Thorn's End Guard

Celeador's page

RPG Superstar 6 Season Marathon Voter. Organized Play Member. 229 posts (4,482 including aliases). No reviews. 1 list. 1 wishlist. 50 aliases.



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Human Alchemist (Grenadier / Saboteur) 1 AC 16/13/13 / HP 10/10 / F +3 R +5 W +1 / Init. +3 / Perc. +5 / Bombs 5/5)

[/ooc]The Marksman's Yard[/ooc]

A bead of sweat ran down Arthurs back. His eyes were locked in Josiah's but he could see the fuse burning low from the corner of his eye. He knew he only had a few moments left. The tension was so thick in the room it could have been cut with Drakes brightsteel dagger. Arthur considered himself a gambler, but he had never been the best judge of character. It was hard to tell what Josiah's smile held. Was it a bluff or a call? Arthur blinked slowly. A call then.

Flashing a razor-sharp smile, the black man nodded. Between the third and fourth lane. Shrapnel to take both traps.

Six

No sooner was the words out of the demolitionists mouth, then he had pulled his arm back and with a quick but strong lob, threw the hissing steel sphere.

Clang! Came the muffled sound of steel striking concrete as the ball bounced once, and then twice before landing in between the traps at the end of the third and fourth lane.

Seven

BOOM! A hail of steel shard's and a clap like thunder exploded down range. Above the bombastic sound was a keening hiss of steel cutting the air and a black ring of firedust haloing outward from the center of the blast.

Arthur smiled again as his nose scrunched up at the smell of firedust. The cigarette between his lips had all but burned down to a nub. He reached for another smoke.

SA: Target a specific grid intersection. Treat this as a ranged attack against AC 5.
Attack Roll: [dice]1d20 + 5[/ooc]
Splash Damage: 7

Liberty's Edge

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Male Human (Taldan) Ranger (Freebooter / Corsair) 4 / Bloodrager (Elemental (Aquatic)) 1 / AC 17/11/16 / HP 47/47 / F +9 R +5 W +3 (+2 vs charm and compulsion) / Init. +1 (+2 at Sea) / Perc. +10 (+2 at Sea) / Sense Motive +10

Stomping through the sand towards Plugg, John watched as Doran convincingly managed to escape towards the pair of murderous brothers. Inwardly John smiled. He remembered the last words that Doran had spoken to him..

::Doran looks carefully at all his friends, even giving Aaron a nod of appreciation for what he's about to do. He takes a last look at the ropes around his wrists and says determinedly, "Right, John. Freedom." He slumps his shoulders and affects a bit of a limp, to make their tale all the more believable, and with a grim smile he quietly adds, "And just a touch of revenge, eh?"::

Watching Doran run towards the pair, John knew the man was right, though it cost him something to admit it. The truth was supposed to set you free. Feth it! John thought. At least he will know it's coming. That's more of a chance then he ever gave Iakob! John thought to himself with a finality.

Continuing his slow trudge towards Plugg, John leveled his falchion towards the man. Mutiny?! No Rickard! A mutiny requires you to have authority over us. We signed no articles, had no choice or were given any share of a prize. Strong and firm in his belief John's stride quickens despite the sand and the other members of Sandra and Crimson's rescue party follow behind like a flock of birds flying south for the winter. You call yourself a Captain, yet what have you done? You abandoned Sandra and Crimson to their fates. You ignored your responsibilities during the storm, tried to have Doran kill us and you murdered my friend Iakob in cold blood.

Stopping thirty feet from Plugg, John slashed his falchion into the sand before addressing the rest of the gathered pirates. Make your intentions known! John bellowed to the pirates. Those who do not choose a side, I will not hold a grudge against, though I promise you that Plugg would not offer you the same choice. My quarrel is with Rickard and his brother. However! Thoses of you who choose to side with Plugg will be shown no quarter.

Voice growing hard and cold, John nods with a finality at the man. When you killed Iakob, I swore an oath. I swore to the gods that one day, I would have you on your knees and as I held Iakob's pistol to your head you would know my rage. Voice growing solem, John looks past his nemesis out to the waters beyond. One final thing remained.

Breathing in and out deeply, John touched upon the rage that beat in his heart. Staring at Plugg the anger that John had let build up for so long threatened to overwhelm him. The weeks after Iakob's death had tempered that anger, cooled it, hardened it. It had strengthed him and bound him to something greater. Nodding to himself, John's free hand clenched into as fist as if he were seizing a free flying reefing line. BESMARA, I call upon you! John roared, reaching and clutching for the same surging power he had touched before before. Like a surging tide, John found it deep inside of his own anger. He grasped for it. Besmara was not one who gave. Conflict, strife and piracy were her domains. She did not abide beggars or the weak. No, it was the strong who held her attention. It was the Captain who who would curse her name as he sailed into a storm, never looking back. It was the Marine who fought a bloody battle on the deck of a ship even when hope seemed lost and refused to quit. It was the oarsman who despite years of being lashed daily, still planned his revenge with each beat of his heart. This was her congregation. The cries of vengeance and the screams for freedom upon the seas were her choir. John did not beg. He demanded.
 
