![]()
Search Posts
![]()
![]() The day dawns. Somewhere. It is not visible here, in a dungeon cell buried deep in the stony womb that is Hive, adrift on the silver lake like a particularly ugly lilypad.
You see and hear the rats, walking freely through the corridor outside the cell. They're wearing particularly fine waistcoats today. One grey-whisker has set up a little chair and table and is alternately watching you and reading a rat-sized paper while he sips tea. In other words, it's a perfectly normal day... ![]()
![]() I've been away for over a year now; I felt pretty burned out with gaming.
Welcome to: Debt to Society.
Something brought you here, some great failure or disappointment. It brought you low, to the point that you spent your last few coins on cheap hooch in the city's disreputable dive bars. And now, you are here. About to be tried and sentenced, about to start repaying your debt to society. The name of the city is Hive.
If the world has a name, it was forgotten long ago. Now, it is simply the world. The world has changed since the days of your distant ancestors; it has grown strange, more cruel.
Character creation:
System: Pathfinder 1E. Starter level: 2. Abilities: Point buy, 20 points. Species: Any in the Advanced Race Guide. HP: Max for 1st level. For all following levels, half maximum value of hit dice + 1. Source books: Core rulebook, Advanced player's guide, Ultimate magic, Ultimate combat, Advanced race guide, Advanced class guide, Advanced intrigue, Occult adventures. Traits: choose two from the traits in the Advanced player's guide. Special: * You get 2 background skill ranks per level. NO other unchained rules, period. * You get maximum gold at 1st level, but any money you don't invest in gear is lost when the adventure begins. Spend as much on gear as you can! Background: Give me at least three paragraphs of background, including a reason as to why your character has hit rock bottom.
pantheon:
Once, there were many gods, or so say the historians. Now, only these three remain. Cha-chukai
Cha-chukai is the goddess of chaos. She both creates the universe and erodes it into destruction, without any rhyme or reason.
Appearance: A winged woman without a face. Her simple dress, skin, hair and wings are all bone-white. Sacred colour: White Realm: Cha-chukai is said to lair at the very lowest level of Limbo, where chaos crystallizes into serenity. Er-chukai
Er-chukai is the world's mother goddess. She is the earth; she is the oceans. She is the mother of all plants and animals; she is their mortal enemy. What she creates, she inevitably devours, returning the building blocks of life to her womb through death, so she can build anew.
Appearance: When Er-chukai deigns to appear, she takes the form of titanic earth elementals, walking mountains garbed in forests. She is surrounded by swarms of flying creatures, ranging from robins to rocs, but pays neither them nor the cities she crushes under her heel any heed. Sacred colour: Green Realm: Er-chukai's home lies in the depths of the Elemental Plane of Earth. Kalai
Kalai the Mad is the great deceiver. He filled the minds of mortals with dreams and ambition, he convinced his followers that there are rules and purpose to existence, and that they need only seek them out. It was Kalai who brought mortals writing, so they might pass on knowledge. It was Kalai who taught mortals how to take the treasures of the other gods and bend them to their own purpose. If there is merit in civilization and thought, it is owed to Kalai. If there is sorrow because of those things, it must be blamed on Kalai.
Appearance: When Kalai manifests, he appears as a short, gnome-like creature. He is hairless, faceless and virtually sexless in form, his flesh the inky black of the space between the stars. Sacred colour: Black. Realm: It is said that Kalai lives in the World of Dreams, but he may also be at home in the Plane of Shadow. No one is entirely certain.
Ideally, I'm looking for players who don't mind a slow pace.
![]()
![]() Hello, After a considerable hiatus, I am looking to resurrect my campaign, set in the Middle Nations. You can find the original recruitment thread HERE. As I'm restarting the game, I thought I might recruit one more player to join my band of heroes, off to re-open an adventurers' guildhouse, off in the farmland.
![]()
![]() The seven moons are still pale shadows in the sky when you make your way down to the docks district of La Grande, grand capitol (Ha!) of the Middle Nations.
Still, you head on down to the docks, keeping an eye out for footpads. It's an ungodly hour to be outside, but you pretty much have to be. The Guildmaster was very definite about you getting to the docks at the crack of dawn, so he can send you down the Wazoo, and on to your very important (Double hah!) job in the tiny village of Rameii. (He may have mentioned that if you weren't there to be sent down the river at the crack of dawn, he'd crack your skull and throw you into the river, instead.)
The docks district is already in full swing in spite of the early hour. River-boats are being unloaded and re-loaded. Sailors and porters are bustling about. City officials with serious clipboards are shouting orders. Freshly-unloaded cattle from the farm country both upstream and downstream is making a ruckus. Carts both laden and empty are trundling about.
The river-boat lying at anchor here looks like it was freshly-painted and then lacquered with royal blue on the keel, sanguine red on the paddle-wheels, and creamy white detailing on the deck and castle.
Perception DC 15:
Unfortunately, on closer observation you can tell the paint and lacquer were applied on top of older layers of paint and lacquer, which were applied to wood in need of some urgent replacements. The ship will serve, but it's nowhere near as pretty as it pretends to be. Golden letters on the keel proclaim this vessel to be 'SHAmlegger's Prize'. ...Yeah, you have no insight on that. Who or what in the cold, dark, echoing depths of the Underworld is a 'shamlegger'? You are far more definite about the two people waiting for you at the pier. One of them is the La Grande Adventurers' Guild Main Branch Guildmaster. An impressive title for a man who was drummed out of the army on charges of "being unnecessarily nasty to recruits" and never misses an opportunity to say out loud that he wishes he was still in the army whenever he gets a drink in him. Any drink. Even the non-alcoholic ones.
The other person is known to you and very frightening in her own right. You've heard stories and seen her out and about at the main branch office, but fortunately she doesn't talk much to anyone beneath management level. You feel very fortunate that you haven't actually climbed the ranks whenever you see her.
"Line up!" Decker barks as you come shuffling up to him and Priestess Helvenge.
Priestess Helvenge clears her throat, causing Decker to grimace.
Knowledge (religion) DC 10:
These are actually something a bit more potent than holy symbols, although they can serve as such; these are wondrous items known as celestial seals. Ritually blessed by at least a middle or even a high priest of a faith, these symbols are hung up at a workplace to invoke the blessing of the god(s) associated with the work being done there. Once a day, anyone working for a company that has suspended the full set of appropriate celestial seals can invoke a guidance-effect, but only while on the premises blessed by these seals. Crafting celestial seals may not be hideously difficult, but it requires cooperation between all the associated faiths. That, combined with the rare materials used in the creation process, puts a full set in at about 1.000,- gp per seal. Lone seals or mismatched sets, however, average at about 100,- gp per seal. Crafted of silver and gold, each lacquered in the appropriate colours, you see before you the symbols of Aku-Dev, Amarra Amarramee, Ash-Kta, Laut-Hawyn, Olova Urei, Rak-Ulas and Ulla. All seven patrons of the Adventurers' Guild, neatly lined up in a row... when their faithful and presumably the gods themselves would be far more likely to have a row if forced to spend a lot of time together in close confines. Decker closes the lid and brusquely pushes the box into your hands.
The Guildmaster pulls a scroll from inside his breastplate and hands it over.
Decker looks downright murderous at the word 'questions', and you get the feeling that he really doesn't want to hear any. Still, you have this last opportunity to talk to him before you get on 'SHAmlegger's Prize'... Him and Middle Priestess Helvenge. ![]()
![]() Reference documentation for character creation: Custom Races Gelnet:
Gelnet (11 RP) Type: Humanoid (Gelnet) Size: Medium Base speed: 30 ft. Abilities: +4 Cha., -2 Str., -2 Wis. Languages: A Gelnet begins play speaking Mercantillia and either Dulan or Ishi, depending on its social status (both racial languages, both Dulan is for the upper crust and Ishi for lower strata.)
Blessed: Gelnet gain a +1 racial bonus to all saving throws. Materialistic: Gelnet gain a +2 racial bonus to Appraise checks to determine the value of nonmagical goods that contain precious metals or stones. Obsessive: Gelnet often pursue a single career or interest with manic zeal. They gain a +2 racial bonus to any one Craft, Knowledge, Perform or Profession skill. Crown of earthly merit: Gelnet naturally produce a unique type of pink gemstone, which grows upon their brow. At every level-up, starting with level 1, the gem 'ripens' and falls off, making room for a new gem to grow. The gem's value equals the Gelnet's character current level x 100 gp, and they are freely bought and sold in the city. There are procedures to induce accelerated gem growth, many of which are highly hazardous to the Gelnet's health. Dress for the occasion: A Gelnet can use Fabricate disguise as a spell-like ability once per day; their character level counts as their caster level. Mantle of vanity: A Gelnet can use Endure elements as a spell-like ability once a day; their character level counts as their caster level. - - - - - - - - - - - - Naturally elegant, with personalities bigger than their bodies, the Gelnet take pride in the fact that their species was crafted by the hands of many gods and goddesses, and consider themselves to be the pinnacle of creation. Gelnet hair colour covers a wide range, including all those once found in humanity, but also primal colours such as blue, green, purple and red. Their skin colours are rather more mundane, varying from dark brown to pale caucasian, but their eyes are as vibrant and varied as is their hair.
While it is easy to dismiss Gelnet as vain and flighty, they have deep and powerful emotions, and frequently a profound spiritual life. Family is, or should be, sacred; friends and lovers should be cherished; Gelnet suffer deeply when encountering betrayal from any of these and are known to carry lifelong grudges.
Gelnet culture barely considers other lifeforms to be people, and the most traditional Gelnet still consider creatures like Dwarves, Elves, Silicart, Zlapav and all the others to be nothing but advanced animals. According to its own historical records, the Slavers' Guild was founded by Gelnet, and many Gelnet aristocrats today can trace their wealth back to involvement with that foul institution.
Herder:
Herder (10 RP) Type: Monstrous humanoid Size: Medium Base speed: 30 ft. Ability scores: +2 Str., +2 Wis., -2 Dex. Senses: Darkvision 60 ft. Languages: Herders begin play speaking Mythou and Mercantillia.
