Demon Fey

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585 posts. Alias of Goodwin von Carstein.


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Sorry 'bout that guys...real life etc...

From where the boats are swaying you can just spot, on the North face, what appears to be a natural cave opening. Vines and lichen surround the opening, which is around 30' above the water. A ledge above it hides it from view from above. Galstock spots this possible entrance and swirling the rope and hook above his head, throws. The grapple finds purchase within the hole.


Ezric wrote:

Letting out a whistle at the severity of the damage to the statue, Ezric's eyes settle on the shield. "Two-Fisted, your from around these parts, ain't ya? You seen that goat head before? I don't think that's any gang sign I have seen before."

And in case I do recognize it:
Knowledge(Local):1d20 + 6 +2 if human

Ezric

Spoiler:
You do recognize the crude symbol. It is the symbol of Orcus, the demon god.

Tregar Quill wrote:

"Yeah, that bridge looks like a death trap, all right."

"Looks like they're all watching that way, too. All the better for anyone climbing the 'south face'."

To the oarsmen
"Can you put us right at the base of that rock? Is there any place to land?"

The oarsman grimaces at you. "I think so, but not for long and then we will have to back off. Cant wait around here, what with these currents and those cliffs. Once we drop you off, I think your on your own. No way we can pick you up from here."


Ijen

Spoiler:
The words are written in Celestial and say "Speak, O' warrior, stouthearted and true, the triune virtues of our Valorous Lady"


Looking at the desecration of the temple, you can all determine that it is not of recent origin. Those detecting magic can detect a faint aura hangong over the structure, but it is weak and difficult to judge.

Approaching the temple, it seems that there are signs of activity with scuffed tracks but these are old, at least a week it seems, and nearly washed away.

Looking inside the structure, you can make out several water fonts, that seem chipped and cracked. Some are full of filth - another sign of the desecration.

A large statue of Muir, the Lady of Paladins stands prominantly in the centre of the temple, although this to has been defaced. It's head now lies next to the base of the statue and its upraised sword has been broken off at the hilt. The statues shield, representing the 'shield of faith' has been defaced with a symbol, drawn in blood, of a two horned goat.

Strange words are etched on the base of the statue, that read "Varesh, Uklathra, ashkavnik yin fensk, ash ytrin od viskras Muir".


After what seems like hours on the cold dark water, you eventually spy your destination. A huge upthrust rough and craggy outcropping of rock looms ahead of you in the half-light, climbing over 80' above the waves. Sillhouetted against the moonlight you can vaguely make out the shape of a face, but with massive features, aged by centuries of wind and sea spray. The island is connected to the mainland by a swinging rope bridge that stretches over the 60' wide open gulf of water. Where it joins the mainland are situated two burning torches and these are mirrored on the island side as well. A vast hedge of thorns grows wild along the mainland side of the coast and the path away from the bridge seems to dissapear into this hedge. The rope bridge itself is made of hairy rope and thick wooden planks; the whole thing creaks and sways in the wind above the churning surf eighty feet below. The most impressive feature of the island is a wooden one-story stockade, built on its flat top. Two thirty-foot-tall watchtowers guard the stockade’s southern facade, facing the rope bridge. The towers have torches burning atop them which throw shadows at crazy angles as the flames gust in the wind.

The sailors pull back on the oars of the boats, awaiting your next move.


You head toward the right hand temple. The shrine consists of a large stone foundation and mighty stone pillars ringing a central room.The pillars support and inverted 'V' shaped roof. Bass relief carvings once adorned the pillars but have long since crumbled with age and neglect. The once white pillars are now blackened by fire as are the walls of the room within. Blood and faeces smear the pillars and interior walls. From outside you can make out a large statue and alter within the temple.


Mai'ela Lydul wrote:

Speaks up slightly exited, "At least the little lake is not poison, just seems to be dirty, which is allowing scum and mould to grow. The growth is most likely being fuelled by the rotting that is taking place in and on the edge of the lake.", while looking at the frogs or toads, "There are large frogs, and their unusual size is most likely due to the condition of the lake that causes increased growth in size."

Hearing Gyles reporting no evil in the lake or nearby, "I think the lake is of no threat to us. Though I would like to discover the source to the bad state of the lake. If source is found to be natural then there will be no need to treat the lake to restore it."

She smiles broadly, "Before we settle down for the night and have our meal, I would like to search for fresh food."

** spoiler omitted **

Mai'ela

Spoiler:
When looking, you find an abundance of nuts and fruit. Also there are rabbits and hare which will be easy to catch

Mai'ela Lydul wrote:

Mai'ela places her backpack down at the camp site, before she heads off with Belnan and Ragar to the lake to investigate the unnatural state of the lake. As she approaches the lake she instruct Nuama to defend her. While standing near the edge, though close enough to cast detect poison onto a portion of water near the edge.

** spoiler omitted **

After a while she asks Belnan, "Do you have any ideas to the cause of the lake looking like this?"

Mai'ela

Spoiler:
Apart from mud and muck on the side of the lake and some rotten reeds, there is not a lot of interest on this side of the lake. Around 150 yards away on the far side of the lake are what appear to be large frogs or toads. They seem to be aware of your presence. The lake itself doesnt seem to be poisonous but also doesnt seem to be very clean either. A foul smell is evident as are large patches of scum and mold on the surface.

Belnan wrote:

Belnan sends Blackie out over the lake, flying at about 50-60 feet above the water, to see if he can ascertain more about the bubbling as the wizard watches for any signs of movement, crossbow loaded and ready.

Belnan perception 1d20+6
Blackie perception 1d20+8

Belnan

Spoiler:
Blackie can spot that the stream of bubbles seem to be coming from somewhere deep underwater...very deep. Belnan does spot what appear to be very large frogs on the other side ofthe lake amid the reeds. They do not seem threatening from this distance (around 150 yards) but they do seem to be watching you all.

Galstok wrote:

At the sight of the boats, Galstok, looking doubtful, leans over to Tregar, "These things will get us there in one piece, right? I'm agreeing with the need for haste, but loosing half before the hunt can truly begin is a bad way to go about it."

Quote:
"I hope we all are ready for we are walking into."

"The Spirits willing this will be a successful hunt, but if they call me to them I will go."

As they head out, Galstok finds a place to settle down. "I suppose now is as gooda time as any to plan the next part."[b] Looking over at one of the fisherman, [b]"Where exactly are you dropping us off at?"

The fisherman glances over at you and smiles. "Well my large friend. I was hoping that you would be able to tell me. All the instructions I got from the Lady Mayor was to take you lot out to the Isle and drop you off."


DarkOne the Drow wrote:
What distances are we talking about between camp site and the lake?

About quarter of a mile


Ezric wrote:

On arriving at the purposed campsite, Ezric looks around immediate vicinity while the others are checking out the lake for any sign of creatures presence.

Perception: 1d20+11+2 if human

Ezric

Spoiler:
There appears to be nothing of any threat around the campsite. It seems easily defendable and offers a good view of the area.

Belnan wrote:

"Anything moving, and anything that would suggest that the lake is somehow tied to the hidden temple entrances, such as unusual currents or unexpected bubbling, are the things I am looking for." Belnan says after quickly putting his gear in order at the campsite and heading to the lake. When he gets in range, he casts detect magic.

Perception 1d20+6
Blackie Perception 1d20+8

Belnan

Spoiler:
Although you detect no magic emanating from the lake, you do notice a steady stream of bubbles that seems to be rising to the surface around 20 meters out.

The three boats that have been provided for you slowly move away from the shore into open water. Each is crewed by two hearty fishermen who pull steadily on the oars. The sun is setting and dusk is fast approaching. As the boats head North, sticking within a few hundred yards of the rocky coast, one of the sailors informs you that the Isle of Thistletop should be in site in around another 4 hours and so suggests you all take the time to rest if you can.


Sorry guys. Not dead, (not yet). Got called away on business with work and wont get back till Sunday. Will try and post before ten but we should have normal service reumed by Monday at the latest.