 
And she answered.
 
 
The beach grew quiet. For just a heartbeat it seemed as if the tide had paused. Then it resumed again... only this time it was the color of blood. So be it. John said, eyeing the crimson tide with wary eyes. So fething be it. John Rawkins whispered hefting the falchion in both hands as he broke into a final charge towards Rickard Plugg and his mute brother.

______________________________
During the lead up, I will be activating Freebooter's Bane vs. Plugg (All allies gain an additional +1 to hit and damage vs. Plugg). Calling upon Besmara I am casting lead blades and initiating a charge.


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Human Cleric of Ralishaz 3 AC 18 / HP 17/27 / F +5 R +3 W +7 / Init. +2 / Perc. +11)

Will Save: 1d20 + 7 ⇒ (8) + 7 = 15 Save for half, 15/27HP

SA: Convert Touch of Idiocy to Cure Moderate Wounds and apply to Pavo
Move to Pavo and apply touch Healed for 2d8 + 3 ⇒ (4, 4) + 3 = 11

Your not the only one here with the blessings of the gods! Ramos mutters before taking a five foot step towards Pavo and slapping him on the back. In a rush of glowing white power, some of the mans wounds begin to rapidly heal and fade. Finish him boys. I'll counter his channels.

The Exchange Marathon Voter Season 6

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Congrats Mate, your a heck of a writer (I know from our pbp's) and I can't wait to see what you come up with for round 2.


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Human Cleric of Ralishaz 3 AC 18 / HP 17/27 / F +5 R +3 W +7 / Init. +2 / Perc. +11)

Morning Guys, I had some things come up. Long story short.. I am back home and have access to the forums. Not sure how long it will last for, but while I am here no need to get e-mail updates. I'll let you guys know if things change.

Grand Lodge

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Male Elf Wizard (Forsight) 7 AC 13(21)/13(21)/13(21) / HP 38/38 / F +4 R +6 W +7 (+2 vs. ench) / Init. +10 / Perc. +20)

Morning Guys, I had some things come up. Long story short.. I am back home and have access to the forums. Not sure how long it will last for, but while I am here no need to get e-mail updates. I'll let you guys know if things change.


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Female Dwarf (Tian Xia) Summoner 2 AC 16/12/14 / HP 20/20 / F +2 R +2 W +4 (+2 vs. poison, spells, and spell-like abilities) / Init. +2/ Perc. +1 / Sense Motive +1

Nah.. not going anywhere. At least as long as Rob will still have me =p. The other thing that has been keeping me busy is that my wife and I will be having our first child! So that's great news. But I'm also trying to take care of her, so that's coming first. Anyhow, no excuses. I'll drum up something as soon as I get some creative juices flowing.


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Human (Runeslaved Shoanti) Bloodrager (Arcane) 1 AC 18/12/16 / HP 13/13 / F +4 R +2 W +0 (+2 vs arcane spells / +9 vs cold weather) / Init. +2/ Perc. +4 / Sense Motive +0

So I like to find a "theme" song for each character I play. It helps me get in the mood when I write for him/her. In the case of Al'cazar I choose : 46 and 2. I recommend giving it a listen. This version is an amazing cover. The premise of the song is about Human evolution. I think it works well since Al'cazar has been changed in way that is not entirely human though the experiments of the Runelord.


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Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)

So Thanksgiving has come and gone, but I wanted to tell you all that I am thankful to be apart of such a great pbp. I only found this style of gaming last year, and my first few games were so so at best. But the collaboration between players is so wonderful here. I very much enjoy it and want you all to know that.

Cel


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Human Cleric of Ralishaz 3 AC 18 / HP 17/27 / F +5 R +3 W +7 / Init. +2 / Perc. +11)

Gods Dammit Lord! Ramos mutters. I though the bad luck was reserved for the other guys. Sliding forward, Ramos's hand again glows with magical power and he touched the back of the half-elf who is locked in combat with another cultist.

Convert Disfiguring Touch into Cure Moderate Wounds 2d8 + 3 ⇒ (1, 5) + 3 = 9


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Human Cleric of Ralishaz 3 AC 18 / HP 17/27 / F +5 R +3 W +7 / Init. +2 / Perc. +11)

Shaking his head ruefully, Ramos sighs. Well if they didn't know we were coming before, they do now.


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Greetings! Celeador here ready to submit my concept for your Striding Into the Gates of Hell: A Wrath of the Righteous Campaign.

First a little bit about me. I am currently sitting at a little over 3,300 posts. I am a consistent poster. I also currently run two very role play heavy campaigns on the forums:

Zeitgeist: The Gears of Revolution
Hearts of Darkness: Way of the Wicked

I also take a lot of pride in my characters. I put quite a bit of time into each one, trying to make them unique and interesting. I focus less on min/maxing and more on creating a balanced character with excellent roleplay hooks. Some examples include:

Mineko Yamauchi
Teladon Azuth
Elsir Tel'Ran
John Rawkins
Ali Al'Zahrid

I tell you this because I want you to understand what type of player I am. I post less then some, but I try to ensure that each post is flavorful and detailed. I enjoy roleplay opportunities and player interaction. I would rather post once every two days with a detailed post then three or four times during the same period with just a sentence or two. I also enjoy taking common tropes and flipping them around or slanting them to something different.
 
