, Spellcraft +3
Languages Abyssal, Celestial, Common, Infernal
SQ deathless spirit, indomitable stance, truespeaker
Other Gear 1 cp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Deathless Spirit +2 saves vs. death, necromancy, and negative energy effects, and don't lose hp from negative levels.
Energy Resistance, Negative Energy (5) You have the specified Energy Resistance against Negative Energy attacks.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 8 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Truespeaker Learn two languages for each rank you put in Linguistics.

Stanislav Greymist |

First, I am very interested. I like the story and would love to get to play the good guy in such a dark place. I have played twice in WotW games and ended up dropping one because it was just too dark and demented for me to enjoy it. The other failed when the DM got too busy in medical school. This alias is the character I played in that game.
I wonder what you would think about a revised version of Captain Stanislav. In your game I would propose that he was still "Bitten" by a vampire and at third level will be "Dying", but had not changed alignment and is still fighting his curse. If you have time take a look at the alias, story, and posting and let me know what you think. If you do not like it I can come up with something original but I am hoping you will like the idea a lot. Of course I would re-write the background to make him a better person with some reasons and will to resist the onslaught of his curse.

Aralee Krtim |

Way of the Wicked Players Guide for crime traits, everyone.
Here's the aforementioned bloodrager from ellequoi above.
Getting married on April 2, so if chosen I would probably not be reachable til around the Wednesday after.

The Emerald Duke |

Hm... thank you Dreza, that gives some helpful pointers. Was thinking my character would be convicted of some form of abolitionism (the idea being that he had been helping slaves escape their masters and leave either to the north or getting them to the coast where smugglers would help them flee the island) until he finally got caught. I'd think the Slave-Taking crime tag would work (just changing the description from taking free folks and trying to make them slaves into taking slaves from their "lawful" owners). Still working on the other details...

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That certainly would be a crime to help slaves escape from their masters. Usually you would be made a slave yourself but if you did it enough times or was running some sort of underground liberation movement you could be sent to Branderscar prison. I would allow you to pick that as crime trait. Could also be treason as well.

Sedelion Deighstalach |

OK, this is the submission of the Emerald Duke: Sedelion Deighstalach, Arctic Elf Ranger. Crime is as follows:
Convict - Slave-"Taking": While the occasional stealing of a slave is by no means a capital crime, being involved in one of the increasingly fewer underground abolitionist movements is. After having been caught red-handed attempting to lead escaped slaves across the border to the north, you have been found guilty of the crime of Slave Taking. Normally this would entail becoming a slave yourself, but the marks of the abolitionist movement on your person have instead upgraded your sentence to torture and torment at Branderscar Prison (followed by as painful an execution as possible once all information has been wracked from your tongue, mind, and soul.) (Benefit: +1 Trait Bonus to both Disarm and Grapple attempts.)
Tell me if this works for you Black Shadow, or if you have any questions regarding the submission.

Cuàn |

I'd be interested in joining
The basic idea is for a Devilspawn Tiefling who grabs the Pass for Human alternate racial trait. He'd be a Kineticist (Geokineticist or Pyrokineticists. The latter is sadly rather lacklustre considering the number of devils we'd be facing).
He'd be a Mitran hardliner, following Mitra as the Fire Unfying. He'd hate the Asmodeans for how they treat the tieflings they created (he would have escaped such treatment as he looks mostly human) and he'd hate himself for the taint running through his veins. He'd be an auto-flaggelant and see his sacrifice as penitence for what he is.
Crime would be Arson, as in the normal game. The target of the arson would be a local temple of Asmodeus though.
As for what would mark him as Tiefling despite having the Pass for Human alternate racial. When he gets in the sun he always looks like he has severe sunburn while that actually is just how he tans. He also has a scar at the base of his spine from where his parents cut off his tail when he was still a baby.

Jereru |

I present you Bron Frostbreath (his background). Please allow me to keep all his info in this alias - if I get chosen, I will move it all to a new one according to the game, if you don't mind :)
-Why are you here?- asks the man.
Bron answers with conviction. -It was not my fault.
-Yes, sure!- The man cackles. -No one here has done anything, we're all innocent, ain't we?- He laughs a bit more, and some prisoners in other cells laugh too. -We're all happy you're innocent too, but tell us, what did you do to be here in Branderscar waiting for Thorn?
It's clear they don't believe in his innocence, but who's to blame? They're all here for something. After all, he himself has had the final decision in all the past events of his life, or?
-I was in a hurry, pursuing someone, so I turned a corner and smashed myself directly into a noble and his troupe.- Bron still gets angry when he remembers the situation. -The one I was pursuing was gone, and the noble turned out to be of the royal family. He said I assaulted him, so I was charged with high treason and thrown down here.
The man smiles widely when he answers. -Oh, boy... I wish I would have been in your skin. At least I would have beaten the hell out of him. Haha!- he says while patting Bron's back.
The small village by the mountain side had been his home for all his lifetime. It was a village like any other in the Borderlands, but there he felt at home. People knew him, and didn't make a deal about his orc heritage. He felt part of the community.
Now Ouruva was no more.
He had been out for a pair of days, hunting, fishing and gathering some wood. When he came back, he found only smoke, ashes and corpses. He couldn't been able to tell who did it. Orcs? Slavers? Whoever was, was cruel to the extreme. He searched around the zone, for he thought there had to be survivors, but found none.
Bron let go a tear and braced himself - all that was left to do was gather the few things he was able to salvage and begin the path of his new life.
Business was bad. All he was able to do with his life was accept work as a mercenary, but here in the capital people distrusted half-orcs. He could only find jobs with lower class clients, and those jobs didn't pay well. He was poor as a rat.
-Hey, fill my jug, will you?
The innkeeper looked at him suspiciously. -Are you sure you can aff-
-Shh!- Bron raised his hand in a gesture of silence. He was sure he had heard the word "Ouruva".
He took a quick glance at the place, also putting all his effort in hearing something, and found out the source - a pair of hooded men were talking in a nearby table.
-... made sure there was no one left there...
Unfortunatley, the men noticed Bron's interest in their words, and suddenly stopped talking, stood up and got out of the tavern.
-Damn, I am a stupid.- Bron tried to go after them. -Hey! You! Wait!
Outside, the men ran in different directions, so Bron was forced to choose at random who to follow. He was focused on catching him and thinking about his own foolishness, so he wasn't able to stop in time when he suddenly realized there were some people blocking the street around the corner...

wanderer82 |

Seems there have been quite a few paladin/cleric/etc proposals, so the "wields holy divine power" crime has plenty of coverage. So how about a different spin...
"Fraternizes with Celestial Being(s)" This crime is a grievous violation of the ruling structure of the nation, and carries with it the most heinous of sentences, a life in Branderscar. For those that are found to have communicated, contacted, plotted with, summoned, or in any way engaged in activities with beings of the higher realms pose a serious threat to the Asmodian rulers of Talongrad.
My character, Wraxus Drake, will be a human street urchin who found an existence as a pick pocket and sometime city guide, but often found himself at the mercy of the cruel and wicked. He found solace in his imagination, dreaming of a life behind the city walls, of adventure, love, and friends. Before long, he found one - a friend, from a realm not his own...
Your thoughts on a summoner? I am okay with original class, unchained summoner, or a hybrid (the common "old summoner with new summoner spell list"), just let me know what you think.