Cowhide: Herders gain a +1 natural armor bonus. Nourishing milk: Once a day, female Herders can produce a liquid that has all the effects of a potion of Cure moderate wounds, with their character level counting as caster level. This liquid can not be preserved for more than one day before it spoils and loses its power. It can be kept in a normal container during this time. This is a spell-like ability.
Slapping tail: Herders have a tail they can use to make attacks of opportunity with a range of 5 feet. The tail delivers a natural attack, dealing 1d8 + Str. modifier of damage. - - - - - - - - - - - - Legend has it that once, during the Nameless Empire, there were great gladitorial games which included grudge matches between various branch offices of the Adventurers' Guild. One unlucky woman adventurer was soundly humiliated in each event she entered, costing her branch victory - and her own freedom and humanity.
Understandably, Herders are not overly fond of the other species. They tend to wear wide, concealing clothes, hoods and/or hats, to hide their animal traits. Zlapav are a marked exception to the rule; these diminutive creatures tend to be friendly to everyone, and even those Zlapav who buy and employ slaves are known to be more lenient about freeing their charges than some of the other species. Malinger:
Malinger (10 RP) Type: Humanoid Size: Medium Base speed: 30 ft. Ability scores: +2 Str., +2 Int. Languages: Malinger begin play speaking Mercantillia and Mithou.
Heart of steel: Malinger are exposed to ego-crushing rejection and/or abuse from a young age, and gradually grow desensitized. They gain a +2 racial bonus to saves versus fear and despair effects. In addition, once a day, after a natural 1 on a d20 roll, Malinger may reroll and use the second result. Gifted linguist: Malinger gain a racial +4 bonus to Linguistics checks, and learn one additional language every time they put a rank in the Linguistics skill. Malinger magic: Malinger gain a +2 racial bonus to checks made to overcome spell resistance, and a +2 racial bonus to Spellcraft checks to identify the properties of magic items. Weapon familiarity: Malinger are trained from a young age in the use of swords, and are proficient with bastard swords and shortswords regardless of their class. Limited understanding: Malinger often feel hideously uncomfortable among the other species, the males because their looks cause them to be ostracized, the females because their looks cause them to suffer unwanted attention. As a result, they tend to keep other creatures at a distance, and find themselves inconvenienced when it comes to understanding strangers. Malinger suffer a racial -4 penalty to Sense motive checks. - - - - - - - - - - - - If the Vitor were the rank-and-file of the armies that once guarded the borders of the Nameless Empire, the Malingers were its captains. Or at least, they were meant to be. Bred by humanity to be strong, intelligent and with a potential for both arcane and physical power, Malinger turned out to have surprising appearances. The males are tall, gangly, dark of hair and eye and, to be blunt, fairly hideous. The females, however, were slender, elfin beauties male with pale hair ranging from white to pale blond, and pale blue or grey eyes.
Malinger tend to suffer from the company of other species. The males are frequently accused of being Orcs or some sort of Orcish hybrid, and have reason to fear being lynched. The females are far more welcome among other species than they would like, with many unethical creatures looking to ensnare them in one fashion or another.
Malinger prefer worshipping the spirits over the gods or fiends. Alien as the spirits are, at least they are not xenophobic Vitor or haughty Gelnet, and unlike the Vitor, the Malinger are concerned about the fact that they are not the direct creations of the gods.
Silicart:
Silicart (9 RP) Type: Native outsider (Earth) Size: Medium Base speed: 20 ft. (This speed is never modified due to armour or encumbrance.) Ability scores: +2 Str., +2 Con., -2 Cha. Languages: Silicart begin play speaking Sky-Tongue.
Crystalline form: Silicart have a reflective, crystalline skin that grants them a +2 racial bonus to AC vs. rays. Once a day, a Silicart can deflect a single ray attack aimed at them as though they had the Deflect Arrows feat. Rocky skin: Silicart gain a +1 natural bonus to AC. Stony resilience: Silicart gain cold resistance 5, electricity resistance 5 and fire resistance 5. Purposefully crafted: Silicart gain a +2 racial bonus to one Craft, Perform or Profession skill. Ferrous growth: Once a day, a Silicart can cause a touched piece of iron or steel to grow into an object weighing up to 10 pounds, such as a sword, crowbar or light steel shield. This object remains in this form for 10 minutes or until it is destroyed, at which point it shrinks back to its original size and shape. Darkvision 60 ft. Alien mentality: Silicart struggle to understand non-Silicart, and take a racial -4 penalty to Sense motive checks. Light blindness: Abrupt exposure to bright light blinds Silicart for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area. - - - - - - - - - - - - Survivors of the armies that once came swarming down from beyond the stars, Silicart once marched in tune to the commands of their creators, the Royal Silicart ... who now seem to be extinct upon the world in which they find themselves stranded after the destruction of their old ships. Forced to adapt, Silicart struggly continuously to be useful without causing resentment among the aliens in whose cities they live. Silicart are humanoid in form, but while their internal anatomy appears organic, it is largely made of uniquely folded and branching silicone, rather than flesh. Their bodies are hard, their skin reflective, their faces unexpressive and their eyes lidless and unblinking - a quality useful in the darkness of space, but frequently uncomfortable under the sun. Silicart reproduce by combining elements of two or more Silicart bodies into a nucleus, which they imprint with a specific purpose and then bury in the earth. Neophytes (the Silicart word for offspring) dig themselves out of the ground after having grown to maturity, containing all the knowledge and skills they need to start the job for which they were grown. Ideally, a Royal Silicart would at some time acknowledge the Neophyte's dedication to their work and ceremonially acknowledge them as a Venerant; nowadays, a Silicart master of their appointed trade will have to do.
Silicarts eat, breathe and sleep, just like organic creatures. Their nutrition is heavily focused on minerals, however, with minimal need for protein and vitamins. Sû-rog:
Sû-rog (12 RP) Type: Native outsider (Underworld) Size: Medium Base speed: 30 ft. Ability scores: +2 Dex., +2 Cha., -2 Con. Languages: Sû-rog begin play speaking Abyssal and Babbel.
Climb: Sû-rog have a racial Climb speed of 20 ft., and gain a racial +8 bonus to Climb checks. Gliding wings: Owing to their being born with wings, Sû-rog take no damage from falling as though under a constant non-magical Feather fall-effect. In midair, they can move up to 5 ft. in a horizontal direction for every 1 foot they fall, at a speed of 60 ft. per round. Sû-rog can not gain height with their wings alone, they can only glide. If subjected to a sufficiently strong wind or other effect that causes them to rise, they can avail themselves of the updraft to increase the distance they can glide. Dark magic: Once a day, a Sû-rog can use the Detect thoughts and Mindlink spells as spell-like abilities. Their caster level for both is equal to their caster level; the save DC is based on their Cha. modifier. Bite: Sû-rog are born with sharp, lengthened canines that allow them to make bite attacks equal to 1d6 + Str. modifier. The Bite is a primary attack, or a secondary attack if the Sû-rog is wielding manufactured weapons. Darkvision 60 ft. Prehensile tail: Sû-rog are born with long, flexible tails that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried upon their person as a swift action. Light blindness: Abrupt exposure to bright light blinds Sû-rog for 1 round. On subsequent rounds, they are dazzled so long as they remain in the affected area. - - - - - - - - - - - - When the Dread Empire ruled, many dark experiments were performed in the area of cross-breeding fiends with humanoids. Among the creatures that survived, the Sû-rog were considered to be the most successful, and they were put to work as overseers for other slaves. Capable of climbing to great heights, from which they could keep watch, then gliding to earth with the aid of their wings, Sû-rog were further equipped with a limited ability to read the minds of 'lesser' slaves.
Appearance-wise, Sû-rog have either straight, black or curly, red hair. Dark-haired Sû-rog have dark eyes; redheads have bright green eyes. Their wings and tails are fairly easily hidden, and a Sû-rog who knows their way around a disguise kit can pass for a Vitor in bad light.
In their dealings with other creatures, Sû-rog behaviour varies depending on how secure they feel. If they feel they are threatened, Sû-rog walk small; they act in an obliging manner, hide what they are if possible, and try to make themselves useful -- even indispensible. When in a position of relative strength, Sû-rog tend to display a sarcastic sense of humour and enjoy playing pranks on people. They tend to use their innate magical gifts on strangers as a matter of course to determine their intentions, and among each other to share important information in secret. Uzzul:
Uzzul (10 RP) Type: Aberration Size: Medium Base speed: 20 ft. (This base speed can not be altered due to armor or encumbrance.) Ability scores: +2 Dex., +2 Con., -2 Cha. Senses: Darkvision 60 ft. Languages: Uzzul begin play speaking Aklo and Mercantillia.
Gooey anatomy: Uzzul gain a +2 racial bonus to saves vs. attempts to stun or grapple them
Camouflage: Choose a Ranger favoured terrain type. Uzzul gain a +4 racial bonus on Stealth checks while within that terrain type.
Squirt gun: Once a day, an Uzzul can project a 20-foot line of acid from its innards. This line deals 1d6 points of damage to all creatures in the affected area. A Reflex save DC 10 + half the Uzzul's CL + the Uzzul's Con. modifier negates all damage. - - - - - - - - - - - - Although many now believe the Uzzul came from beyond the stars, they were actually driven out of the underworld by the expanding Dwarves.
Unlike other slimes, Uzzul are at least moderately intelligent, capable of communicating with other species and adapting to their oddities. Like needing to work for money, which is then exchanged for goods and services. Although Uzzul typically consider this a needlessly complicated way to go about things, perseverence is their greatest virtue. Uzzul do not especially enjoy dealing with other species - the hateful Dwarves destroyed their ancestral lands, the surface is either too hot, too cold or somehow both at the same time, and they keep getting insulted for qualities they consider to be natural and beautiful - but they do enjoy the comforts of home and food. Now if only these things didn't require money, they would be able to keep well away from the noisy 'hard-forms' that infest the world around them.