 
_______________________________
“It has been said, 'time heals all wounds.' I do not agree. The wounds remain. In time, the mind, protecting its sanity, covers them with scar tissue and the pain lessens. But it is never gone.”
― Rose Kennedy

Betrayal. That’s the first thing I feel, which is ludicrous. For there to be betrayal, there would have had to been trust first.”
― Suzanne Collins, Hunger Games

Anger is just anger. It isn't good. It isn't bad. It just is. What you do with it is what matters. It's like anything else. You can use it to build or to destroy. You just have to make the choice."

Constructive anger," the demon said, her voice dripping sarcasm.

Also known as passion," I said quietly. "Passion has overthrown tyrants and freed prisoners and slaves. Passion has brought justice where there was savagery. Passion has created freedom where there was nothing but fear. Passion has helped souls rise from the ashes of their horrible lives and build something better, stronger, more beautiful.”
― Jim Butcher, White Knight
 
 
 
                            M A E V E   V O R L E S H
                 T H E   S C A R R E D   S U R V I V O R
 
 
 
BACKGROUND:

  • Part 1:Origins Maeve Vorlesh and Sorkana Vorlesh were born as identical twins in 4697 among the slave pens of Undarin on the banks of the Sarkora River. The birth of the twins was one of pain and misery. Like all of the slave chattel held within the rusted cattle pens of the city, she was weaned on fear and terror. She never knew what day she was born on, or why she was born, or even why she survived when so many children died during the first few years. The Demonic overlords cared little for their human slaves, or so she thought. Little did she know that her great grandmother was the ruler of Vorlesh, Areelu Vorlesh and even from her bluff high above the slave city, the half-succubus watched with keen interested as her blood-heirs grew from babies into young girls. The demonic patron had a great interest in the untainted children. The untainted mortal blood of her line would be useful to the woman later on for a bid towards true ascension of demon-hood.
     
  • Part 2:Childhood As a child Maeve was spared the lash that most slaves endured. She was beaten but nothing permit was left. When she was four she watched as the leather enshrouded guards carried her mother away. She never saw her again. As to her father, she knew little. The memories were faint and hazy, like smoke on the wind. Besides she had more pressing concerns like food and water and where she and her sister would be able to sleep without having to endure the harsh elements. Each and every day was a challenge to survive. Still some slaves were treated better than others. The worst were the slaves that were recruited by their demonic overlords to control the population. Then came the slave gangs who banded together to control the food and water as well as the best places to live, after that came the slaves who were born into captivity. Finally there were the slaves who had been former crusaders. Theirs was often a short life, brought to an end by the endless blood games that the demons enjoyed.

    Then when Maeve was eight, something miraculous happened. During an inspection, she along with her sister was selected to act as slaves for the Witch-Queens holdfast. She had no idea that this was part of her great grandmothers plan to slowly bring her blood into the fold. At the time, if Maeve had known she might not have cared. The promise of working in the holdfast would provide clean clothes, a larger meal and a warm place to sleep at nights. When death loomed over you, and your only choice was the slave pens, arenas, hard labor, pleasure tents or the holdfast, you were glad for such a position.
    Evil Twin and Beautful Slave Girl.

  • Part 3:Witch Life was different then Maeve or Sorkana would expect among the servant slaves of the holdfast. The Demon Witch of Undarin did not tolerate stupidity or laxity among her servants. No men were allowed within the inner sanctum of her hold and the black cloaked witches from her coven walked throughout the stronghold with the arrogance of nobility, though each one had infact been recruited as slaves as well over the hundred and seven years since the death of Aroden. It quickly became apparent however that the hold was far more dangerous than the pens had ever been. Whereas before she had been spared the lash and brand, now even the slightest mistakes were met with ruthless determination. Maeve and her sister had thought that they were to be slaves. Little did she know that they had begun their training.
    It could take pages to describe the misery that the young women endured. They waited on the coven retinue each and every day. Sleep was fleeting and pain was a constant reminder of their failing. Like all of the acolyte slaves, Maeve was taught of the Lord of the Locust Host, Deskari, of Orcus the Prince of Undeath and Our Lady in Shadow, Noctula and many more. Each was encouraged to seek out their patron. Those that were blessed by their patrons were given more freedom. Those who rejected their teachings were given death. Unlike her sister who quickly took to the training, Maeve consigned herself to death. She hated the overlords and the witches. Each prayer was a wish to see them all die. To watch one day as the crusaders would raze the town to the ground and set free those who had been born to captivity. And yet, in her despair, her cries for vengeance were heard for there was another lord, who raged at the other demonic lords for eons of slights, who had yet to take a greater role in the events of Maeve's world, Demogorgon, Lord of All That Swims in Darkness.