Sorry guys. Not dead, (not yet). Got called away on business with work and wont get back till Sunday. Will try and post before ten but we should have normal service reumed by Monday at the latest. And besides - I want to see what happens at Thistletop!


Tregar Quill wrote:
I must say, Hugo is getting better. If you lose the ears and the buckler, THIS could be a good representation of yours truly.

Very nice piece of art!


Belnan

Spoiler:
A likely spot would seem to be a low rise of ground that sits between the temples. It rises to around 10' in height and has a small copse of trees atop it, providing both shelter and shade.


Mai'ela

Spoiler:
The valley itself is verdant green, dotted with birch and pine trees. There is a feeling of peace over the area but also something else...almost a feeling of something watching.


Mayor Deverin arrives at the quay side and spots Valori. "Ahh. Good. As you can see, transport is arranged. I have made sure that supplies appropriate to the expedition are with you as well...rope, climbing gear, provisions...that sort of thing. Hopefuly it will be of good use. Now, I wonder where the rest of your fellows have got to?"


Am I right in thinking that the lake is your first point of call, before investigating the two temples?


Ragar "Two-Fisted" Coughlin wrote:
AJ's Dad:** spoiler omitted **

Ragar

Spoiler:
From what you can recall, you believe that the road leads toward the Stoneheart Mountains and if local law is right, the tomb complex.

Gyles Degare wrote:
** spoiler omitted **

Gyles

Spoiler:
Yes. You believe that the entrance is about two miles away, toward the base of the mountains.

Valoria Grundmire wrote:
Once she collected the extra gear for climbing, she carries it slowly towards the docks. Once she arrived near the docks, she takes a seat on a rock under the tree. Placing the gear next to her as she awaits for the rest to arrive.

At the quay side you can see that several small boats have been hastily assembled and their crew are milling around swapping tales and jokes.


Ensu wrote:
Ensu takes the food eagerly, not being completely a gourmet, but being a frequent traveler, he is able to appreciate a good cooked meal when he sees one. "Indeed, this is better fare than I usually experience, even in town. It's amazing how many priests cannot cook to save their own life, even those that have the luxury of staying in the same place. How is your mistress doing? Has she recovered from this morning's adventure's yet?"

Ameiko raises her head from the conversation she has been having and looks in your direction. "I am better,Ensu. Thank you. Thanks to all of your companions. I will not lie and say I am fine as I am not. I don't know if I will ever deal with my brothers treachery. But life must move onwards. I must move forwards. One never knows what is ahead in life, don't you agree? And oh, I forget my manners. I have a message from your friend, Kendrick. He appologises for his abscense but I had an errand that I needed running and he offered to undertake it for me. As we speak he is riding for Magnimar in hopes of catching young Master Foxglove, carrying a message to him from me."


From where you all stand, you can see the imposing bulk that is the Stoneheart mountain range, rising as a magnificent backdrop beyond the two temples. Further beyond the temples you can see a forest of connifer trees and just visible is a path that appears to be paved that leads off through a gap in the trees, heading in the general direction of the mountains. The path appears to be flanked by two white stone monoliths. You also note that a small stream runs into the lake that looks as if it originates somewher in the mountains.


Mai'ela

Spoiler:
You get the feeling that there is almost certainly an unatural reason for the lakes appearence.


GylesItems

Spoiler:

wand of cure light wounds (50 charges), +1 Chainmail , +1 longsword, cloak of resistance +1


IjenItems

Spoiler:
wand of cure light wounds (25 charges), +1 scalemail, +1 morningstar, cloak of resistance +1


Mai'ela Items

Spoiler:
scroll of cure light wounds (2), +1 leather armor, +1 sickle, masterwork sling with
10 bullets, ring of protection +1


EzricItems

Spoiler:
potion of cat’s grace (2), potion of cure moderate wounds, potion of invisibility, potion of lesser restoration, +1 studded leather armor, +1 short bow


Belnan Items

Spoiler:
potion of cure light wounds (2), wand of magic missile (CL 3rd, 25 charges), amulet of natural armor +1, ring of protection +1


Ragar Items

Spoiler:
potion of cure light wounds (2), potion of cure moderate wounds, potion of shield of faith +3, +1 breastplate, +1 Orc Double Axe


Scranford. Thanks for the interest. I will keep you in mind.


Me as well.


Yes. Will get those to you tonight.


North of the city of Bard’s Gate, in the hills of the Stoneheart Mountains, lie the ruins of twin shrines dedicated to Thyr and Muir—the God of Justice and the Goddess of Virtue and Paladinhood. Near the ruined shrines lies a series of catacombs used as burial halls for the followers of Thyr and Muir. The complex has come to be known as the Stoneheart Mountain Dungeon. Your group has been commissioned by the remaining priests of Thyr and Muir in Bard’s Gate to seek out the Burial Halls and to locate within them the tomb of Alaric the
Paladin and there recover the Stone of Tircople— a holy relic.

Setting out from the Silver Serpent Inn in Bard’s Gate, your group has traveled through the vale north of Bard’s Gate towards the foothills of the Stoneheart Mountains and the hidden path to the valley of the shrines.

Using the map supplied to you by the head priest of Thyr, Bofred the Just, back in Bards Gate, your party eventually found the hidden path and—climbing the twisting and hidden stairs—you discovered a beautiful peaceful valley nestled within the foothills. In the valley amongst the swaying green trees,you spied two large structures—the once majestic shrines to Thyr and Muir—standing near a small lake of dark and polluted water. The lake seems oddly out of place in such a peaceful place. Muck rings the lake and reeds clog its shores.

Both structures are of similar appearence. Both seem to face the lake and seem to made of white marble in an ancient style. (ooc)Think Ancient greek temple(/ooc) Also you note that both structures seem to be in a state of disrepair with crumbling stonework evident everywhere.


Excellent. Should have the introduction up tomorrow. Thread will be "AJ Returns to Abysthor"


Hi Ijen. Just awaiting your confirmation that you are ready. Migrate over to the Return to Abysthor thread when ready. (also, you will need to remove any traits you have as I am not going with these on this one.) Thanks.


Now just waiting for Ijen our cleric to appear and we are ready to start!


Upon your return to the inn, the Rusty Dragon seems as you left it. Ameikio is up and about but is sat at a table talking with a couple of local merchants., her spot at the bar left vacant. She nods as you enter. Before long Bethana is seeing to your needs and bringing you warm oyster soup, Cauliflower in a strong pungent sauce and a brazed rack of lamb ribs, basted in a succulent wine sauce. "Appologies good sirs for the poor quality of the food, but it is late and we have had a bit of a run on this afternoon. Cook is preparing the evening fare right now but I guessed that you would all be a bit peckish, what with all your running around."


Hi Ragar and welcome. Yeah, it would be handy if you dropped down to a straight fighter. As you said, I dont think it will alter things drastically for you.


KNOWN GODS

Dwerfater
Alignment: Lawful Good
Domains: Earth, Good, Strength, Creation
Symbol: Hammer and anvil
Garb: Armor of mithril or steel
Favored Weapons: Warhammer
Form of Worship and Holidays:
Priests worship at the forge, crafting items of steel and mithril.
The most sacred steel is tempered in virgin snow on Orenday, the first full moon after midwinter.
Typical Worshippers: Dwarves

Dwerfater appears as an ancient dwarf, whose beard is the color of
mithril and touches the ground at his feet. He always wears a
blackened leather apron over a coat of mithril mail and always
carries his mighty warhammer Noolhamr.

-----------------------------------------------------

Dame Torren, Goddess of the Four Winds
Alignment: Neutral
Domains: Air, Animal
Symbol: A wavy line symbolizing the blowing wind
Garb: A feathered cape.
Favored Weapons: Scimitar
Form of Worship and Holidays: Holidays celebrated by followers of
Oghma are also sacred to Dame Torren.
Typical Worshippers: Sailors, bards who play wind instruments, millers and those whose livelihood depends on the winds.

This goddess is credited with carrying the music to the ears of the faithful. She is considered Oghma’s handmaiden and is always worshipped in association with him.