Vitor:
Vitor (10 RP) Type: Humanoid (Vitor) Size: Medium Base speed: 30 ft. Ability scores: +2 Str., +2 Wis., -2 Int. Languages: Vitor begin play speaking Mercantillia and Mithou.
Defense training: Vitor are trained in combat from a young age, and learn several defensive techniques. They gain a +2 dodge bonus to Armor Class. Ferocity: A Vitor whose hit points fall below 0 but which is not yet dead can continue to fight; it is staggered if it chooses to do so, and loses 1 hit point per round. It still dies if its hit points reach a negative amount equal to its Constitution score. Zenophobia: Vitor are trained from early childhood to hate enemies of their people. Traditionally, they were taught to hate Elves and Orcs, but the needs of the times change. Select two subtypes of humanoids or outsiders, or else one creature type other than humanoid or outsider. Vitor gain a +1 racial bonus to attack rolls versus the selected creature(s). Weapon familiarity: Vitor are trained in the use of the longspear and shortsword, and are always proficient with these weapons regardless of their class. - - - - - - - - - - - - The Vitor were the first of the two servitor races created by humanity during the Nameless Empire to protect their borders against the Elves and Orcs. Strong in body and will, but regrettably a bit less well-represented in the area of intellect, the Vitor initially took orders well enough. It was only when the creatures against which the Vitor were meant to guard the Empire started whispering poison in their ears that they started looking at their creators as oppressors and enemies. Having marched back into the Empire that gave them life, the Vitor gave humanity death and horrible subjugation. Today, the Vitor are easily the most numerous species in the Middle Nations -- and yet they are not its masters. Even though they were made to be strong and stubborn, the Vitor have always proven to be lacking when it comes to making plans and controlling their own fate. Vitor are physically indistinguishable from humans, but woe upon any poor soul who points this out; even now, generations after they overthrew their creators, the Vitor still consider humans to be the source of everything that has gone wrong for them as a species. Somehow, they have even convinced themselves that their failure to consolidate control of the Middle Nations is somehow the fault of humanity.
Vitor often make for unpleasant neighbours. Unkind people have pointed out that Vitor embody the worst traits of humanity; communities drill all the young in combat techniques, and parents teach their children to hate outsiders (non-Vitor). The kind of outsider the young are taught to despise depends entirely on which kind of outsider is in abundant supply and perceived to be in the greatest competition with the Vitor for resources such as land, food, and in the bigger cities job opportunities. It is even possible for Vitor to teach their young to hate other Vitor, especially when two communities are competing for the same resources.
Zlapav: Zlapav (10 RP) Type: Humanoid (Zlapav) Size: Small (+1 AC, +1 attack rolls, -1 CMB, -1 CMD, +4 racial to Stealth checks) Base speed: 20 ft. (This speed is never modified due to armour or encumbrance.) Ability scores: +2 Con., +2 Cha., -4 Dex. Languages: Zlapav begin play speaking Babbel and Mercantillia.
Skilled: Zlapav gain an additional skill rank at every level. Facedancer: Once a day, a Zlapav can use an Alter self-effect on itself, using its character level as the caster level. This is a spell-like ability. Clumsy: Zlapav gain a +2 racial bonus to Strength checks to break objects, and a +2 racial bonus to combat maneuver checks to Sunder. Low-light vision Multitalented: Zlapav choose two favoured classes at character creation, and gain +1 hit points or +1 skill ranks whenever they take a level in either of these classes. - - - - - - - - - - - - Some people believe Zlapav are some kind of debased Dwarven subspecies. Dwarves themselves thunderously deny this. The Zlapav deny this in a rather more amused fashion; they have nothing against Dwarves as a species, but know their origins do not lie under the surface. In truth, Zlapav are creatures of the surface, of forest and hill and field -- or they were until they were driven out of the forests by the Elves, and the Nameless Empire (grudgingly) welcomed them into the cities. Nowadays, Zlapav have thoroughly embraced urban life and all the comforts it offers, but still have a marked appreciation for nature's beauty as a species. Zlapav are small, with pure white, hairless skin and large, black eyes they tend to squint against the glare of the sun. Their other facial features are small, even inconspicuous; their noses are barely noticeable bumps, their ear holes are not framed by flaps of cartilege. As a result, they appear childlike well into old age. Some Zlapav wear wigs and paint eyebrows to better fit in and mimic the body language of other species. Many Zlapav acquire tattoos over the course of their life, having ink set on their skin to commemorate special events. Natural hermaphrodites, each Zlapav has a womb, but nothing in the way of external gender-related features when in their natural form; they use their shapechanging ability in order to conceive children. As a species, Zlapav have a reputation. Actually, they have several.
While Zlapav have some qualities that work against them, they are flexible, adaptable and energetic, more robust than they look and unexpectedly charming. Many of them dabble in multiple occupations, gaining a wide experience. It is not uncommon for Zlapav to dabble in arcane magic, which they consider to be interesting and exciting. Also, many of them end up marrying outside of their species, and even gathering harems over their lifetime. ![]()
![]() You've gone and done it now... World History
These are the great nations of the world, the kings of the realm...! You, however, live in the Middle Nations. The nicest thing anyone can say about the Middle Nations is that they are fertile. A landscape of rolling hills and verdant plains, the Middle Nations are pretty much the breadbox of the continent. Dominated by the mighty Wazoo, the great river that runs from the ice caps in the north to the ocean in the south, the Middle Nations are home to cities, towns, villages ... and lots and lots of farms. Oh, the Middle Nations aren't exactly as bucolic as they might sound. There's plenty of culture ... most of it built on the bones of failed empires.
Well. Here we are. ![]()
![]() "The bards tell tales of heroics, grand love affairs and adventure on every street corner. The T.V. and movie theaters blast such tales right into your eyes. Books and magazines fill in the cracks with fiction.
This is Simtore, the largest, oldest city in the world.
This is real life.
This is real life, and you shouldn't worry about muttered rumours and random speculation.
So if you know what's good for you, you'll keep your head down, your nose clean, and get to work."
= = = = = = = = = = = = This is the city of Simtore, on the world of Glem.
= = = = = = = = = = = = You
--- Species
AI
AI
--- Baecken
Baecken
--- Gelnet
Gelnet
--- Mites
Mite
--- Ru
Ru
--- Zlapav
Zlapav
= = = = = = = = = = = = Sourcebooks: The allowed sourcebooks are: Core rulebook, Advanced player guide, Ultimate combat, Ultimate magic, Ultimate intrigue, Advanced class guide, Occult adventures, Inner sea magic, Technology guide. --- Classes: The following classes and archetypes are allowed. If it's not on the list, don't ask. Please keep in mind that in Simtore, arcane and occult magic has very much faded into obscurity. It still exists, but practitioners don't advertise their abilities unless they are in special enclaves such as the Occulted Academy. Divine magic is still very much in swing, but is mostly practised in temples (in theory; in the post-feodal age, divine spellcasters need to be more circumspect in how they use their magic). Alchemist - Beastmorph, Chirurgeon, Internal alchemist, Promethean disciple, Psychonaut, Vivisectonist
--- Patrons: Simtore, and the world of Glem in general, has a pantheon of five gods. First are the three goddesses of origin, who are said to have created the world and all the living creatures upon it. There are also two younger deities, who ascended from among the races placed on Glem by the goddesses of origin. -- The three goddesses of origin are: - Chui
Chui
- Ulla
Ulla
- Vaal
Vaal
-- The two younger deities are: - Laaken
Laaken
- Ohiro
Ohiro
--- Languages
Alakar - technically a dead language, Alakar was the tongue of an ancient empire ruled by a coalition of Gelnet and Ru. After its fall, the empire was denounced as a dark tyranny by the Gelnet, who blamed all the excesses of their old empire on the Ru - but its language survives as an object of scholarly interest and the 'parent' of both Dula and Morval. Babbel - the racial language of the Zlapav, Babbel is often denounced as 'not being a real language' by Gelnet. It is a patois of elements of all other modern languages, and thus forms a fine springboard to learning other languages. Dula - One of the Gelnet languages, Dula is languid and musical to the ear, but has a straightforward, even rigid grammar. It was once the language of the Gelnet royal court and then trickled down to the merchant class that became the current ruling faction of wealthy oligarchs and politicians. It is the language of high society, of religious ceremonies and contracts. Ennor - Ennor is the native tongue of the AI. It is rigid in grammar and vocabulary. A sentence in Ennor can have only one meaning, no more. There is no room for interpretation or mistake, and it is fiendishly difficult to lie in. To compensate for its rigidity, Ennor's vocabulary is as expansive as it is rigid, with a word for every single thing. Ishi - Ishi is the second Gelnet language, and it is the language of both the working classes and the criminal underworld. It is basically the Common of the world of Gelm. Possessing an expansive and flexible vocabulary and grammar, Ishi readily absorbs new concepts and can be adapted to most subjects. Morval - Related to the dead language Alakar, Morval shares the old tongue's grammar, but has a vocabulary all its own. Full of clicks, glottal stops and hisses, Morval is considered an 'ugly' language by most, even by the Ru themselves, but this may be a deliberate attempt by the ancestral Ru to stop others from learning their secrets. Ululo - the native language of the Baecken, Ululo is a language of howls, barks and hisses. It is considered to be very difficult to learn by non-Baecken, as it is also a language of body postures, gestures and to a limited extent, scent. Ululo is admittedly primitive, having almost no past tense. ![]()
Male DM DM 10
![]() The morning dawns cool and clear.
And why not? After all, Baron Kaye is the ship's owner, he's the owner of the island - Kaye's Island, of course. The Baron himself is standing on deck, overseeing the loading of luggage and some 'small essentials' from a comfortable distance. He's a tall man, running to fat and balding, but with a genial smile on his face... and a beautiful Drow girl in maid's livery hanging off him the whole time, cooing and stroking his face.