    It was on the night before her eighteenth name day that she slept in the stone room upon a pallet of straw. She had failed her tests. In the morning she would die. Sleep was uneasy for the woman. It was all going to end. That night as she slept the voice came to her for the first time. The sibilant voice whispered promises of power and vengeance. It asked for nothing, only a willingness to see the woman turn away from the demon lords and bring strife upon them. In her dream, Maeve stood upon the edge of an endless black obsidian cliff. The wind whipped around her hair and the woman acquiesced. When she awoke, she saw lying next to her a dark wooden mask with blank features that bore a seam running between its eyes, as if it would sheer apart into two halves. She also felt blood running down her face. An identical wound had formed during her dreams. She had been marked.

    When the guards arrived they found the normally meek woman holding the mask to her chest, the blood from her face dripped upon the wooden effigy and seemed to drink up the crimson droplets. There was a power in the woman’s eyes... a presence. Her execution was spared.

  • Part 4:Scarred
    It can be said that a little hope can be a dangerous thing. For the first time in Maeve's life she had hope. As one of the anointed she has been risen up above other lesser slaves. A clean bed, real food, education. These were priceless things to a woman like Maeve who had only seen them from a distance. Still, such things were not to last. The politics of the Worldwound are an odd thing. It is ruled over by the worst that the Abyss can vomit forth. The infighting between demonic overlords cause nearly as much death as the constant battles with the endless crusades led by the other nations. The Demon Lords also love their bloodsport and nothing is more pleasing to them than watching humans falter and fail under their mistreatment.

    Three months ago, the Demon Witch of Undarin was slighted by the Khorramzadeh, the Storm King and ruler of Iz. Rather than turn their armies against one another it was decided that each would be allowed to select one of the others minions to serve as their proxy in a murderous test of challenges, carefully prepared to show who had the true claim in the disagreement. It was a bloodsport of the worst kind. Like rats the two humans would be forced to negotiate trap filled passages, lightless depths and the predations of natural beasts. Again, little did Maeve know that even then her patron was working through the Storm King to maneuver his pawn towards his goals.

    To the young witches surprise, she was selected by the Storm King to act as his proxy for the event. She could not understand the reasoning behind it, however Vorlesh watched with suspicion. She assumed that either the Balor knew of her blood link to the young woman, and Maeves death would deny her the prize of ascension to full demon-hood or the woman would survive and in turn force the ruling in the balors favor. In fact she was wrong on both accounts.

    There was only one rule to the event, survive. And so began the race. For two weeks, Maeve walked through tunnels, across chasms and though the ruins of battlescarred cities. Each night she prayed to her protector to see her through and ultimately he did so. When a clutch of dretches mysteriously turned away from her hiding spot at the last moment, it was his doing. When her food ran out and she became sick from the rancid water, it was by his will that she survived. She knew none of this. All of this was part of a carefully choreographed escape that she had no idea of. All she knew what that this was her only chance to make it out alive.

    On the fourteenth day, a patrol of knights from a nearby Keep found a woman stumbling out of the Worldwound, she was covered in half healed scars and barely alive. But she had survived. Wary of the tricks of demons the woman was placed in shackles, but also healed. An elderly cleric of Sarenrae, far from his home to the south carefully tended to the woman. He called upon the blessings of the Fiery Lady and could find no evil present nor words of untruth. The woman was all that she said she was. An escaped slave who was forced to undergo bloodsport at the hands of Demonic Overlords. A woman who hated the evil that had consumed the lands, who had been forced to do terrible things in order to survive and someone who wanted to see the other slaves held in captivity freed.

    It was everything that her patron had planned for all along. (Killer Game Master), (All or Nothing) and (Blood Sport)

    PERSONALITY:

  • Personal Goal: There are quite a few goals that are present in Maeve that I hope you will capitalize on VoV. The first is her hatred of Slavery. As a former slave, who still bears the marks of her servitude, Maeve has a concrete reason for why she is willing to risk her life to return back into the Worldwound. She knows of the women forced into pleasure tents. Of the captured crusaders that are slowly corrupted or used in the sanguine arenas and of the other countless slaves who spend lives toiling under the lash of their demonic masters. She has a personal stake in returning to see her sister rescued.

    In fact her sister is now quite evil and I would like to see her twin have become another follower of Demogorgon. According to D&D 4th the following is stated about Demogorgon:

    Arcana DC 22: Demogorgon’s two heads are named Aameul and Hethradiah. Aameul prefers deception, and Hethradiah favors destruction. Originally, Demogorgon had one head and one mind. A mighty blow from the deity Amoth split him nearly in two before Demogorgon killed Amoth. After he healed, Demogorgon’s head remained split. The two heads often disagree with one another but turn disagreement to their mutual advantage. For instance, one head struck an alliance with a powerful lich queen of the deep Shadowfell, and the other killed her to steal her powers.

    Arcana DC 37: Twins born to cultists or kidnapped and indoctrinated at a young age lead Demogorgon’s mightiest cults. Each twin serves one of Demogorgon’s two personalities. Invariably, such a cult falls to infighting as one high priest turns against the other, hindering many a foul plot.

    What I envision is that Maeve's sister Sorkana has fully embraced the role of Aameul, preferring deception while Maeve has subconsciously assumed the role of Hethradiah and favors destruction.