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Hel, Goddess of Death, Lady of Pestilence
Alignment: Neutral Evil
Domains: Evil, Death, Plant, Animal
Symbol: A face, black on one side and white on the other
Garb: Druidic garb of midnight black and snow white.
Favored Weapons: Poisoned Dagger or Sword
Form of Worship and Holidays: Rites to Hel are practiced by her worshippers during blights and plagues, likewise sacrifices are made to her by fearful non worshippers to stave off plagues and illness.
Typical Worshippers: Diseased and disease causing creatures, evil humanoids, evil druids, women, bards

Hel is known to spread disease, pestilence and plague with the wave of her hand. Any living thing in her presence withers and dies. She appears as a strange gaunt woman of both jet black and blankest white.
Diseased creatures worship her. It is said a strange cult of druidic ghouls and mummies worship her in a secret temple hidden from the knowledge of mortals, spreading their foul diseases in secrecy. Several sects of evil druids dedicated to Hel plague the land, summoning swarms of vermin and causing disease in living things. She cares for nothing other than the spread of death. Oddly, some evil
bards worship her. She resides on a plague ridden plane in Hades.
-----------------------------------------------------------------------

Moccavallo, God of Disguise and Treachery
Alignment: Chaotic Neutral
Domains: Chaos, Trickery, Diplomacy
Symbol: Mask of a blank face.
Garb: Complex masks and disguises
Favored Weapons: Shortsword
Form of Worship and Holidays: Actors and performers pray to Mocavallo before shows. Worshippers give her offerings when they have successfully disguised themselves or avoided detection.
Typical Worshippers: Doppelgangers, shapechangers, bards, actors, thieves and spies.

Moccavallo is the god of actors and spies, and those who seek to keep their identities hidden. Moccavallo’s true face is unknown even to the gods themselves. A capricious deity, Moccavallo is arrogant and untrustworthy, known to play gods against one another as it serves his needs. Moccavallo has been known on more than one occasion to steal the treasures of evil deities and the hearts of good ones, leaving both with nothing. Although not specifically evil, Moccavallo’s cult has a penchant for cruel jokes, yet actors who venerate him are known for their fantastic performances and ability to completely “become” their characters.
-----------------------------------------------------------

Yenomesh, God of Glyphs and Writing
Alignment: Neutral
Domains: Protection, Knowledge, Magic
Symbol: A gleaming silver scroll
Garb: Grey scribes’ robes
Favored Weapons: Quarterstaff
Form of Worship and Holidays: Yenomesh is worshipped through study, teaching and learning. The last day of the week is given over to quiet contemplation, and his holy ceremonies often take place in total silence.
Typical Worshippers: Loremasters, wizards, scribes, and sages, authors and historians.

Yenomesh is the aged sage of the gods. He is said to have been the first to gain knowledge of the sacred runes which brought the light of knowledge to the world. He is likewise credited with being the inventor of language, and his priests are often fluent in many different tongues. Libraries and archives are often dedicated to this god, and many have at least one small shrine to Yenomesh.

-----------------------------------------------------------------------

Bacchus-Dionysus, God of Wine and Madness
Alignment: Chaotic Neutral
Domains: Chaos, Animal, Plant
Symbol: A stylized wine cup
Garb: Robes of maroon and gold denoting red and white wines
Favored Weapons: Greatclub
Form of Worship and Holidays: Indulgence and excess are sacred activities to the worshippers of Bacchus-Dionysus. The wildest celebration of the year takes place during grape harvest, in both the
early spring and late fall. These affairs last up to three full days, and are usually followed by long periods of inactivity, in which worshippers lie about and moan pathetically.
Typical Worshippers: Drunkards, alcoholics, libertines, nobles, young people, satyrs, some fey creatures and the Baccae, the chosen race of Bacchus-Dionysus.

Bacchus-Dionysus appears as a youthful well built man with curly brown hair. Rams horns spring from his brow and he is frequently dressed in a wine- (or blood-) stained toga. Bacchus-Dionysus is the god of revels and debauchery and the overindulgence in alcoholic beverages. The god’s priestesses, the Baccae, epitomize the rage and mindless violence that often comes of overindulgence. These priestesses, once
believed to have been mortal women, take on beastlike visages and tear their lovers limb from limb in orgiastic frenzies of wine and death.
-----------------------------------------------------------------------

Bowbe
Alignment: Chaotic Neutral
Domains: War, Chaos, Strength, Vengeance
Symbol: Crossed Sword and Hammer of Bowbe
Garb: Furs, skins and pelts over battle armor
Favored Weapons: Greatsword, warhammer
Form of Worship and Holidays: Great feasts and blood sacrifice precede battles. After battle, the treasures, arms and armor of defeated foes are offered to the god. Those that he doesn’t keep belong to the victors. His priests specialize in wild cursing and imaginative insults.
Typical Worshippers: Barbarians, raiders, reavers and plunderers.

Bowbe is the embodiment of barbarian wrath and frenzy. He appears as a mighty barbarian dressed in the pelt of Urson the Great Bear, whom he can summon to his side by tossing the pelt to the ground and calling its name. Bowbe carries the greatsword Bm’fob in one hand and warhammer Wytch-Killer in the other.
Bowbe revels in war and the slaughter of his foes. His battles against giants are legendary, as is his hatred for the undead, arcanists, lawyers, guardsmen, and most other civilized authority figures.
Unlike other gods, Bowbe aids only those who take his name in vain. Thus it is not uncommon to hear berserkers cursing their god for his indifference as readily as they curse their foes. Bowbe only grants
the raising of one of his followers if that follower immediately seeks blood vengeance against his killers. Bowbe grants no healing spells higher than 4th level.
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Dre’uain The Lame, God of Craft and Smiths
Alignment: Neutral
Domains: Earth, Creation, Fire, Knowledge
Symbol: Three interlocking cog wheels which can be separated or connected by those worshippers who know the trick of the blessing
Garb: Crafters outfit
Favored Weapons: Warhammer
Form of Worship and Holidays: Worshippers sacrifice one masterwork per
year. Late summer crafts festivals, earth-quakes and volcanic eruptions also spur additional sacrifices to Dre’uain
Typical Worshippers: Humans, dwarves, gnomes, halflings

Dre’uain appears as a clubfooted gnome with strong but fine-fingered hands. His flame-red hair and beard always appear singed. He has a
long nose and piercingly curious eyes, and wears a black soot covered
apron. Considered by many to be one of the first deities, Dre’uain embodies the creative mind and its ability to fashion unique objects
and devices. Dre’uain is honored by creators, inventors, smiths, architects and other craftsfolk of all races.
----------------------------------------------------------------

Freya, Goddess of Love and Fertility
Alignment: Neutral Good
Domains: Animal, Good, Healing, War
Symbol: Falcon
Garb: Robes and cloaks of white, trimmed with white fur
Favored Weapons: Longsword, longbow
Form of Worship and Holidays: Harvest moon feast and before large hunts
Typical Worshippers: Human females

Freya is a lesser goddess of love and fertility. She is also the leader of a great band of women warriors known on some planes of existence as Valkyries. Freya represents fertility in all its forms. On this plane, Freya represents the cycle of death and rebirth. She is a goddess of the coming harvest as well as a goddess of sexuality and procreation.
Her beast is the falcon, though she is fond of the winter wolf and the stag. She appears most frequently to her worshipers as a beautiful human woman dressed in robes and a cloak of winter wolf fur, though she occasionally appears as a huntress in leather armor with sword and
bow, or as a warrior in shining mail and glowing sword. She can take the form of a falcon — or any other bird — at will, as well as the form of a huge winter wolf.

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Gromm the Thunderer
Alignment: Chaotic Good
Domains: War, Air, Water, Destruction
Symbol: Lightning Bolt
Garb: Metal armor
Favored Weapons: Mace, maul or warhammer
Form of Worship and Holidays: Violent thunderstorms herald holy days for this wild deity. Worshippers pound drums and make violent noises in imitation of their god’s thunderbolts.
Typical Worshippers: Barbarians, bards, cloud and storm giants, those
who live in regions with harsh or unpredictable weather.