Lledrith:
You have managed to blend in with the stream of servants moving freight onto Kaye's Folly. Surprisingly, the Baron has quite a lot of Drow slaves, most of them women. Your mother told you that there was going to be... someone on this Island getaway who is a descendant of one of the bastard generals who contributed to the destruction of the Deep Kingdoms, but she wasn't able to get you a name. All you know, is that he or she has a tattoo of a two-headed dragon somewhere on their body. It's your job to find and kill the target, and then to somehow get back... or make sure you can't be questioned. The Baron's other guests for the festive opening of the Island resort are already on deck; one a man who appears to be not older than the Baron, but who has clearly gone deeper to seed and is accompanied by a hard-faced thug in leather armour; the other, a handsome dandy of a man in fine, dark silk and velvet.
Zhen'ka:
You watch your lord and master and his favourite concubine from a safe distance, hiding in the shadows of the main mast. There's talk among the Baron's slaves that he invited a lot more people than actually showed up. Scuttlebutt claims that the two guests mentioned are both representatives of the Hedonists' Society; the elder is called Dr. Baje, the younger is Count Lenker. Neither has a good reputation, but their favourable review could lead to great things for the resort. As the ship is getting ready for departure, dark-robed men with beards you could hide a badger in are convening on the dock. In a happier world, these might be thieves or members of some criminal consortium. Unfortunately, this is not such a world. This is Rue, and the men approaching the vessel are priests of Kebal, carrying their traditional aspergilliums full of unholy water. Selann is the last of the guests to make his way onto the ship, and he is barely in time to avoid what comes next: the Kebalite priests raise their aspergilliums against Kaye's Folly
"DOOM awaits you! DOOM follows you! There is no hope anywhere, only DOOM! DOOM is everywhere, DOOM is within and without! Hope not for safe return, hope not for safe arrival, surrender to DOOM and know peace! DOOM AND KEBAL! DOOM AND KEBAL! DOOM AND KEBAL! DOOM AND KEBAL!" The slaves hurry to finish preparations, and the gangplank is drawn up.
Willowy Drow maidens make their way onto deck, carrying fluted glasses and bottles of wine as dark as night, yet as effervescent as champagne. Selann:
Two of the Drow maidens approach you with a glass - on a velvet pillow - and a bottle of that exotic wine.
"Dear guest," the one proferring the glass murmurs, her eyes downcast. "Your Luggage has been brought to your cabin. Would the honoured guest enjoy some… company this evening?" Zhen'ka:
Baron Kaye brusquely beckons to you.
"I want you to read the omens," he whispers. "Read the cards, talk to your guiding spirits, do whatever you have to. I need to know if this is going to work or not!"His Drow concubine purrs something comforting and brushes his cheek with her lips... Lledrith: You watch the disgusting display of Drow women swaying out onto deck like common barmaids from cover -- but not enough cover. One of the servers spots you and approaches.
"Don't just stand there lazing about!" she hisses, white eyes sparking red. "Go down to the galley and tell Cook we're ready for the first round of snacks, then come bring some. Hurry! You know how Hedonists get if they need to wait for their food!" It seems she has not realized you're an intruder, at least... ![]()
![]() Rue is a battered, worn old world, spiralling through the void in a stately dance around its sun - its red and swollen sun. The mountains have been mostly worn to hills. The moon disappeared long ago, and so there is no tide. The last known mines are close to drying up. Ancient civilizations are growing steadily more corrupt, like fruit rotting on the vine, and twisted ... things ... are creeping out of the shadows that should have remained hidden forever. But life still goes on, and Baron Kaye has opened a new resort on an island out in the Serene Sea! For whatever reason, you have managed to find placement on the first group to come tour the lavish establishment. Yes, you face a month of fine dining, entertainments fit for a king, and nothing but idle living, you lucky dog! Then again, you may have to endure some minor interruptions to your vacation.
= = = = = = = = = = = = I am seeking a party of 4 - 6 brave souls willing to brave the luxuries of Kaye's Island Resort, to plumb the depths of its wine cellar, to stomach three lavish meals a day, to explore the wind-swept natural beauty of Kaye's Island and the glass-smooth expanse of the Serene Sea... and possibly to catch a brutal murderer before he can kill you all. Four to six brave souls, to catch a murderous fiend and solve a miserable crime, preferably before the next supply ship comes in and they can escape. Or, you know, before the killer can finish off everyone on the island. Be warned that the pace will be SLOW. I will commit to at least a weekly post.
= = = = = = = = = = = = Character creation: Alignment: any, but I expect you to play your alignment sensibly.
Races allowed: Drow, Dwarf, Goblin, Half-Drow, Half-Elf, Half-Orc, Human, Tiefling.
About the races:
The races of Ird can be divided into two groups: the Blessed Folk and the Despised Ones.
Humans, Half-Elves and Elves are the Blessed Folk. The Most High Priestess of the Goddess tore open the earth, allowing surface armies to raze the subterranean kingdoms of the Dwarves and Drow. She shattered the defenses of the Darkborn Empire, breaking the resistance of the Goblins and Tieflings. She butchered the last pure-blooded Orc Horde on the Plains of Malk, leaving only their hybrid offspring alive. No prizes, therefore, for guessing which races are the Despised Ones... Humans and Elves pretty much claimed supremacy over the planet after all of that. While Drow, Dwarves, Goblins and Tieflings still exist, over ninety percent of their population is enslaved. Half-Orcs fare slightly better, owing to their human blood, as do Half-Drow. It is possible - though not common - for slaves to earn their freedom through their labour or through some deed for which their master chooses to reward them. After the victories of the Most High Priestess, the Elves withdrew to their verdant kingdoms, leaving the rule of roughly seventy percent of the planet to their Human 'allies' - and carefully watch their borders to this day. Elves are almost never seen outside their own territory, but Half-Elves are fairly plentiful, owing to 'diplomatic traffic' between Humans and Elves. Classes allowed: Alchemist, Cleric, Fighter, Investigator, Magus, Rogue, Sorcerer, Summoner, Witch, Wizard
Classes and standing:
Some classes have a better reputation than others on Rue, and the wise man or woman takes care not to expose a truth which could lead to public censure or equally public execution. Clerics and Summoners are seen as people blessed by the Goddess (or else imbued with the intimidating aura of Kebal) and as such are held in high regard even among nobles. Fighters, Investigators and Magi are all considered to be useful in their own way. They may not be tolerated in the halls of the high and mighty, but they are not persecuted, either. Alchemists, Summoners, Witches and Wizards suffer censure if they are discovered; Alchemists and Wizards are seen as tied to the heretical Goddess of Reason, for their constant attempts to control the world by uncovering new knowledge; Summoners and Witches are seen as pagans, who draw upon spirits and heathen gods. Religions of Rue:
On most of Rue, there are only two faiths in this era: the faith of the Goddess, and the creed of Kebal. The Goddess' faith swept all of Rue generations ago. Its core tenet is that the Goddess is supreme and surpasses understanding. In her palm lies the whole universe, and all that moves within it - from the tiniest bug to the pagan gods of old - is but part of the great game she is playing with herself. As the Goddess is too vast for mortals to understand, she has many 'faces'; aspects of her totality worshipped because it is impossible to venerate all of her.
Home Faith
Goddess of Chance
Goddess of Knowledge
Goddess of Life
Goddess of Love
Goddess of the Sea
There also exist three sects which have been branded as heretical, and possibly as masks for pagan gods of old, rather than aspects of the Goddess. While they still exist, anyone found guilty of belonging to them would face a torturous death over months. These three are: Goddess of Death
Goddess of Reason
Goddess of War
= = = By rights, Kebal should be counted among the pagan gods, whose worship was suppressed by the sweeping wave of the Goddess' faith ... but somehow, that didn't work out.
= = = Finally, there are the pagan gods, also called the heathen gods by followers of the Goddess, or those who fled by the faithful of Kebal.
Abilities: 15-point buy. Starting level: 1 HP: Max + Con. modifier at first level, half max +1 + Con. modifier on following levels. Traits: Two, one of which must be a 'campaign trait' from the list provided below. You are free to take the Additional Traits-feat.
'Campaign' traits:
Agent of Doom Prerequisite: Worshiper of Kebal Doom is coming to Rue. This is inevitable. In fact, it cannot come soon enough; an end to the whole sad farce. You saw the coming of the end in the swift decay of your family. You saw it in the desintegration of your own life as you lost your job, your home, your possessions... Only entropy awaits, and Kebal sits upon its throne. Walking into the gambling hall, winning a free trip to this island resort, was clearly all part of the Lord of Doom's plan. You must go into this glittering illusion of happiness and ease and rip it apart from the inside out. You just need to find its heart. You gain a +1 trait bonus to Appraise and Perception checks, and one of these is always a class skill for you. Brought low
Darkborn memory
Deepborn Stalker
False face
Love-Lost
Lucky kid
Old retainer
Opportunistically mobile
Out to pasture
Scarred minister
Victorious gladiator
Sourcebooks permitted: Core rulebook, Advanced player guide, Ultimate magic, Ultimate combat, Advanced race guide, Advanced class guide. Archetypes: allowed Background: please do! Tell me a little something about your character's past, present and wishes for the future, in keeping with the themes provided by the Campaign trait you have selected. ![]()
![]() This is us: a fun, lively, well-functioning group of adventurers. Due to our esteemed GM's work making it impossible for him to continue leading us, we are in urgent need of a replacement.
Who wants to come guide us through adventure, strife, unexpected romance, surprise ear-flickings and humour? ;) ![]()
![]() Consider the Pathfinder realm of Rahadoum and its policy of atheism - and potential problems due to lack to access to clerical magic.
![]()
![]() You are not a hero.
And then you heard the town crier, or you saw the fliers nailed to the town gate. Some enterprising noble wants to found a new town, down the course of the river, near the sea-shore. A harbour-town, built near the shadows of forest and mountain range, to accommodate trade and make fresh fortunes.
It's a job. Apparently the nobleman isn't picky about the background of his caravan guards. And once the town is set up, there will be plenty of opportunities to found your own little business, or find a cushy position as town guards.
Do you dare roll down the river to the Frontier, and help found a town? = = = = = = = = = = = = Pathfinder rules. You start at character level 1. Point-buy: 15 points. All alignments allowed, but don't play them stupidly.