    Aside from this personal stake, I would like Maeve eventually learn who her patron is during a dramatic moment, and then have her wrestle with this. Eventually I want to reject her patron and find some sort of redemption and gain a new patron in an Empyreal Lord. If your notice, my character is Chaotic Neutral. That is by dint of what she had to undergo during her time as a slave. I want to lean her more towards Chaotic Good, but right now during this stage in her life she is still recovering from the mental scars of living in the hellish landscape.

  • Pysch Traits:
    #1: The Choleric: Maeve is a very passionate person. She has a strong goal and she wants to see it through to the end. Despite her scars she is also charismatic. Because of how important saving her people are to her, she is willing to go to almost any lengths to achieve it. She has a large independent streak. This is caused by her time as a slave. She never wants to go back to that life again and taking orders bothers her.
    #2: Moods Swings: In a way, Maeve is at war within herself. Internally she wants to reject her history and her patron. She can't deny that he has helped he each step along her way, but she worries what hidden hooks might be there. This is also coupled with the fact that she is deeply troubled by the trials that she had to go through as a child and a young woman. Its hard for her to be happy. Why should she be when so many people that she know are dying every day? She takes insults personally and inappropriate comments made about how women should act rub her the wrong way. She can be very loyal to those she trusts, but trusting in and of itself is very foreign to her. It would not be uncommon for Maeve to go from happy to glum to angry all in the space of a few minutes.
    #3: Tough Girl: Maeve is a tough woman. She won't allow a man to tell her what she can and cannot do. She has been through more and survived it during her nineteen years than most ever have. The scars on her body are are a testament to her stubbornness. She hates relying on servants, such things smack dangerously of slavery or indentured servitude. She's not the strongest, but she is willing to get dirty same as everyone else and she will work longer and harder then most men.

  • Character Traits:
    #1: Lady of Black Magic: Maeve fills the role of a lady of black magic. Many of the spells I have selected for her, as well as her class and archetype carry the hint of darkness. That is not to say that she is evil, but such things as curses, mind control the planting of thoughts and creating fire tend toward the darker side of magic.
    #2: Imaginary Enemy: In its most primal form, her patron who she only knows of as the Whisper in the Night and the Lord of Shadows is an Imaginary Enemy. He has a long term plan for her and has set events in motion that can have disastrous effects if she doesn't eventually learn his agenda. I plan to start out his effects as dream scenes. Then eventually they will become voices as the campaign goes on. Later he will appear in the form of a two headed shadow on a wall. To a lesser degree I may roleplay the effects of *him* casting spells rather than her. I might use silent image and force Maeve to roll a will save to see if she can see through things. Or perhaps he might use sow thought to guide her towards a particular action. If I was selected I would like to work with you VoV to play that up.
    #3: Every Scar as a Story: In the case of Maeve this trope is particularly true. As I will mention in the "Channel Divinity" section Maeve will practice a form of Ritual of Scarification as listed in the "Pathfinder Setting - Chronicles of the Righteous" The scars that Maeve have will tie into her archetype "Scarred Witch" and as she gains spells they will appear on her body as well. In particular the symbol of her patron is displayed as a long scar that runs from her forehead to her chin, bisecting her face. (Chosen due to the dual nature of Demogorgon)
    #4: Deal with the Devil: In its purest form Maeve has made a deal with Demogorgon. She doesn't know it yet but the demon lord has plans for her. I hope this this interaction to be a long term character arc as the campaign progresses.
    #5: Yin Yang Bomb: To Maeve, magic is magic. It is neither good nor bad. It is how it is used that matters. If she can use good and evil magic together to make something greater she is willing to if that will allow her to accomplish to goal of saving her people.

  • Personality Traits:
    #1: Hope is Scary: Hope is scary to a woman like Maeve. For most of her life she was a slave. She watched as others were killed or subjected to the cruel whims of their demonic overlords. She lost her mother and father at a young age. When she thought she was being risen up to become a servant slave she instead found herself indoctrinated into the worship of the Demon Lords, and then when she did find a patron she found the station she had reached ripped away from her and she was forced to undergo series of trials that could only end in one victor. The fact is that Maeve is scared of hope. Each time something better has happened it has been ripped away from her. It will be incredibly tragic the first time she sees her sister again only to realize that the woman she wanted to save has instead become her enemy.

    APPEARANCE:
    #1: Good Scars, Evil Scars: This trope is a bit subverted. The amount of scars combined with how she looks gives Maeve a sinister appearance, but this is not the case. The scars are a testament to her fortitude and will to survive. Conversely however is that each new scar that appears on her body is a further indication of the hold that her patron is slowly gaining on her.

    Uncovered and from a distance Maeve appears to be a woman of medium height with pale skin indicative of Kellid heritage and black hair. As you move closer you're able to see that she holds herself with a gracefulness at odds with her horrific scars that cover her face, arms and hands. She stares at you from behind a mop of black hair with piercing grey eyes. They look like storm clouds on the horizon.
      
    Appearance of Scars
     
    Character Creation Requirements

  • To be more powerful (20 point buy) – tell me of your character’s personality and state which aspect of the Four Temperament Ensemble is closest to your character's outlook: Maeve's personality is detailed above on this character application.