Gromm is a barbarian god, worshipped by those who both fear and respect the fury of nature. He also counts mercenaries and adventurers
among his followers, for these are also often at the mercy of the
weather.
Gromm is powerfully guilt, his eyes crackle with electricity and his golden beard and hair glow and spark. He bears a great two-handed
mace called Thunderstroke.
His traditional enemies are the fire and frost giants, with whom his most fanatical worshippers — the cloud and storm giants war incesantly. Gromm’s fortress is guarded by a band of 50 celestial storm giants, and it is said that he actually created the storm
giant race.

-----------------------------------------------------------------------

Hecate, Goddess of Evil Magic
Alignment: Lawful Evil
Domains: Law, Evil, Magic, Knowledge
Symbol: A half silver disk representing the setting full moon
Garb: Fashionable togas of the most expensive cut and material, generally in black.
Favored Weapons: None
Form of Worship and Holidays: Priests and Wizards who venerate Hecate do so beneath the full moon with sacrifices of blood and magical items as the moon sets.
Typical Worshippers: Wizards, Women, Wali HecateAssassins, Lawful evil hags, witches, and crones.

Hecate is the goddess of evil magic. She appears as a beautiful woman flanked by numerous hell hounds, her favored creature. The setting moon is her symbol. She requires sacrifices on the full moon. Her priests are normally accompanied by hell hounds sent by their
goddess to guard her temples. Clerics of Hecate have a special rapport with the beasts, allowing a chance to control them as they would undead. Hecate is a jealous goddess, capricious and quick to anger. One of her greatest priestesses, Akbeth, is imprisoned in Rappan Athuk. She resides in a floating castle in the Nine Hells.

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Kamien, Goddess of Rivers Streams and Springs
Alignment: Neutral
Domains: Water, Travel
Symbol: A fish riding upon three wavy lines upon a green copper amulet.
Garb: Clerics of Kamien dress in robes of turquoise, brown and azure with bracelets and anklets of blue.
Favored Weapons: Javelin or Shortspear
Form of Worship and Holidays: Spring and fall floods bring sacrifices to Kamien to ensure that rivers to not rise too high. At midsummer, Kamien’s followers gather at rivers to appeal to her to keep them flowing.
Typical Worshippers: Women, nymphs, sprites and other water creatures,
boatmen, bargemen and fishermen.

Kamien is the embodiment of springs, streams and rivers, appearing as
a woman with skin like silvery rippling water, or as a great silvery
scaled fish. Bargemen and fishermen who ply her waterways toss coins
into streams, fountains and brooks to ensure safe passage and plentiful catches. She's considered to be the mother of nymphs and sprites and is a member of the Court of Fey.

-----------------------------------------------------------------------

Mirkeer, Goddess of Shadows and the Night
Alignment: Neutral Evil
Domains: Evil, Shadow, Magic
Symbol: A black glove
Garb: Anything black
Favored Weapons: Dagger
Form of Worship and Holidays: Mirkeer’s worshippers pray to her in dark rooms while masked and blindfolded. Her altars are carved of black stone, and nights with a new moon are considered her sacred time.
Typical Worshippers: Thieves, assassins, evil wizards and sorcerers, those who make their living in darkness.

Mirkeer is the daughter of Hecate and serves as her mother’s messenger and personal assassin. As beautiful as her mother and equally cruel, Mirkeer is the mistress of shadows and can control shadows with a thought. Venerated by assassins, evil rogues, and dark magicians, her
cults are always secretive and well-hidden.

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Muir, Goddess of Virtue and Paladins
Alignment: Lawful Good
Domains: Law, Good, Protection, War
Symbol: Blood-red upraised sword on a white background
Garb: White wool robes with a upraised sword and hand in red
Favored Weapons: Longsword or Bastard sword
Form of Worship and Holidays: Regular worship and fasting on the eve before known battle or before confirmation or promotion of the ranks of
the faithful.
Typical Worshippers: Humans and paladins

Muir is the sister of Thyr. While he represents law and peace, she represents the martial valor necessary to make that peace a reality. As such, she is the goddess of paladins. She is often depicted as a dark-tressed maiden warrior in shining mail with an upraised (often
bloodstained) sword. She is noble and single-minded of purpose. The tenets of her worship include honor, truth and courage. A great order of paladins known as the Justicars are sworn to her service.
Muir expects self-sacrifice, humility and charity as well as answerving loyalty. Her standards are extreme and she quickly turns her back on any who fail to live up to them. Those who maintain her standards, however, may become Justicars, a prestige class of paladins
imbued with even greater holiness.
Her symbol is a blood red uplifted sword on a white background, symbolizing her endless fight against evil. Her worshipers must be
lawful good, and only clerics of Muir may ordain Justicars.
The falcon is her sacred animal. She is the tireless foe of all evil creatures and undead, demons and devils in particular are her sworn enemy.

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Note, God of the Harp
Alignment: Neutral Good
Domains: Good, Travel, Luck, Protection
Symbol: A tiny amulet carved in the shape of a harp
Garb: Travelers Clothes
Favored Weapons: Dart
Form of Worship and Holidays: Note is worshipped in association with his companion, Oghma.
Typical Worshippers: Halfling, gnome and dwarven bards.

Note, God of the Harp, is a diminutive deity who serves as the bodyguard and herald of Oghma. Frequently he appears in the guise of a magical talking harp, while at other times he appears as a handsome
halfling or gnome clad in traveling clothes. Note frequently serves
as a comedic foil in Saga’s but also has a serious side, especially when it comes to defending Oghma or the world’s halflings, gnomes and
dwarves.

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Oghma, God of Song and Bards
Alignment: Neutral Good
Domains: Creation, Good, Travel, Knowledge
Symbol: Harp
Garb: Priests of Oghma dress in performer’s garb.
Favored Weapons: Longsword, Sling
Form of Worship and Holidays: Musical concerts and public performances
before audiences. New Year’s Eve, Midsummer, Midwinter.
Typical Worshippers: Musicians, composers, dancers and poets, humans, elves, halflings.

Oghma, the God of Song and Bards is an ancient deity, credited with shaping the first sounds into song, recording of the earliest sagas of gods and mortals, and giving dance and music to mortals. Oghma appears
to his followers in the guise of a handsome traveling minstrel, bearing a finely-crafted harp (a demigod in its own right known as Note) and attended by a beautiful flute player, his handmaiden, Dame Torren of the Four Winds. Oghma frequently finds himself at odds with
Moccavallo and Sefagreth, both of whom compete with him for followers. Oghma seldom enters battle, except to defend himself with his mighty singing and dancing longsword Tune, preferring to pelt foes with thathlen balls hurled from the sling Harmony.

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Orcus, Demon Demon-Lord of the Undead
Alignment: Chaotic Evil
Domains: Chaos, Evil, Death, Destruction
Symbol: Wand of Orcus
Garb: Black cowl and robe ensemble
Favored Weapons: Ornamental Heavy Mace (spiked or skull-tipped)
Form of Worship and Holidays: Day of the Dead (Late Fall), Nights of blood red and horned moons. Worship usually involves grave robbery and the animation and conscription of the newly dead to the forces of evil.
Typical Worshippers: Monsters, Undead and Evil Humanoids

Orcus is a demon prince with — surprisingly enough — many human worshipers. He has a strange fascination with humans and their desire for power, possibly because it is this very flaw that causes them
so frequently to seek that which he controls: power over death. Orcus is the lord of all undead and he resides in the Abyss in his Palace of Bones surrounded by a legion of vampires and liches. Evil, ruination
and wanton destruction are his only goals. He is most often depicted as a bloated ram-headed, bat-winged monstrosity with cloven-hoofed goat legs. He wields the “Wand of Orcus,” a legendary skull-tipped obsidian rod that is rumored to slay any living thing it touches.
Though mostly worshiped by the monstrous races, the ranks of Orcus’ human worshipers are swelling, as Orcus grants his followers power in large, liberal doses. It is not uncommon for Orcus to give relatively low-level priests command of vast numbers of undead to do his bidding.
His symbol is either a demonic ram-headed skull (the most common), a representation of himself seated on his throne, or a depiction of his skull-tipped wand. His priests favor heavy, dark hooded robes and ornamental maces stylized to represent his skull-tipped wand.