Maximum HP for first level; all following levels are half maximum +1. Two traits. One drawback is allowed for one additional trait. Hero points and feats related to them are in effect. Background skills are in effect. Variant multiclassing is NOT allowed. Books allowed for character creation and -building during levelling (do NOT ask permission to use any others) are:
You start with average gold for your character class. Those who want to set up a business in the founded town should invest in skills that reflect their plans. Recruitment ends on the final day of February.
![]()
![]() It never ceases to surprise me how the people I meet online come up with bits of unexpected knowledge and/or skills.
Without further ado, then:
![]()
Male DM DM 10
![]() On a continent far across the Sovereign Sea, a butterfly flaps its wings. In ages gone by, such an inauspicious event could have been the start of hurricanes .... but those days are done. In the beginning, there was the Age of Stone, when sentient beings huddled in their caves and great beasts ruled the world. It ended when mortals discovered fire and the working of stone and wood into weapons.
And now, it is the Age of Rue.
But not today, for the butterfly has flapped its wings. A breeze has picked up, and it sweeps across the Sovereign Sea, rippling its surface. It sweeps into the harbour city of Theviss, one crumbling port among many, though not as many as in ages gone by. Ships still sail out from Theviss every day; little fishing boats, mostly, but there are also biremes and triremes, criss-crossing the waters under the power of indentured prisoners' muscles instead of wind and tide as was done in ages gone by.
Standing in the Great Square, in front of the city gates, you are found by the breeze. A mixture of clean salt and foulness curls around your ankles and stings your nose as you wait by the statue of a headless equine while your employer, the white-feathered Tengu merchant Dageau, haggles for some last-minute supplies at the little stands that surround the square. He ordered you to wait here and watch his small cart and his two camels, not to mention the single box of mystery merchandise sitting in the cart.
Dageau is still doing a bit of dickering, though it seems he is wrapping up his affairs, so this seems like a golden opportunity for you to introduce yourselves to each other. After all, this is the first day you met, as you have gathered in response to Dageau's flyers and posters offering one hundred units of credit (gp) for those willing to protect him and his belongings on the week-long voyage from Theviss to an inland city called Ulak. ![]()
![]() Wanted, for the grand task of escorting a tight-fisted merchant as he brings an order from one crumbling town to another, in a worn-down old world: five to six adventurers. (Fair warning, the pace will likely be slow. Let's at least commit to a minimum of one post a week?) Welcome, to Rue.
Character creation:
Sourcebooks: Advanced class guide, Advanced players' guide, Advanced race guide, Core rulebook, Occult adventures, Ponyfinder campaign setting, Ultimate combat, Technology guide, Ultimate magic Religion: Rue has its own pantheon of deities, survivors grimly hanging onto existence where all their comrades from before have faded away. If selecting a patron, be it as Cleric, Inquisitor or Oracle, or simply as your character's spiritual guide, please select from this list. Athelgarde
Kebal
Laelae
Nevy-Nee
Petty-Boon
Vexat
![]()
Male DM DM 10
![]() A month ago... For reasons all your own, you responded to the 'wanted'-posters, the rumours, or whatever else beckoned you to be in the Blinded Elephant at midnight. As dive bars went, you supposed the Blinded Elephant was not too bad. The staff made a point of immediately killing and removing any roaches or rodents to brave the floor when there were customers about. Maybe the green lampshades made the place look a bit lugubrious, the emerald sheen making skin look pale and leprous, but even blackened by the light, the beer was of decent quality -- and as it turned out, your prospective employer had paid so you could eat and drink for free! "Good evening and welcome," the tall, thin, well-dressed man said as he rose from the corner table and beckoned you over. "My name is Mr. Johnson. I am very glad that you have decided to respond to my annonce. Please have a seat, dinner will be out soon." Sense motive DC 12:
Yeah, 'Johnson' is NOT his real name. Then again, it's a common enough alias for dealings in shady taverns. You ate and drank on the customer's dime. For some of you, this meant you had the first square meal you'd had for quite a while, now. After the cheeseboard had been cleared away -- and the wait staff had removed the body of a rat that ran across the table in a mad dash for the sliced camembert -- Mr. Johnson got down to business. "I sit before you as a man bereaved, my friends. As much as fifty years ago, my family was robbed most egregiously. Some scurrulous thief broke into our home and stole a box. Not just any box, but a treasure box. An heirloom box, even! The delight of my grandmother, may Abadar keep her soul in his Vault as the valuable thing it is. We are a family of some means, as you may have guessed, and our security staff was after the rogue in short order. But such a clever scoundrel! He boarded a ship with perfect timing, and off he was across the Inland Sea! Where it went? No one knew! The manifest said it was to dock in Vudran, but it never arrived there. Where was the ship? Where was the thief? Where was our priceless heirloom box? No one knew! A mystery! A tragedy! A farce! And so we remain uncertain -- or we remained so until last month. Wreckage sighted on an Island near a reef known very dramatically as 'the Widowmaker', by a ship which belongs to my family. A description handed up to me, references checked -- this must be the ship which had carried away my inheritence, my last memento of dear Grandmama! But how to proceed? Oceanfaring ships may not approach Widowmaker for fear of their hull being torn all asunder. Small ships may get there with luck, but to send my salty sailors and lead them into temptation of light-fingered behaviour? Unthinkable! But you doughty folk, heroes of the truest character, mercenaries well-used to doing a job as ordered? Ah..." Mr. Johnson smiled then, and made you the Offer. One of his family ships was to take you to Widowmaker, and the Island that lies within its deadly embrace. Once there, a rowboat would be given to you, with which you must pass through the one gap in Widowmaker, and then make ground on the Island of Hope Lost ("Another very dramatic name, such playwrights our salty sailors would make!") and cross it to the other shore, where the wrecked ship awaits. Once there, you are to enter, find the heirloom box and retrieve it. Next, retrace your steps to the shore where you landed, and there stand ready to row out to the next ship to pass, for the family has already arranged for such.
Introduce yourselves to each other, roleplay, and discuss what you should like to buy from your new party funds. Once that is out of the way, we move on to Widowmaker and Lost Hope. ^_^ ![]()
![]() Greetings! After many a scrape, our merry band has made a treaty with Kobolds and Mites, defeated a brigand lord, rediscovered an old temple, killed a bunch of unreasonable creatures..... and received the right to rule over the land! We're ready for the coronation and to get started on the next phase of the Kingmaker AP (Trolls have already tried to meddle in our treaty with the Kobolds), but it seems that our DM is no longer available. We really want to continue into the next chapter of the AP. Many adventures still await and we are eager to meet the challenge!
![]()
![]() The task before you is so easy!
Looking for a maximum of 6 characters.
Please provide at least two paragraphs of backstory, and include an explanation as to why you're desperate enough to take the job. ![]()
Male DM DM 10
![]() Something blotted out the sun overhead and you looked up. Darkness. Air rushing past. Snatches of crazed laughter. Falling. Voices arguing, singing...? Music. Darkness. Music. It is music that intrudes on the darkness and gradually drags you back to awareness. Happy music, a simple tune that repeats endlessly, the volume raised enough to force people to raise their voices to be heard. It takes you a few moments before you can dredge up a word that explains why this music seems so familiar. It's something from... before.
With who? You cannot recall. There is only the bright, dancing phantasm of your own time at the funfair, sometime long ago.
You find yourselves, lying stark naked in a grassy field, ringed around by brightly painted wagons. Within the circle of wagons, a circle of mirrors, surrounding you. Over the wagons, you can see the tops of tall tents, pennants fluttering in the breeze.
None of this looks at all familiar. Nor are the creatures you find lying nearby, their strange forms reflected endlessly in the mirrors -- and you realize your own form is among those reflections.
As you all stagger to your feet, be it two or four, you discover small piles of clothing lying near each of you, except for the equine. They look like they might fit you. As you start to reach for these little bundles, names suddenly flash into your minds, bright as stars, painful as fire. Even when the initial stab of pain has faded, you are left with a dull, throbbing ache in the backs of your heads. Kethys.
Your own names. That is something, surely. But apart from that name and the dim memories from before, you have... nothing. Nothing... ![]()
![]() I obviously haven't learned my lesson about not starting games as GM... Fair warning: this game will move with painful slowness at times as other matters swallow my time. If you're not prepared for that, it's probably best not to apply. ^^; The premise
When Funfair starts, you all find yourselves on -- you've guessed it -- the grounds of a funfair. This much is familiar to all of you. Some small details will seem off about it to some of you, though. Cotton candy-making machines will seem extremely odd to some, for instance. Stranger still will be the fact that you, the players, will find the fair deserted apart from yourselves.
Character creation
Crunch:
* You start at 1st level.
* You get standard 20-pt. buy to determine ability scores. * You get maximum HP + Con. + favourite class bonus as appropriate at level 1. At all consecutive levels, you get half maximum HP + Con. + 1 + favoured class bonus as appropriate. * Background skills are allowed; you get two skill ranks per level to determine background skills. Note the selection thereof every time you level, please. * Hero points are allowed. * You can select two traits from the available books, as appropriate to your species and background. * Variant Multiclassing is allowed. * All alignments other than CE are allowed. * The books you are allowed to draw from are: - Core rulebook - Advanced Players Guide - Ultimate Magic - Ultimate Combat - Advanced Race Guide - Advanced Class Guide - Ponyfinder Campaign Setting (but NO other 3rd-party materials!) - Paths of Prestige - Blood of Fiends - Orcs of Golarion - Humans of Golarion - Goblins of Golarion - Blood of Angels - Dragon Empires Gazetteer - Technology Guide - Faiths of Purity - Faiths of Corruption - Faiths of Balance - Gods and Magic - Inner Sea Magic I trust these will be more than enough books to be getting on with. :p I'd appreciate it if no one tries to ask for more... * You get maximum gold as appropriate to your class at level 1, but you must spend it all. If you have any cash left over after buying equipment appropriate to your character concept, it is gone when you arrive at the Funfair. No exceptions. So go on, spend that last cp on a bauble. It's fine. * Now we get to the wrinkle.