  • To further hone your strength (25 point buy) – describe a few other tropes that apply to your character, and whether you play them straight or subvert them: I have several tropes in the personality section of his sheet.

  • To choose one’s class – state what you have to offer the crusade (imagine you were responding to a recruiter):

    ::Maeve stood in front of the recruiters tent. The man was skinny and he seemed tired. The ground below her feet was muddy and the area smelled of horses. The fierce but slight woman glanced down at the man and then coughed.

    Yes, can I help you? The man asked in a reedy voice while holding a quill not looking up.

    Maeve scowled, she was here to help and this man seemed like he couldn't care. She wondered how many people might have been turned away just because of the laxity of the scribe. She hoped that this man wasn't an indication of the quality of recruits found within the crusade. It was disheartening.

    Yes, I was told this was here I needed to apply at? The man nodded and glances up before his mouth opened in shock. See something interesting? Maeve asked, the heat from her voice carrying with it a tinge of anger.

    Shaking his head slightly the man reddened and turned his gaze away. That was a common enough reaction Maeve supposed. Scars were an uncomfortable thing to see. It reminded a person of mortality. It also reminded Maeve of the price she had paid to escape. I want to sign up, The witch said at last. I know the ground and I'm a native of the area. I escaped from the slave pens in Undarin. I know about the fortifications and layout and how we can save the people trapped inside. I'm decent with a crossbow and have some magic. I know emergency healing. I'm not afraid of roughing it and I can take a hit. And... The woman paused considering her next words carefully. I'm willing to do whatever it takes to save those people.::

  • To gain belongings (average wealth for your character class) – tell me what your character looks like, and how they comport themselves: See above, or profile. Her backstory and personality header details how she comports herself as well.

  • To be richer still (max wealth for your character class) – describe one item you bear that was inherited from someone important to you, and how it came to be yours: The only item of significance to Maeve is the wooden mask that appeared next to her as she prepared herself to die. The wood has been polished and made smooth and when Maeve wears it, it seems to disappear from view. However as of late she has noticed that the urge to destroy or dominate is more powerful when she wears it.

  • To have skills borne of experience (two traits) – weave the skills into the background that shapes your character: All traits are elaborated on in the profile. I will however list them here so they make sense. I have taken three traits and a drawback.

    Traits:
    #1 Suspicious: Constantly having one hopes dashed as I alluded to before has had an impact on Maeve. Trust is odd concept for her and I thought the trait was very fitting.
    #2 Freedom Fighter: So this is listed as being tied to Andoren, but I thought it really worked for my character, with her dedication to freeing the slaves held in the Worldwound.
    #3 Resilent: Because of the hard life that Maeve has had to go though during her time as a slave, I thought that this trait was fitting. She fought each and every day for a place to sleep, food to eat and safe water to drink.

    Drawback:
    #1 Mark of Slavery: This one should be a pretty self explanatory.

  • To gain the bonus trait Channel Divinity below – state your patron deity and how you venerate them in daily life.: This is a bit tricky due to Maeves situation. Her patron comes to her dreams and urges. The connection is further reinforced when she wears her mask. She knows her patron as the Lord of Shadows and Whispers in the Night, who is in fact Demogorgon. Each night after the sun as set she places her mask where it can look down upon her and she strips in the darkness. She spends an hour running her hand slowly over each of scars and concentrating on how each of them came to pass. She recites the name of each witch who slighted her during her training as well as each slave she can remember who was beaten or killed by the demonic overlords. Before she goes to sleep she swears again to bring fire and destruction to those who have hurt her. Sometimes in her dreams she will feel a pain, or see herself floating atop black waves that slam her into jagged outcroppings of obsidian. When she awakes, new scars have appeared in the place of where she was wounded at.


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    25 Calistril 4713: Kergh...

    The Cardinal rises and holding out his hand, he murmurs to Kergh Rise my son. Pulling the large man to his feet with a strong grip despite his slight exterior, a feverous gleam shines in the Cardinals eyes. Splendid, He pronounces, nodding first to Kergh and towards Mikhail. Mighty are the servants who worship our Lord, but there are some among us that truly find a calling in their service among the Prince of Devils. Kergh, I see you one day being among our Lord's most powerful servants in these lands, tirelessly working to enslave all who dare to oppose him. Gazing into the flames, the Cardinal speaks softly the whisper barely audible above the crackle of flames.

    Dessiter է Phistophilus, փաստաբանին վճարված գումարը եւ ստվեր, պահապանն Պայմանագրերի նախագահ անունները եւ ընկել Տերը կապերը, կոչ եմ անում ձեզ, Այնպես որ խոսել, ես ձեր անունը, այնպես որ պետք է այն լինի. Եկեք ինձ.

    Infernal:

    Dessiter of the Phistophilus, Barrister of the Shadows, Keeper of Contracts, Speaker of Names and Fallen Lord of Bindings, I call upon you, So speak I your name, so shall it be. Come to me.

    The flames roar with an inner light. The shadows in the room seem to darken. Silence reigns.