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Sefagreth, God of Commerce, Trade, Cities
Alignment: Neutral
Domains: Luck, Travel, Diplomacy, Trickery
Symbol: Compass rose
Garb: Elaborate robes of blue, a color often associated with diplomats.
Favored Weapons: Rapier
Form of Worship and Holidays: The founding days of cities are considered holy days to Sefagreth, regardless of when they occur.
Typical Worshippers: Aristocrats, merchants, seafarers and caravan masters.

Sefagreth is a handsome deity popular among aristocrats, diplomats, tradesmen and courtiers. The father of cities and founder of trade, Sephagreth is a deity whose primary concern is the creation and maintenance of wealth and good relations between cities. Sefagreth is
therefore considered a neutral party who aids in disputes among the gods, and counts diplomats among his followers.
He disdains combat, preferring to use argument and rhetoric, and allowing others to do the fighting.

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Set, God of Evil and the Night
Alignment: Lawful Evil
Domains: Law, Evil, Knowledge, Death
Symbol: Black Ankh of Set
Garb: Kilt, sandals and ceremonial head-dress(beast mask), Black Ankh of Set.
Favored Weapons: Cobra staff, Spear of Darkness, poisoned weapons
Typical Worshippers: Evil power-seeking humanoids, evil monks, assassins

Set is a greater god, worshipped on many planes in many forms. He most often appears as a scaled humanoid with the head of a jackal. He is utterly dedicated to the orderly spread of evil and oppression.
His symbol is the coiled cobra, though any snake can be used to represent his power. His temples are filled with enormous serpents, always poisonous. His skin is poisonous to the touch. Organized groups of assassins are known to be dedicated to his worship. His priests
carry staves worked on one end into the head of a cobra. The cobra head is normally tipped with steel fangs coated with poison. His clerics also often carry a stylized black spear, representing the Spear of Darkness he carries. Many of his worshipers tattoo themselves
with serpents or cobras. Set makes his home in the Nine Hells.

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Thursis, God of Battle
Alignment: Neutral Evil
Domains: War, Death, Destruction, Evil, Magic
Symbol: Four envenomed arrows arranged in an “X”
Garb: Armor anointed in the blood of enemies.
Favored Weapons: Composite Longbow, Battleaxe
Form of Worship and Holidays: Beheading of prisoners upon the eve of battle and the ceremonial cremation of the fallen afterwards. Thursis’ most holy day falls in early June, the traditional start of the military campaign season.
Typical Worshippers: Warriors, mercenaries and warlords.

Thursis as a powerfully-built red haired man driving an iron chariot drawn by a team of four fiendish warhorses. His chariot glows with hellfire and is adorned with the animated heads of his fallen enemies which moan incessantly. Thursis wear spiked plate armor of archaic design which glows a sickly green. His cursed arrows are said to afflict his enemies with a variety of infections and demonic fevers which render them unable to defend themselves. Thursis is not so much
worshipped as respected and feared, for he has been known to abandon faithless followers in the midst of battle, even going so far as to aid their enemies.

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Thyr, God of Law and Justice
Alignment: Lawful Good
Domains: Good, Healing, Law, Knowledge, Protection
Symbol: Silver cross on a white field
Garb: White robes trimmed with silver, purple or gold — the colors of kingship
Favored Weapons: Light or Heavy Mace
Form of Worship and Holidays: Last day of every month, on the last holy day of every year is set-aside for non-royalty to have their grievances heard.
Typical Worshippers: Humans, Royalty

Thyr is the god of wise and just rule. He is normally depicted as a wizened king seated on a great throne holding a rod of kingship in one hand and a chalice of peace in the other. His principles are justice, order and peace.
He represents proper and traditional rule and as such was once worshiped (at least in name) by all human royalty. He is the embodiment of the enlightened human caste system where each person has a fairly-determined role in a lawful society intended to create the greatest good for the greatest number. His symbol is a silver cross on
a white field, symbolizing the upturned cross-haft of his sister’s sword, which he thrust into the earth to end the gods’ war. Upon seeing the blood of so many gods shed, Thyr foreswore the use of swords and his priests, for this reason, may not use bladed weapons. Many favor reinforced rods, similar to light maces, modeled after Thyr’s own rod of kingship. The noble eagle and lion are his sacred creatures.

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Tsathogga, Demon Frog God
Alignment: Chaotic Evil
Domains: Chaos, Evil, Water, Destruction
Symbol: Likeness of the Frog God, Carved in Soapstone
Garb: Green and violet robes, if any.
Favored Weapons: Any that slash, cut and are wickedly curved, as well as ropes or nets
Form of Worship and Holidays: Too gruesome and perverse to describe even by Necromancer Games Standards
Typical Worshippers: Aberrations, Tsathar, Sentient Frogs, Evil Water Monsters, The Violet Brotherhood

This foul frog-demon cares less about the machinations of men and power than he does about obliterating light and life with slow, oozing sickness and decay. He is the viscous dark evil bubbling up from beneath the surface; the foul corruption at the heart of the earth. Making his home on the plane of Tarterus at the mouth of the vast
swamp of filth deposited by the river Styx as it flows out of the Abyss, Tsathogga’s main form is of a colossally bloated humanoid frog with spindly, elongated limbs and fingers. His corpulent body exudes all manner of foul humors and fluids, which leak into the vile swamp
in which he lies. He has positioned himself so that all of the slime and filth from the river Styx feeds into his gaping, toothy maw. He never moves and rarely speaks other than to emit an unintelligible shrieking.
Tsathogga commands a host of evil creatures—notably evil aberrations and his own vile frog race, the tsathar. Thousands of fawning tsathar servants continuously bathe his body in fetid slime from the evil
swamp, awaiting the divine bliss of being randomly devoured by him. His
hatred of light and lack of human worshipers (though there are a few notable exceptions) mean that he is little known to surface races. He has few organized centers of worship and no standardized holy symbol — each worshiper choosing its own way to best depict his deific vileness. Occasionally, tsathar priests of Tsathogga on this plane sculpt a small likeness of him out of foul chunks of solid waste from Styx that harden into a vile green substance similar to soapstone when takenfrom that plane. Such items are prized as holy relics.

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Tykee, Goddess of Luck and Good Fortune
Alignment: Chaotic Good
Domains: Good, Luck
Symbol: A Wheel of Fortune
Garb: Golden robes and courtiers attire, symbolizing good fortune and success.
Favored Weapons: Whip
Form of Worship and Holidays: Gamblers call upon Tykee constantly, and any day when someone wins big is considered a holy day for this goddess. Her worshippers make sure to donate a portion of all winnings to the Church of Tykee.
Typical Worshippers: Gamblers, rogues, bards, and all those who live risky lives revere this deity.

Lady Luck wears many guises. She embodies good fortune, and is praised during winning streaks and big wagers. She is also appealed to by losing gamblers, in the hope that she will eventually favor them. Other strokes of good fortune such as good harvests, unexpected pregnancies, financial windfalls and similar events are also sacred events to Tykee and her followers. Her temples are usually quite prosperous, as especially lucky gamblers often give part of their winnings to the goddess.

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Vanitthu, God of the Steadfast Guard
Alignment: Lawful Neutral
Domains: Law, Protection, War, Healing
Symbol: A gray shield emblazoned with a stylized black fortress tower
Garb: A gray tabard with a black tower sigil
Favored Weapons: Spear
Form of Worship and Holidays: Prayers are often said to Vanitthu at the start of sieges or by guardsmen prior to heading out on the beat.
Typical Worshippers: Barristers, judges, guards, professional soldiers, military officers and nobles.

Some claim that Vanitthu is the son of the great god Anumon; others go so far as to say that Vanitthu is yet another aspect of the great god (this schism has caused considerable conflict within the faith). In either case, Vanitthu is the embodiment of martial perfection, law, the strength of the state, and the punishment of the guilty. A grim and resolute deity, Vanitthu is always shown bearing a spear made of
lightning, and a polished mithril shield. He often appears to his followers on the field of battle, especially to those engaged in or defending against sieges.