When awakening at the 'Fair, you will be without memories... and without your equipment. You will awaken with the shirt on your back (as appropriate to creature type), and that is it. Please rest assured that your equipment is on the grounds, and that you will have the opportunity to reclaim it when you come across it. * Oh, yes. There is no Common language; fill that language slot up with a language appropriate to your racial bonus languages.
Worlds within worlds:
When creating your backstory, please keep in mind that you will not all be from the same places. In fact, your choice of source materials will determine where you are from. Obviously, anyone using material from the Ponyfinder campaign setting will be from the magical world of Everglow - but take note that you may be from any of its outlined time-frames. You could be from the era of consolidation, from the height of the empire, or from the time after its fall. Anyone using the materials outlined in the Technology Guide should not be from Golarion or Everglow. Instead, your homeworld is part of a great Star Empire, one which has united many worlds. The Empire may not be as democratic as its predecessor, but it has rigid order and startling levels of technology. To you, magic is a fable and the gods a myth, but who cares so long as science bears you up? If other worlds come to mind... we can talk about it. Are you still here? Still with me? Still interested?
![]()
![]() I obviously haven't learned my lesson about not starting games as GM... Fair warning: this game will move with painful slowness at times as other matters swallow my time. If you're not prepared for that, it's probably best not to apply. ^^; The premise
When Funfair starts, you all find yourselves on -- you've guessed it -- the grounds of a funfair. This much is familiar to all of you. Some small details will seem off about it to some of you, though. Cotton candy-making machines will seem extremely odd to some, for instance. Stranger still will be the fact that you, the players, will find the fair deserted apart from yourselves.
Character creation
Crunch:
* You start at 1st level.
* You get standard 20-pt. buy to determine ability scores. * You get maximum HP + Con. + favourite class bonus as appropriate at level 1. At all consecutive levels, you get half maximum HP + Con. + 1 + favoured class bonus as appropriate. * Background skills are allowed; you get two skill ranks per level to determine background skills. Note the selection thereof every time you level, please. * Hero points are allowed. * You can select two traits from the available books, as appropriate to your species and background. * Variant Multiclassing is allowed. * All alignments other than CE are allowed. * The books you are allowed to draw from are: - Core rulebook - Advanced Players Guide - Ultimate Magic - Ultimate Combat - Advanced Race Guide - Advanced Class Guide - Ponyfinder Campaign Setting (but NO other 3rd-party materials!) - Paths of Prestige - Blood of Fiends - Orcs of Golarion - Humans of Golarion - Goblins of Golarion - Blood of Angels - Dragon Empires Gazetteer - Technology Guide - Faiths of Purity - Faiths of Corruption - Faiths of Balance - Gods and Magic - Inner Sea Magic I trust these will be more than enough books to be getting on with. :p I'd appreciate it if no one tries to ask for more... * You get maximum gold as appropriate to your class at level 1, but you must spend it all. If you have any cash left over after buying equipment appropriate to your character concept, it is gone when you arrive at the Funfair. No exceptions. So go on, spend that last cp on a bauble. It's fine. * Now we get to the wrinkle.
When awakening at the 'Fair, you will be without memories... and without your equipment. You will awaken with the shirt on your back (as appropriate to creature type), and that is it. Please rest assured that your equipment is on the grounds, and that you will have the opportunity to reclaim it when you come across it. * Oh, yes. There is no Common language; fill that language slot up with a language appropriate to your racial bonus languages.
Worlds within worlds:
When creating your backstory, please keep in mind that you will not all be from the same places. In fact, your choice of source materials will determine where you are from. Obviously, anyone using material from the Ponyfinder campaign setting will be from the magical world of Everglow - but take note that you may be from any of its outlined time-frames. You could be from the era of consolidation, from the height of the empire, or from the time after its fall. Anyone using the materials outlined in the Technology Guide should not be from Golarion or Everglow. Instead, your homeworld is part of a great Star Empire, one which has united many worlds. The Empire may not be as democratic as its predecessor, but it has rigid order and startling levels of technology. To you, magic is a fable and the gods a myth, but who cares so long as science bears you up? If other worlds come to mind... we can talk about it. Are you still here? Still with me? Still interested?
![]()
Male DM DM 10
![]() You have come a long way. What started out as simple caravan guard duty, accompanying the Lady Valeria of House Jeggare from her home in Imperial Cheliax to meet her fiancé, the young knight Doritian of Andor, so they could be married and cinch a peace treaty between their two nations, devolved into a mad quest. The caravan was attacked by a tribe of Goblins called the Red Debbulls, but those you could have beaten without too much trouble. Alas, the Lady Valeria was kidnapped by a Keleshite Wizard whose name you have learned is Xorshak, and who took the Lady to his tower stronghold in the mountains. Braving peril upon peril, surviving Kytons, Orcs, an Ogre, and managing to bypass two terrible shrines without losing your souls, you won all the way to the top of the tower, only to face vilest treachery. Doritian was there, and admitted to having chartered Xorshak to abduct and kill Lady Valeria in such a way that Andor would not be implicated and his bloodline would remain clean of Chelish influences. You did battle there, brave battle, defeating Doritian, the Debbull chief Bangu-Bangu, the mad Chelish noblewoman Secunda Jeggare, and even Xorshak -- or so you thought. The Wizard had already departed, leaving behind a Simulacrum in his place. You rescued Lady Valeria, but she has been through considerable hardship and only wants to return home. Carrying her, the catatonic body of Doritian - whose very soul is in jeopardy at the hands of the terrible goddess Dhalavei - with you, you escaped the tower just before it collapsed. Thence, you returned to Apol's Thorp to rest and resupply before taking up the journey to grim Cheliax. Alas, such a welcome awaited you... ![]()
![]() *disclaimer: the following is a fictional introduction of the setting and not meant to offend any Americans or Russians real or unreal, living or undead* As seen on a public announcement board: It is good to live in America in the Sixties! Your Uncle Sam wants you to do your part for Mom and Apple Pie, so you've got your job cut out for you! America is the best place in the world to live! The number of jobs that need to be done to safeguard Peace, Freedom and Democracy are endless, so you kids need to study hard, you adults need to knuckle down, and you all need to do your part for the Land of the Free and the Home of the Brave! Work hard, and your Country will reward you for your labour. *Rumours that both emigration and immigration have been disallowed because the threat of Nuclear War has left Uncle Sam, Mom and the Apple Pie paranoid about Rusky spies and saboteurs are Lies and Sedition, and as such punishable by Detention at the Government's Pleasure.* America, Great Melting Pot of the World! Here, the industrious descendants of Europe's brave explorers have, after shrugging off the chains of the old countries, settled and joined in Equality and Harmony to make a Better, Brighter Future! With the Freedom Marches of the fifties concluded, America has shown the lie of socialist propaganda, which dared to claim that discrimination stained our noble Red-White-&-Blue! Every loyal citizen is equal under the Law, no matter the colour of their skin, the number of appendages on their body or the beliefs they practice in the privacy of their own home, and opportunities exist for everyone who applies themselves and shows loyalty to the Good Old U.S. of A.!!! *Protest marches currently forbidden under the law against illegal gatherings so as not to disrupt public life. Workers' unions currently forbidden under the law against illegal gatherings under suspicion of Rusky involvement. Claims of discrimination based on species, sexual orientation, religious beliefs, race, political beliefs, gender et al. must be submitted to your local Police Station and Nowhere Else. Do not undertake any independent action before you have been contacted by Local Police.* So in short, if you are a Citizen of America, you are one Lucky Duck! You are living in the world's Mighty, Throbbing Heart of Freedom and Prosperity! While the world beyond our borders teeters on the brink of War, America stands in Peace and Strength. Our Armies are mightier than those of all our enemies, our Economy is more stable than the Rock of Gibraltar, and our People are Hap-Hap-Happier than any other! So turn that frown upside-down and ask not what your Country can do for you -- it's already doing it! You are living in Paradise on Earth, Lucky Duck, so start asking what you can do for your Country. Remember, Mom and Apple Pie need you, and Uncle Sam is always watching. If you find yourself at a loose end, come see a recruiting officer at your local army base, or present yourself at the unemployment office. Just as you need America, America Needs You! *Rumours that citizens approaching to within one mile of the international borders have been shot are Lies and Sedition. Rumours that the ongoing disruption to air traffic has been engineered by the government are Lies and Sedition. Rumours that the ongoing disruption to sea travel has been engineered by the government are Lies and Sedition. As such, these rumours are all punishable by Detention at the Government's Pleasure.* * * * * * * * * * * * * Welcome to a version of sixties-era America. There are a few differences; the world you live in is not merely populated by humans (modern evolutionists denounce the idea that a single species could be dominant on a whole world, when there are so many ecological niches to fill as science fiction), but also by other species. The Cold War is already in full swing, and America is Knuckling Down! This means that, as the introductory pamphlet (see above) mentioned, public gatherings and unions have been outlawed. Your well-trained, friendly Policemen are really cracking down on those long-haired, dope-headed, work-shy, socialist Hippies, so no need to worry, citizens! Private, social gatherings are in full swing, however, what with kids experimenting with pot in their parents' basements and adults gathering to discuss their jobs, their old army exploits and the trouble with young people these days. (That and key parties...) *Any private gatherings suspected of serving seditious purposes are defined as Actions Preparatory to Treason and are by Law permitted to be broken up with Necessary Force, all participants to be detained at the Government's Pleasure.* While the government is constantly telling its citizens that they're so happy here that they don't need to even think about leaving and that they really need to Knuckle Down for America, the average citizen's main concern is, as always, to make enough money to pay for rent, food and amenities. The more intellectual worry that the nation is living under the threat of nuclear war, however. With emigration, immigration and civilians' access to communication across the border having been cut off completely since the end of the Second World War leaves these intellectuals highly nervous as to what is going on in the wider world -- but mostly, they remain silent. *Rumours that people who have questioned Government Policy have been abducted by Government Officials and remain missing without record of trial are Lies and Sedition.* In any case, for all intents and purposes, America is your whole world.