    From a cloud of brimstone and sulfurous smoke he appears and bows. Polite, formal even. He was well dressed with rust-colored skin and a jutting crown of ridge-like horns, he is muscular and draped in lengthy contracts that seemed to float about from an unseen wind

    Cardinal Thorn The devil said in a pleasant low voice. How nice to see you again. I was just doing some paperwork. Unease filled the room. The devil seemed to have an echo: half a second after he spoke his words were repeated in the appalling shriek of one undergoing torture. The screamed words were not loud. They were audible just beond the walls of the room, as if they had soared up through miles of unearthly heat from some trench in Hell's floor.

    What can I do for you? He continued. (What can I do for you? Came the soulless how of misery.) Still trying to lead the nation you call home into ashes? The contract devil smiled slightly.

    The Cardinal smiled back and shook his head. You know what I intend to do. The Cardinal replied levelly. I'll not be drawn, I'm afraid. You can't provoke me into existential fear, you know. The Cardinal replied with a polite little laugh to which the devil responded in hind. As did his horrendous echo. I am beyond such things now. As we both know.

    The devil bowed his head in polite demure.

    The Cardinal waved his hand impatiently. He was composed, He did not flinch at the pitiable screams which shadowed devils words. And he did not allow himself to experience any disquiet when, as he stared at the devil, the image of the man before him flickered for a tiny sliver of a second, to replaced by... something else.

    The Cardinal had experienced this before. But Mikhail and Kergh had not. When they each blinked for that infinitesimal moment, they saw the room and its occupant in very different forms. Through his eyelids, Kergh and Mikhail saw the inside of a slatted cage; iron bars moving like snakes; arcs of unthinkable force, a jagged, rippling maelstrom of heat. Where the devil stood, the pair were able to catch glimpses of a monstrous form. A hyaena's head stared at them, tongue lolling. Breasts with gnashed teeth. Hooves and Claws.

    The stale air in the room would not allow the pair to keep their eyes open. They had to blink. They tried to ignore the brief visions and instead watched as the Cardinal treated the devil with wary respect. Such was also the devils attitude towards the Cardinal.

    Dessiter of the Phistophilus, I have called you here for two reasons. The first to extend to your master, His Diabolic Majesty, the Lord of the Fallen my respectful greetings on behalf of myself and this endeavor. The Devil nodded graciously in response. The other is to ask your assistance on behalf of my young apprentice.

    It is always our greatest pleasure to aid our allies in the world of the living, Cardinal Thorn. Especially those such as yourself with whom It's Majesty has such good relations. The devil rubbed its chin absently, waiting.

    However, The Cardinal stated, shaking his head. It is not I who wish something from you, but this man. The Cardinal announced, pointing towards Kergh. Consider me nothing more than an... intermediary conducting an introduction.

    The devil shook his head examining Kergh. (Great hyaena tongue briefly slavering from side to side) and smiled. Indeed? The Devil stated speculatively, eyeing the misshapen man in thought while he ran a single clawed finger over his chin. And what assistance is it you wish for, young one.


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    Female Dwarf (Tian Xia) Summoner 2 AC 16/12/14 / HP 20/20 / F +2 R +2 W +4 (+2 vs. poison, spells, and spell-like abilities) / Init. +2/ Perc. +1 / Sense Motive +1

    Oh this could be fun if the donkey starts to become the hero of this band!
     
     
     
                      C H E R R Y B L O S S O M
                                                  W O N D E R   M U L E
     
     
     
    Upon iron shod hooves the wondrous mule stomped along the deck...


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    Female Dwarf (Tian Xia) Summoner 2 AC 16/12/14 / HP 20/20 / F +2 R +2 W +4 (+2 vs. poison, spells, and spell-like abilities) / Init. +2/ Perc. +1 / Sense Motive +1

    The trumpeting of Horagai's preceded her arrival into the great stone halls. The blasting of the conch shell horns reverberating and echoing as two servants in the Yamauchi clan stepped forward in the brightly dyed hempen ropes bound with straw belts. Unlike the brass horns of the west, there was an organic sound to the Horagai's. Like her they were a remnant of her peoples lost culture. The blasts from the shell instruments caused the room to go silent. The dwarves who had been in mid fight suddenly froze. Each set of eyes stared at the spectacle unfolding before them.

    Capturing the attention of each dwarf, Kaori Inoue the Watashi-boku to the Granite Empress stepped into the cavernous hall. Tall and thin with hair the color of recently tilled soil the hand maiden and herald of the Empresses was draped in a silk kimono of black with white mountain peaks painted upon the bottom hem of waited as the conch horns died to a silence.

    Give way for the Granite Empress Yamauchi, The Heavenly Sovereign of the White Mountain Clan, The Summit Child of the White Mountain Peaks.

    The Empress had arrived.
     