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Zadastha, Goddess of Love
Alignment: Neutral Good
Domains: Good, Diplomacy, Healing
Symbol: A wreath of pink and red roses
Garb: Gowns and courtiers’ outfits
Favored Weapons: Longbow
Form of Worship and Holidays: The expression of love in all its forms is considered one of the most faithful things that worshippers can do; many of Zadastha’s followers tend to be overly exuberant in their declarations, often to the embarrassment of their would-be lovers. The faith’s most holy time is Lovers’ Day, the first bloom of early spring.
Typical Worshippers: Poets, romantic authors, chivalrous knights, bards who perform songs of love and hopeless romantics of all stripes. This faith is particularly popular among lovelorn students and teenagers.

Zadastha the Beautiful is the goddess of true love. Her gaze is said to bring forth love even in the cruelest of hearts and her perfume to cause lustful thoughts to fill the mind of any being.


Justicar Prestige Class

Justicar of Muir
A Justicar of Muir is the living embodiment of the first and most important of the triune virtues of Muir — Truth. As an embodiment of truth, and in keeping with the strictness of Muir, a Justicar of Muir must follow an extremely strict moral code beyond that required of a common paladin. The benefit of this purity and stricture is awe-inspiring — eventually allowing the Justicar of Muir to become an avatar of Muir herself.

Role: Justicars of Muir are the elite paladins in the worship of Muir. While there may be many paladins of Muir, there can never be more than 13 Justicars of Muir alive at any one time.
The leader of the Justicars of Muir is known as the Grandmaster.
The grandmaster must be a Justicar of at least 8th level.
Because the worship of Muir has waned substantially, it would be appropriate if there were no current Justicars in your game world and no priests of the necessary level to ordain a Justicar — thus requiring the PCs to find Flail’s spirit or free
Abysthor to locate a priest capable of ordaining a Justicar

Alignment: Lawful good.
Hit Die: d10.
Requirements
To qualify to become a Justicar of Muir, a character must fulfill all of the following criteria.

Class: A Justicar must have at least 3 paladin levels and may not be a ex-paladin. In addition, the PC must have taken his last level as a paladin prior to becoming a Justicar. Thus a person who takes 3 levels of paladin and then 7 levels of cleric cannot be a Justicar, though a person who has taken 7 levels of cleric and then 3 levels of paladin could be a Justicar.

Deity: Muir.

Skills: Knowledge (religion) 8 ranks, Sense Motive 2 ranks,
Diplomacy 2 ranks.

Quest: A Justicar-to-be must complete an arduous quest of
some significance to Muir to demonstrate his worth to Muir before he may be ordained (see below).

Ordination: This is the most difficult of the requirements to become a Justicar. A Justicar of Muir must be ordained by a person with the power to ordain Justicars. This power is only held by clerics of Muir of 13th level or higher and clerics of Thyr of 16th level or higher. Once the Justicar-to-be proves himself worthy by a quest (see above), the ordaining priest must cast bless, zone of truth, prayer, discern lies, mark of justice, righteous might, and holy word upon the Justicar-to be.
This ordination ritual also requires the presence of a holy relic of Muir, such as the Stone of Tircople, the Holy Sword of Karith, or the Sword of Gerrant. Ordination should be a difficult and arduous process. A PC should not be allowed to become a Justicar of Muir simply because he meets the other prerequisites.

Class Limitations
Justicars must follow a strict and rather unforgiving moral code. Failure to follow these rules may result in the PC becoming a ex-Justicar.

Alignment: A Justicar must be lawful good.

In addition to the strictures placed on a paladin, a Justicar must live by the following additional limitations:

Reject Cohorts and Henchmen: A Justicar may never gain followers, cohorts, henchmen, or hirelings. If, at the time of becoming a Justicar, the character has followers, cohorts, henchmen, or hirelings, he must renounce them and free them of their bonds of fealty or obligation. In addition, a Justicar may not hire men-at-arms. A Justicar may retain his special mount, if gained while a paladin. Once slain, however, a Justicar may not call a new mount. The only exception to this limitation is that a Justicar may retain his falcon familiar (see below) as long as he remains a Justicar. Willful disobe-dience of this principle results in the character becoming an
ex-Justicar. Unintentional disobedience (accidentally obtaining a cohort because the cohort was enchanted to follow you, for example) requires atonement and the Justicar must break the enchantment and rid himself of the cohort as quickly as possible. A simple offer by a prospective follower or cohort to follow you, if rejected, does not constitute disobedience. This requirement does not prevent a Justicar from traveling with companions.

Reject Property: A Justicar may not own real property — land, buildings or other holdings, nor may he circumvent this by having agents or friends hold such property in his name. Willful disobedience of this principle results in the character becoming an ex-Justicar. Unintentional disobedience (inherited land, for example) requires atonement. A gift of land, if rejected, does not constitute disobedience.

Reject Wealth: A Justicar may not possess more material wealth than is required to feed, clothe, and house his person in a modest fashion (usually no more than 100 gp). Willful disobedience of this principle results in the character becoming an ex-Justicar. Unintentional disobedience (inheriting wealth, for example) requires atonement. A gift of money or wealth, if rejected, does not constitute disobedience.

Reject Material Property and Magic: A Justicar may not carry more than his arms and armor, a pack with simple equipment, equipment for his mount, simple religious items, and simple clothes. He may not possess ornamental items. He may not possess magic items other than his arms and armor. He may, however, carry and use potions and scrolls created
by priests of Thyr and Muir. Aside from arms and armor, all a Justicar need possess is faith in Muir. Willful disobedience of this principle results in the character becoming an ex-Justicar. Unintentional disobedience requires atonement. Having a barred item hidden on you by an enemy, if unwanted, does not constitute disobedience if the Justicar immediately rejects the item once discovered.

Reject Disguise: As an embodiment of Truth, a Justicar may not thwart truth, regardless how noble the goal. Though he may tolerate it in others, a Justicar will not willingly disguise himself, accept magic intended to conceal or disguise his person or qualities, nor may he use protective magic based on disguise or hidden appearance. He will counsel against his companions using such tactics, though he will not split with persons who are otherwise good-aligned as a result of their use of such tactics. The Justicar simply will not take part in them. Willful disobedience of this principle results in the character becoming an ex-Justicar. Unintentional disobedience (having a disguising spell cast upon you by a friend against your will) requires atonement. Having a disguise or concealment spell cast upon you by an enemy, if unwanted, does not constitute disobedience if the Justicar immediately seeks to undo the disguise.

Reject Falsehood: A Justicar may not lie, regardless of how noble the goal. Lying means active deception. Standing silent or failing to answer a question is not lying. However, if a Justicar fails to answer a question because of an intent to deceive, he must do atonement. Willful disobedience of this principle results in the character becoming an ex-Justicar. Unintentional disobedience (being magically compelled or otherwise forced to lie against your will, for example) requires atonement. Because a Justicar embodies Truth, the GM is encouraged to demand the strictest compliance to this principle.

Ex-Justicars: If a Justicar violates any of the strictures above,
he becomes an ex-Justicar. He loses all Justicar spells and class features (including the service of the Justicar’s falcon familiar, but not weapon, armor, and shield proficiencies). He may not progress any further in levels as a Justicar, nor can he ever regain his status as a Justicar. Muir is a strict and demanding goddess.

Torment: The above rules allow evil NPCs (or characters) to torment Justicars — attempting to give them wealth, magically disguising them against their will, etc. An evil creature can never cause a Justicar to become an ex-Justicar by such torment unless the Justicar willingly joins or fails to reject the evil character. At worst, such actions may require the Justicar to do atonement. Note that in the case of such torment, a Justicar is free to attempt to slay the tormenting evil NPC prior to attempting to undo the source of the torment (breaking the spell on a charmed cohort, dismissing the obscuring mist
spell placed upon him, giving away treasure, etc.). The only exception is lying. If a Justicar willfully lies, even to an evil opponent, he becomes an ex-Justicar.