*Rumours that American soldiers were ordered to shoot any natives approaching bases during foreign deployment on sight are Lies and Sedition. Rumours that our brave soldiers stationed abroad did not know most of the time who they were fighting or why are Lies and Sedition.* * * * * * * * * * * * * Should you take up the challenge to live in this world, you are currently a teenager attending Howard Memorial Highschool in Port August. Your mission in life is simple (according to your parents and the posters on the public notice boards, anyway): Get good grades, find a socially acceptable mate (a spouse of the opposite gender and the same species as you capable of conceiving offspring) and either move onto work or further education once you've finished high school. Prestigious extracurricular activities are a decided plus.
Life is perfectly normal. Then one day, you're in the school library doing research for a sociology project -- and the Monkey appears. You and the others present find yourselves under attack by the hideous brute, fighting for your very lives to survive. Things go decidedly downhill from there, as you will soon discover that life in these altered States of America is far stranger than you had previously suspected... As is Reality Itself.
* * * * * * * * * * * * Character creation:
* Alignment: Any other than Chaotic Evil. * Ability scores: 15-pt. buy. * HP: Maximum + Con. modifier at 1st level. Half max. + Con. modifier at following levels. * Character classes: Your first class level must be in Expert; you are an 'average kid' (if such a beast exists) growing up in a 'civilized' society (a post-industrial one, anyway), and as such have no experience that could lead to your starting as one of the regular character classes. As you advance in levels, however, you can receive training to acquire survival skills not needed in 'normal' life. Surviving long enough to reach higher levels requires you to think as well as act; play cleverly. This is not to say that you can not have any combat training.
* Character races: Please select one from the following list: Aasimars, Catfolk, Changelings, Dhampirs, Drow, Dwarves, Gnomes, Goblins, Half-Elves, Half-Orcs, Hobgoblins, Humans, Ifrits, Kitsune, Kobolds, Nagaji, Orcs, Oreads, Ratfolk, Strix, Sulis, Sylphs, Tengus, Tieflings, Undines. Note that, despite the public announcement's claims, discrimination is very common in these Altered States of America.
Aasimars, Dwarves, Half-Elves, Humans, Ifrits, Oreads, Sulis, Sylphs and Undines are 'first-class citizens', the cream of society, the proud descendants of the first colonists (who killed a lot of the natives and stole their land), as opposed to all the later immigrants, to wit: Catfolk, Changelings, Dhampirs, Drow, Gnomes, Kitsune and Strix are considered to be 'second-grade citizens', and seen roughly on par with Gypsies in our own world. Goblins, Half-Orcs, Hobgoblins, Kobolds, Nagaji, Orcs, Ratfolk, Tengu and Tieflings are 'third-class citizens' and commonly considered to be 'freaks' with criminal tendencies, even if they are law-abiding citizens. * Starting wealth: You start with 50 gp, otherwise known as fifty dollars. Invest it wisely or put it in the bank. (What do you expect? You're living on an allowance.) Invest this money wisely, and in the knowledge that your parents (if you have any) have probably provided for school supplies and necessary clothing. (Howard Memorial Highschool has a uniform. You will wear it.) No magical gear at 1st level; magic is not a common part of this setting.
* Traits: You get two of these, which you can draw from the APG, Faiths of Balance, Faiths of Corruption and/or Faiths of Purity. You may also decide to select one of the Setting Traits. Please do not select from the APG's section of campaign traits.
Blood Immemorial:
Broken Home:
Social Outcast:
Superstar:
* Feats & Skills:
* Available patrons: These Altered States of America primarily worship Lissala, goddess of civic obedience. References to 'rune magic' in holy scripture are generally considered the remnants of more primitive forms of worship, or even as metaphors. While the Government claims that the USA have freedom of religion, no known worshiper of any of the other, 'pagan' gods is likely to achieve a high position in life. (Of course, covert worshipers can get anywhere so long as they are clever.) * Alseta came to America from Eastern Europe, and is relatively popular among the lower strate of society. Because she is considered a patron of travellers and the current climate disallows travel across the borders, this faith has been marginalized in the media. * The faith of Aroden comes from western Europe and is semi-alive and well in the Altered States. Seen as the hearth god of humanity, Aroden is generally treated as the result of old pagan creation myths, just like the other hearth gods. Modern science often downplays Aroden as a grandiose father figure and an expression of humanity's deep-seated need to appear to be special in all ways. * The worship of Asmodeus came to the Americas with Italian immigrants. Nowadays, the lord of devils is even more marginalized than some of the other 'pagan' faiths due to old power struggles between his faith and that of Lissala -- which Asmodeus' clergy lost. Modern science suggests he may be the hearth god of the tiefling tribes, but spokesmen for the more vocal tiefling groups violently deny this. * Brigh is a goddess whose worship has never been very vocal, and it continues as a whisper today -- but it does continue. The Whisper in Bronze is heard most often at the colleges and research institutes of America, where it has taken on the form of a secret society for the intelligentia. Rumours that these societies hoard seditious documents and are involved with treasonous activity keep the faith even more low-profile than its own tendencies would do. * Although Calistria is known to be the hearth goddess of the Elves and the Drow, her faith having travelled with them from their old holdings on the African continent, she has been disinherited by the aristocratic Elves now living in the gated communities of Virginia because she 'presents the wrong image'. In contrast, the Drow clinging to the lower strata of society are devout in their worship of the Savoured Sting -- yet another thing reducing their chances in modern society. In recent years, Calistria-worship has become synonimous with prostitution and (dis)organized crime. Dark tongues whisper that she is fast on her way to becoming the main patron of major crime syndicates. * Nivi Rhombodazzle is a much better-known figure in the Altered States of America than she is on Golarion. Known as the hearth goddess of the Gnomes, her faith travelled with them from England and its colonies, and she has become a fixture in the modern media. Seen mostly as a laughable figure, probably the outgrowth of an old faerytale, Nivi Rhombodazzle is used as a trickster figure in any number of folk tales and cartoons. The Gnomes, who enjoy a joke and a good trick as much as anyone, just smile at this portrayal of their goddess. * The faith of Pharasma endures, but in a much reduced form. The gods may all worship her, but mortalkind does not -- or at least, not in large numbers. A growing obsession with health and longevity causes many Americans to shun her altars and holy places, and the priesthood has to work hard to be able to compete with secular companies that offer to arrange funerals and the services surrounding them. * Shimye-Magalla is a name seen in ancient history books and in graffiti on the walls of Lissala's temples. A composition not just of the lost names of Desna and Gozreh, but also of countless other gods and spirits once worshiped by America's natives and slaves brought to toil on American farmlands, the composite deity is seen as a patron of the oppressed and those in tune with a nature which is being abused by modern industry. Wildly unpopular with the government and the church of Lissala, Shimye-Magalla is demonized in the modern media and mostly worshipped by the lowest strata of society. * Where there are Dwarves, there is Torag, or so say the grey-bearded Dwarven elders. Unfortunately for them, society moves on, and many younger Dwarves are starting to bow to the altars of Lissala for the better opportunities she grants them in modern society. Modern media describe the Father of Dwarves as a hearth god and a patron of outdated crafts, further marginalizing his worship. * * * * * * * * * * * * Still with me after all that? Still interested? Yes? Good! I am looking for five to six players to venture into this brave new world and face the Monkey in the Library (and assorted other horrors). I like a few paragraphs of backstory from my players. Just a thought. ;)
*Rumours that the DM intends to subject you to injury, horror, death and attempts at comedy are Lies and Sedition!* Except when they're not rumours. *Interference detected. Rebooting signal.* ![]()
Male DM DM 10
![]() It is a beautiful summer's day. The soft chime of the horses' tack mixes with the dull thud of foot and hoof on the dirt track, creating an almost hypotic rhythm. The chirp of songbirds in the trees is soothing, pleasant. The warm sun directly overhead manages to dispel the gloom of the Whisperwood somewhat. The underbrush is still tangled like the fingers of a pleading beggar or the limbs of a dying spider, the trees' canopy still cast an oppressive gloom, but at least they have been cut well back from the path you are travelling. As long as you don't look too closely and the sun is out, this place is almost beautiful. And even with the Whisperwood's less pleasant qualities, you feel relieved to be here. The end of the first leg of this trip is nigh; the rendezvous-point is just another day's march away. Tomorrow evening, you will meet up with the Andoran delegacy, and Lady Valeria Jeggare will have her first official meeting with the young knight Doritian. After that, it's on to Andoran for the marriage ceremony, after which you get to go... wherever it is you wish to go, once you have received your due reward. It was impressed on you quite strongly that receiving any kind of reward at all is entirely contingent on Lady Valeria reaching Andoran alive and in good spirits. The send-off from House Jeggare's opulent mansion was very festive for the people who were not actually going; for you all, it was a grim affair, full of menace; the House's bodyguards were eyeing you all and thumbing their crossbows as Lord Jeggare gave his farewell speech. Fortunately, the trip has been going very well so far. Lady Valeria is definitely in good health and high spirits. You know so because, once the city walls had disappeared behind the horizon, the sixteen- (or possibly seventeen-) year old lady opened the curtains of her sedan chair and stared out at the wide world despite her governess' shrill objections. It had been a while since you had seen such sparkling eyes and such a brilliant smile on the face of a Chelish noblewoman, even one as young and beautiful as Lady Valeria. She shows none of the reservedness and arrogance you might have expected from someone of her rank and station, and instead seems to consider the whole outing to be a grand adventure. More than once, you have all felt the young Lady's eyes upon you and caught her looking at you as if you were some kind of rare animal or plant, or maybe a mystery to be solved. Likewise, whenever you had the unmitigated gall to meet Lady Valeria's eyes, you have felt the disapproving glare of the young Lady's governess and cousin. Then there is the sternly disapproving gaze of Brother Gorlist, the Asmodean priest assigned as Lady Valeria's chaplain (and more than likely the Asmodean who will preside over the first engagement ceremony). Both those stares pale in comparison with the dire glower of the captain of the small retinue of bodyguards that forms the inner circle of steel around the sedan chair. You yourselves are, of course, the outer circle of steel around her on this trip. Fortunately, the trip so far has been perfectly peaceful. So far. There are, of course, odd noises in the forest from time to time. The nights are worst, and sometimes you'd swear you felt something was following the small caravan. ![]()
![]() The unthinkable has happened.