Class Skills
The Justicar’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int). The following skills are prohibited to the Justicar:
Bluff, Disguise, Intimidate, Sleight of Hand, and Stealth.

Skill Ranks per level: 2 + Int modifier.

Class Features
All of the following are class features of the Justicar of Muir
prestige class.

Weapon and Armor Proficiency: Justicar’s gain proficiency in the bastard sword as an exotic weapon per the feat Exotic Weapon Proficiency (bastard sword).

Spells per Day: When a Justicar of Muir level is gained, the character gains new spells per day as if he had also gained a level in any one spellcasting class he belonged to before he added the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous caster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Justicar, he must decide to which class he adds the new spell level for purposes of determining spells per day.

Resist Illusions (Su): A Justicar gains a +4 divine bonus on Will saves against illusion magic. In addition, Justicars are allowed to save to disbelieve illusions without having to interact with the illusion, even if that is normally required to disbelieve the illusion.

Zone of Truth (Sp): Once per day for every three Justicar levels, a Justicar can cast the spell zone of truth as a spell-like ability. The ability functions as if cast by a caster of a level equal to the Justicar’s total character level.

Enemy of Evil (Su): A Justicar gains a +2 divine bonus to attack and damage rolls against evil-aligned undead and outsiders.

Celestial Companion (Su): A Justicar gains a celestial falcon — the holy animal of Muir — as a companion per the druid animal companion rules (see “Druid” in Chapter 3 of the Pathfinder Roleplaying Game).
Starting Statistics: Size Small; Speed 10 ft., fly 80 ft. (average);
AC +1 natural armor; Attack bite (1d4), 2 talons (1d4);
Ability Scores Str 10, Dex 17, Con 12, Int 2, Wis 14,
Cha 10; Special Attacks smite evil 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against evil foes; smite persists until the target is dead or the celestial falcon rests); Special Qualities darkvision 60 ft., low-light vision, DR and energy resistance per Pathfinder Roleplaying Game Bestiary “Celestial Creature”, SR equal to class level +5

4th-Level Advancement: Ability Scores Str +2, Con +2.

Discern Lies (Su): At 2nd level, a Justicar can discern lies as the spell once per day and an additional time per day for every 3 Justicar levels thereafter (2 at 5th, 3 at 8th). The ability functions as if cast by a caster of a level equal to the Justicar’s total character level.

Shield of Truth (Su): Beginning at 3rd level, a Justicar can invoke Muir’s shield of truth once per day. Invoking this ability either enhances the Justicar’s current shield or temporarily creates a supernatural shield for the Justicar to use. The shield has the following abilities: +2 divine truth bonus (if the shield is created, this is the only armor benefit it provides) and becomes a blinding shield (see the “Magic Items” section in Chapter 15 of the Pathfinder Roleplaying Game), except the blinding effect only affects evil creatures. In addition, the shield radiates the effects of a prayer spell for its duration.
This ability lasts for 30 minutes. Shield of truth cannot be used in combination with either sword of courage or armor of honor until the Justicar gains the avatar ability.

Mark of Justice (Su): Beginning at 4th level, the Justicar gains the ability to pass holy judgment on others once per day and place a mark of justice on persons so judged as the spell (but as a standard action). The ability functions as if cast by a caster of a level equal to the Justicar’s total character level.

Immunity to Illusions (Su): Beginning at 5th level, a Justicar is immune to all illusions. A Justicar notes the presence of illusions
but recognizes them for what they are and disbelieves them immediately and automatically.

Sword of Courage (Su): Beginning at 6th level, a Justicar can invoke Muir’s sword of courage once per day. Invoking this ability either enhances the Justicar’s current sword or temporarily creates a supernatural magical bastard sword for the Justicar to use. The sword gains a +2 divine courage bonus to attack and damage rolls. The sword also becomes a holy weapon (see the “Magic Items” section in Chapter 15 of the Pathfinder Roleplaying Game) for its duration. In addition, the sword radiates remove fear in a 30-foot radius for its duration
(caster level equal to the Justicar’s total character level). The ability lasts for 30 minutes. Sword of courage cannot be used in combination with either shield of truth or armor of honor until the Justicar gains the avatar ability.

Scourge of Evil (Su): At 6th level, a Justicar gains an additional +1 divine bonus to attack and damage rolls and double the normal critical threat range against all evil-aligned creatures (of all types). This ability stacks with the enemy of evil ability and the Improved Critical feat or keen weapon quality if the Justicar has these as well.

True Seeing (Su): Beginning at 7th level, a Justicar can use true seeing as the spell once per day. The ability functions as if cast by a caster of a level equal to the Justicar’s total character level.

Armor of Honor (Su): Beginning at 8th level, a Justicar can invoke Muir’s armor of honor once per day. Invoking this ability either enhances the Justicar’s current armor or temporarily creates a suit of magical chainmail around the Justicar. The armor gains a +2 divine honor bonus to AC. The armor also has the qualities of moderate fortification, invulnerability, and spell resistance (15) (see the “Magic Items” section in Chapter 15 of the Pathfinder Roleplaying Game) for its duration. This ability lasts for 30 minutes. Armor of honor cannot be used in combination with either shield of truth or sword of courage until the Justicar gains the avatar ability.

Holy Word (Su): Beginning at 9th level, a Justicar can speak a holy word as the spell once per day. The ability functions as if cast by a caster of a level equal to the Justicar’s total character level.

Avatar (Su): At 10th level, a Justicar can use shield of truth, sword of courage, and armor of honor at the same time up to once per week. When all three powers are invoked at the same time it seems as if a spectral figure of Muir herself overlaps the body of the Justicar and mimics his every movement. In combat against evil creatures the figure of Muir becomes even more apparent. In addition to allowing all three powers to operate in unison, when a Justicar becomes an Avatar of Muir
he is treated as if under the effects of a greater heroism spell (caster level equal to the Justicar’s total character level) for the duration of the ability. The avatar ability lasts only so long as all three abilities — shield of truth, sword of courage, and armor of honor — are in effect at the same time.

Demon-bane (Su): At 10th level, a Justicar becomes an evilkilling machine. His critical threat range is doubled against evil undead and outsiders. This ability stacks with both the scourge of evil ability (see above) and the Improved Critical feat or keen weapon quality if the Justicar has these as well


The surrounding lands are best described as follows.

Many miles to the East lies the Great Sea. The port city of Reme can be found here. Several miles to the South of Reme, along the Sea Coast Road lies the Forest of Hope. Rappan Athuk, a dungeon of legend, can be dound in the low hills, East of the Forest.

Traveling further inland, towards the West along a well traveled route called the Tradeway, you eventually come to the Forest Kingdoms. These verdant lands are teh realm of the elves and are jealosly patroled to keep fell creatures and evil doers from entering their borders.

The Tradeway carries on across the land , eventually reaching other towns on the coat of the Inland Sea.

But before then, it encounters two other settlements. The first of these is the city of Bards Gate. Established many years ago as a bard’s outpost and way station for travelers between the inner Forest Kingdoms and the port city of Reme, Bard’s Gate has grown into an important crossroads for trade and travel. The city’s banner depicts a silver lyre above a stone gatehouse on a green field. Bard’s Gate is currently an independent city, allied to the nearby Grand Duchy for mutual defense and prosperity. The Grand Duke’s troops help defend the city against the evil creatures from the Stoneheart Mountains to the north. A liberal and tolerant city, Bard’s Gate welcomes all races.

Because of its strategic position on the only easily-bridged area on the Stoneheart River, the city developed quickly. In addition to being a way station and trade center, Bard’s Gate quickly became a meeting place for wandering bards, skalds and other performers. To the south, the Stoneheart River becomes impassible due to a series of sheer falls. As a result of this, the central island of Bard’s Gate became an important port for barge traffic, from which goods were transported
overland to Reme. Thus, the western side of the town developed first, with the central island used as a defensive and governmental center.
With the rise of an imperial power to the south, merchants from the forest kingdoms began to avoid shipping goods by river and traveled overland along the merchant’s road to Bard’s Gate and on to Reme, bringing still more prosperity to the growing city.
The guild system developed due to the high volume of trade passing through the city. To this day, Bard’s Gate — especially in its outlying districts — retains a rough and almost frontier feel.

The northern wall of Bard’s Gate looks out over a vast river valley disappearing into purple hills in the hazy distance. The mighty gates fixed in that wall rarely open anymore. On the few occasions when the north gates do open to allow entrance to the occasional merchant caravan or especially daring traveler, they reveal a wide road, paved with great stone flags forming a smooth and level traveling surface striking due north for the hills. However, closer inspection reveals the signs of a lack of maintenance, and after a few miles the road deteriorates into little more than a wide dirt track, overgrown with
weeds and with only the occasional stone paver visible in the hard soil. It obviously sees little travel and even less care.
Few stand atop Bard’s Gate’s north wall and gaze out upon that hazy vista or care to think about what lies beyond those distant highlands. Fewer still are brave or foolish enough to make the journey in that direction. Bard’s Gate relies on its commerce from other roads in other directions and pays no mind to the north, for to the north, beyond the village of Taverlan and the distant purple hills and across many leagues, lies the reminder of one of the most tragic moments in the history of the civilized kingdoms. To those who even care to remember, the north gate leads only to bad memories or mournful legend. To the rest it leads to where only madmen would dare to go—the ruined city of Tsar and the great Desolation that surrounds it.

Further West along the Tradeway is the small village of Fairhill. North of Fairhill are the beginning of the low hills that eventually rise up into the Stoneheart Mountains. Several smaller villages dot the land including the village of Crimmor.


BACKGROUND

In ages past, two vast temples to Thyr and Muir were erected in Bard’s Gate at the founding of that great city that still stand today. The priestly followers of these noble gods erected smaller duplicates of the twin temples in a small secluded valley to the north of the city, adjacent to a lake of crystalline clarity. This valley became known as the Valley of the Shrines. In the nearby hills they also carved burial halls to house their fallen heroes and worshipers. For years the worship of Thyr and Muir thrived, producing heroes and paladins of legend, some of whom are entombed in the burial halls.
But new gods came, replacing the older gods. And the worship of Thyr and Muir— both demanding deities—waned in favor of the more liberal gods of song, craft and commerce. Unable to maintain both the twin temples in Bard’s Gate and the complex in the Valley of the Shrines, the priests of Thyr and Muir sealed the northern shrines in the valley and returned their worship to the temples in the city. Abandoned, the burial halls still remained sacred places and small groups of pilgrims continued to make treks to the sealed temples to pay respect to their fallen predecessors and to peer into the crystalline lake.

As the years passed and the worship of Thyr and Muir declined further, the shrines in the northern valley fell further to disuse and ruin. Only a handful of devoted priests, led by the high-priest Abysthor, were left to continue the elaborate rituals of their gods. Even the great twin temples in Bard’s Gate began to deteriorate. Despite Abysthor’s devotion, his temple and the worship of his gods waned. In his final years, Abysthor spent many hours in the main temple in Bard’s Gate in commune with his deity.
Declaring he had received a great vision, he traveled alone—aged and infirm—to the Valley of the Shrines claiming he would return soon and that the glory of Thyr and Muir would be restored. Abysthor never returned. Some said he had gone there to die and that he had done so alone because no other priest could cast the spells necessary to consecrate him properly. Many groups of priests followed after him, though none could brave the corruption that had infested the burial halls since they had been abandoned.

It has been some 20 years since Abysthor disappeared. Only a handful of lesser priests remain in the temples in Bard’s Gate, their cavernous temples falling to ruin, empty of worshipers.

Thyr and Muir

Some familiarity with these twin deities will be helpful for you as player characters as you descend into the Burial Halls.

Thyr: Thyr is the god of wise and just rule. He is normally depicted as a wizened king seated on a great throne holding a rod of kingship in one hand and a chalice of peace in the other hand. His principles are Justice, Order and Peace. He represents proper and traditional rule and as such was once worshiped (at least with lip service) by all human royalty. He is the embodiment of the enlightened human caste system where each person fairly has their place in a lawfully ordered society aimed at the good of all people. His priests wear white robes trimmed with silver, purple or gold, the colors of kingship. His symbol is a silver cross on a white field, symbolizing the upturned cross-haft of his sister’s sword, which he thrust into the earth to end the god’s war. Upon seeing the blood of so many gods shed, Thyr foreswore the use of swords and his priests, for this reason, may not use bladed weapons. Many favor reinforced rods, similar to light maces, modeled after Thyr’s own rod of kingship. The noble eagle and lion are his sacred creatures.

Deity: Thyr, God of Law and Justice
Alignment: Lawful Good
Domains: Law, Good, Healing, Knowledge, Protection
Typical Worshipers: Humans, Royalty
Favored Weapons: Light Mace

Muir: Muir is the sister of Thyr. Thyr represents Law and Peace, she represents the martial valor necessary to make peace a reality. As such, she is the goddess of paladins. She is often depicted as a dark-tressed maiden warrior in shining mail with an upraised (often bloodstained) sword. She is noble and single-minded of purpose.
The tenets of her worship include Honor, Truth and Courage. A great order of paladins, known as the Justicars, are sworn to her service. She expects self-sacrifice, humility and charity as well as unswerving loyalty. Her standards are extreme and she quickly turns her back on any who fail to live up to them. Those who maintain her standards, however, may become Justicars—a prestige class of paladins dedicated to truth and imbued with even greater holiness. Her symbol is a blood-red sword on a white background, symbolizing her endless fight against evil. Her worshipers must be lawful good, and only clerics of Muir may ordain Justicars. The falcon her sacred animal. She is the tireless foe of all evil creatures and undead, demons and devils in particular are her sworn enemy.

Deity: Muir, Goddess of Virtue and Paladinhood
Alignment: Lawful Good
Domains: Law, Good, Protection, War
Typical Worshipers: Humans, Paladins
Favored Weapons: Longsword or Bastardsword

A bit more background on the temples of Thyr and Muir in Bards Gate from whence you have been sent.

The Exalted Temple of Thyr the Lawgiver is a smaller replica of the faith’s original basilica in the valley to the north. High priest Bofred the Just leads the faith’s survivors — a mere eight priests and
21 neophytes.
Inside the temple, rows of wooden benches face the high alter of Thyr. Tall stained glass windows line the walls behind a regal statue of the deity, a stern warrior armed with a mighty sword.
Bofred is a dedicated paladin, named for the famous priest Bofred who disappeared in the caverns beneath Rappan Athuk years ago. The destruction of his main temple still rankles, and Bofred is determined one day to lead a crusade to liberate and rebuild the old basilica. To this end, Bofred has joined with Barahil the Faithful, a knight of
Muir and Barahil’s 12 brother knights to form the Order of the Sword of Retribution, a union of Paladins, lawful good clerics and fighters
who one day hope to return the faith of Thyr to the north.

As a dedicated paladin of Thyr, Bofred is a stern and unyielding man who preaches loudly against evil and corruption. His oratorical style is not terribly popular in Bard’s Gate, where the population is a bit
more urbane and less interested in the eternal struggle between good and evil, and the congregation at the temple remains relatively small.

He often recruits goodaligned parties to help him in his quest — scouting northern territories, seeking out prominent enemies of the temple, retrieving lost treasures or artifacts.

His uncompromising struggle against evil has earned him many enemies, but Bofred relies on his faith to keep him safe.

Officially called the Shrine of the Uplifted Sword, the temple of Muir is tended by a small group of paladins and clerics under the leadership of Barahil the Faithful. The priests and paladins do good and aid the weak throughout Bard’s Gate and beyond, and have joined with Bofred the Just to form an alliance of lawful good warriors, intent on liberating the north from the forces of evil.


I will post the background for the adventure here again. When you are ready just post on here. Should be up and running early next week with this adventure.


I am going to open a new chat thread on the discussion board called "Return to Abysthor".


Thanks to all who posted. I am going to select Ragar for this. I will open a new discussion thread later and post a bit of background for Ragars viewing. All I ask is thhat you remove the traits as I am not allowing these.