A marriage has been arranged between a young Chelish noblewoman and the son of a longstanding member of the Andoran Ruling Council. Seeing as there are still plenty of people who would prefer to end the diplomatic process (and the courtship) with a sharp knife or some quick poison, it has been decided to bring the two young people together for their first in secret, in a neutral location in the Whisperwood. YOU have the noble mission of escorting the young lady from Cheliax to the location in the Whisperwood, to meet her Andoran fiancé and escort both of them onward to Andoran.
NO CE characters.
Sourcebooks. Core rulebook
WARNING.
Updating will not be very fast, but I will try to at least have a new post for you on a weekly basis. If this first adventure goes well, there will be more adventure to follow this first dungeon/crawl. ![]()
![]() A common opinion of androids as constructs seems to be that they do not have souls. We know from the Advanced Player's Guide that a Summoner eventually starts sharing their soul with their eidolon, as their connection grows stronger and stronger. Now, if an android manages to unlock the mysteries of the Summoner class and progresses far enough to get to the point where the soul-sharing begins... ... would the android start sharing the soul or similar spiritual essence of their eidolon? Would the android then be able to survive its physical body, be it as a part of the eidolon, or even in an actual afterlife? ![]()
![]() Greetings and salutations, all DMs who have access to the Carrion Crown adventure path and have the time and energy to take on a group that has made it to the second chapter, Trial of the Beast! Dare you be our active, creative, and - very importantly - mature DM? Will you take on this adventure, this challenge, and lead us adventurers through the fetid darkness of Ustalav -- or deeper into it? On behalf of the Hawthorn Society, I welcome your interest -- not to mention your applications. ;) ![]()
Male DM DM 10
![]() This evening, there is a cold wind blowing in from the Lake.
Clearvale-by-the-Lake is a misnamed city; this is something everyone can agree on.
The Nobles' District is one such area. After sundown, long after the government Alchemists have been about their duty of lighting the city's revolutionary streetlights, convicted criminals are driven through its streets in silence. These wretches scrub and polish every surface they are allowed to, and no one else is allowed out on the street while they labour under the unforgiving eyes of their overseers.
Dulapont Manor apparently no longer has a House Mage, nor a staff capable of keeping its grounds looking pristine and elegant. As you approach the Manor, you notice a pall upon the sidewalk. The granite walls look stained, with small pockmarks forming in its surface. Past the wrought-iron fence, you see a dying garden, the beautiful flower-beds and rose bushes wilting, the tree leafless and blackened, the ornamental fish pond empty of life.
The servant sitting in the little gatehouse seems surprised to see you. When you state the reason for your visit, he nervously licks his lips, starts to say something -- but in the end, he just ducks his head, opens the gate and waves you through.
Sense Motive DC10: The footman is lying about the door being jammed. ![]()
![]() For several generations, the Dulapont family has been a byword for wealth, excellent breeding, patriottism and loyalty to the crown in the city-state of Clearvale-by-the-Lake. The most recent generation showed great promise. Mme. Marite Dulapont, the current matron, had managed to maintain the family's fortunes and its good relationship with the crown despite the untimely death of her husband, François, and had raised their two sons well despite her refusal to remarry. Traven, the eldest son and heir, was married and the happy father of a healthy, happy baby girl. Not to mention, a very promising young scholar. His younger brother Jeremy was not yet married and seemed at times a bit resentful of being 'the spare', but showed courage and determination, and was making a career for himself in the army. But suddenly, everything started to go wrong.
The family's cash flow has slowed down to a trickle, as old business interests have withdrawn their custom from what they believe to be a failing family.
You, whoever and wherever you are, have heard of the hauntings. How could you not have heard? Mme. Marite has finally broken down and called for help to protect her house. The news has travelled from mouth to mouth, from wall to wall as notices have been spread to the houses where adventurous souls gather to exchange news and seek their next grand quest. 'Every Night, the great and ancient House of Dulapont hears the footsteps of the Dead.
======================================================================= Hello to everyone who started reading this post and has made it this far. Are you hooked yet? ;)
The system is Pathfinder. The books open for character creation are:
We are starting with 1st-level characters.
Clearvale-by-the-Lake is a city of my own design. Think of a sprawling, London-like metropolis, as it was during the 19th century - if the many creatures of fantasy roleplaying had been there. The city is misnamed; it is a place of creeping fog and blackest smog, when the factories belch out their smokes at the same time that the Lake disgorges its regular mists. When there's no fog, there is rain, but the city still thrives because it is a centre of industry and craftsmanship, and it ships its products out via the Lake to the other city-states that surround it. With all of that said... any questions? And more importantly: is anyone interested enough to take up the cause of the Dulapont family? ![]()
From time to time, I enjoy crafting the odd NPC. I thought I'd share some of them with you all; you might be able to use them in a running campaign. Should you decide to use them, I ask one thing: let me know how they worked out. And if anyone is planning to use them for anything official, I ask something else: let me know about it and we can talk. ![]()
From time to time, I enjoy crafting the odd NPC. I thought I'd share some of them with you all; you might be able to use them in a running campaign. Should you decide to use them, I ask one thing: let me know how they worked out. And if anyone is planning to use them for anything official, I ask something else: let me know about it and we can talk. ![]()
After someone in our Carrion Crown game made a joke about a 'Triple Goddess of Moon and Vengeance', I felt inspired. I did a bit of looking, and I don't think Golarion has its own moon deity, unless you count Groetius. So, presenting for your review: Mirarae
CN/LN/N goddess The changeable Mirarae is a goddess whose worship is in serious decline. In the days of Ancient Osirion, she was hailed as the sister of Sarenrae, the queen of the night sky. She was a patron of sailors due to the moon's influence on the tide; she was beloved of Witches, who so often held their coven meetings at night and bathed in her magical light; but she was also a strong champion of balance, which often took the form of redress and retribution. Any creatures that dwelled mostly in the hours of the night, be they good or evil, were favoured by her. The increasing popularity of Calistria and her philosophy of vengeance gradually eclipsed Mirarae. With the fall of Ancient Osirion most of her ancient rites and legends are forgotten. Those who worship the divine in the changeing faces of the moon often do not even know that it has a name, or what her ancient rites are. What few myths still circulate describe the Ancient Osiriani moon goddess as a demonic patron of were-beasts and things that stalk in the darkness when the moon is hidden from sight. A few scholars know more of the truth, but even they fear Mirarae for her ability to change. Some Dusk Elf tribes remain loyal to the goddess who favoured them in the days gone by. It is believed that Calistria condoned the slaughter of so many Dusk Elves by their Light Elf cousins. Witches also continue to favour her, with many seeing her as the Moon Patron they draw on, but their faith in the goddess damns her in the eyes of those who see all Witches as creatures of evil. Doctrine:
Phases
When the moon is half full, Mirarae is fully Neutral. She grants equal opportunity to light and dark, good and evil, chaos and law, and favours none. She advises mortals to adjust imbalances in their lives with detachment and control, and recommends magic as the ideal tool. Magic itself is balanced, arcane to divine, and balances mundane life by its very nature. When not dealing with imbalance, the goddess recommends caution and wisdom. Let the light expose danger, let darkness hide you from it.
When the moon is full, Mirarae is Lawful Neutral. She advocates the redress of imbalance in greater openness. When one creature leaps out from the shadows to face another in the full light, Mirarae applauds. When blades clash, her light shines upon the steel. When fists find flesh and bone, it sparkles in the flying blood. It equally illuminates the fur of hunting werebeasts and charging champions. If there is no wrong to redress, she encourages her followers to enjoy the light in which she bathes them by dance and song, combined with strong drink and rich food.
Regardless of her phase, Mirarae's favoured weapon is the Khopesh. Those who worship her and draw spells from her must choose one of her Phases with which they are compatible to focus on; the Phase chosen determines the Domains which a Cleric can access, and its philosophy should influence her worshipper's actions, if only a little. Relations:
Mirarae and Pharasma are on good terms with one another, though they rarely have time to socialize. Cynics may claim that Mirarae is preparing for her inevitable death and hopes to achieve a peaceful afterlife by getting in good with Pharasma, but her clergy claims that she respects the goddess of death because death is the balance to life. Mirarae's relationship with Groetius, however, is chilly and distant. The two are not openly hostile to one another, but Mirarae resents Groetius' lunar form. Also, the prophecy of her death states that the liberation of Groetius to end Golarion will be the sign that signals her own execution at the hands of Sarenrae. While Mirarae accepts her fate, she is not eager for it to come to pass, and so she prefers for Groetius to stay where he is. As a patron of Witches and magic in general in her True Neutral phase, Mirarae has a good rapport with Nethys, and there are rumours that the two have been lovers in the past. Any connection they might have is lost the instant Mirarae changes phase, however, which is probably for the best; in his madness, Nethys might ruin what they share if they stayed together for too long. There is a terrible hatred between Mirarae and Calistria. The Duskflower carries a grudge over the slaying of her Dusk Elf followers, and Calistria is still bitter over the fact that any Elves were lured away from her at all. Neither goddess has launched an open attack yet, but each spins plots of revenge in the shadows, and the clergy of either goddess is rarely safe when that of the other is nearby. Mirarae despises Zon-Kuthon, who unbalances the darkness completely, and is generally friendly to anyone who wishes to upset his plans. Like all the other gods of Golarion, she is a staunch enemy of Rovagug, the Rough Beast. She likewise despises fiends of all kinds. ![]()
Hello, hello. ^^ As the subject title says, I am eager to play Pathfinder now that the PHB and the Beastiary are out. If there's someone who wants to start a PbP campaign here or is already running one but needs an extra character, please let me know. I'm curious about almost all the character classes, so I shouldn't have any trouble with filling an existing slot. |