     
     
     
     
                            T H E   G R A N I T E   E M P R E S S:  M I N E K O   Y A M A U C H I
                 S U M M I T   S U M M I T   C H I L D   O F   T H E   W H I T E   M O U N T A I N   P E A K S
     
     
     
     
     
    Gliding into the room, Empress Yamauchi, small even by dwarven standards stood upon a set of darkwood getas. Elegantly draped in a tightly bound white silk kimono painted with scenes of mountain peaks, falling cherry blossoms and bars of wind, the Empress carried herself with the calm assurance of royalty. Instinctively she knew that she was an outsider here. She would have but one chance to make an impression. In her wisdom she knew not to waste it. Gliding forward, the Empress was flanked by on her left by a creature that resembled a white marble statue. Veins of gold ran along the creatures body as it padded next to the empress. To her right was her Uruwashii, Koki Hayashi who was prominently marked with a tattoo of the Yamauchi clan upon his cheek, armored in four-mirror armor with a Sashimono depicting a single white peak mounted to his back. Behind her trailed her Kaseifu, Motomi Himura carrying a large silk umbrella that towered over the Empress; unnecessary in the dwarven halls, but likely because of tradition. Also behind her was a small wizened dwarf of elderly years. Bound in a linen robe with the house symbol of the Yamauchi's on his breast the dwarf seemed small and unnoticeable.

    In the Meadhall of Clan Skuldafn dwarven voices began to whisper and point quitely. News had reached the clans recently that their dwarven kin from the east had been forced from their ancestral homes, but aside from a few odd encounters with the Yamauchi servants this was the first public appearance that the Empress had made. Moving forward like a breeze on the wind the Empresses kimono rustled as she made short steps towards the honorary altar for Hraggir Skuldafn. Nearing the alter Mineko flicked her wrist in the direction of her handmaiden and called upon her celestial power. Sōgi no teikyō no tame no o ka o junbi shimasu.

    DC 25 Perception and Minkaian:

    Prepare the incense for the funeral offering.

    Nodding wordlessly, Kaori Inoue knelt before the altar and placed before it a small black block of incense. Carefully lighting it, the handmaiden waved her hands through the trails of smoke, causing them to momentarily form in the dwarven symbol for "honor".

    Moving forward through the throng of dwarves, Mineko had to force herself to not scrunch up her nose in disgust. Mead and Ale were everywhere. On the tables, on the floors, on the mourners. This was so very different then the rituals and customs she was used to. Had his people completed the matsugo-no-mizu? Did they even practice such things? This looked like no funeral she had ever seen before. Still as guests of the High-King it was her duty to show all respect. She would not question their beliefs. Reaching the altar, the Empress gave a shallow bow. She was not beholden to this man. He had done no great works on behalf of her clan, but he was spoken of by the High-King with a measure of respect. He had dedicated his life towards bettering his people and for that he deserved her recognition. Bowing her heads briefly, she raised her arms out at her side and then clapped them together to draw to her the attention of the kami. Let them know that she had shown honor to this man and that they should do the same.

    Having completed her obeisance, the Empress turned and made her way to the left side of the hall, trailed by her entourage. Again calling upon her celestial endowments she instructed her Watashi-boku. Karera wa keizoku suru kanōsei ga aru koto o tsutaeru. Tonikaku, kono izureka de chōshū o nozomu koto o karera ni shiraseru koto wa sō suru kamo shiremasen.

    DC 25 Perception and Minkaian:

    Tell them that they may continue. Tell them that any who wish an audience with this one may do so.

    As the Empress relayed her instructions, she gave a single flowing hand signal to her Kaseifu. Wordlessly the maid, carefully seated the silk umbrella over the Empress and then placed a small darkwood folding stool out so that the Empress might sit. Floating down into the chair, The Granite Empress sat with a rigid back while keeping her face as smooth as the side of a mountain cliff. Nodding again to her Watashi-boku the dwarf in the black kimono stepped forward and addressed the hall.

    The Granite Empress, may the celestial court bless her name commands for you to continue your well wishing for this honored dwarf. Any who wish an audience with her highness may do so now.


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    Human Cleric of Ralishaz 3 AC 18 / HP 17/27 / F +5 R +3 W +7 / Init. +2 / Perc. +11)

    Well, I could find a group of miners that are at a bar and scan them with Detect Evil If I did that a few times I might be able to sort out the good from the bad and that would give us a better idea of who to approach.


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    Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)

    Ugh, I love how everyone thinks the elf is somehow a great scout or something. Talk about your racial profiling. I have +0 in stealth.


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    “Apparently, there’s a few serious adventurers in town right now. One’s a Yerasol Veteran and another is a Skyseer. They may be up for a little paid work.”

    The Assistant Chief looked up. His face creased in distaste. The constable shrugged unhappily.

    “I know they are some of the hardest people in Lanjyr,” she said slowly. It took some moments for her to turn her mind to the issue. “I don’t trust them, though. They court danger. And they’re quite unscrupulous graverobbers for the most part. Anything for gold and experience.”

    Tapping his cane on the side of a nearby desk Assistant Chief Inspector Stover Delft frowned before spitting a wad of tobacco into a spittoon. “Adventures? They are a dying breed. The world has moved on. Civilization has marched forward. Hrm…” he trailed off, considering options. “Run a check on them. If they have potential they might make good candidates for the R.H.C. Let me know what you find.”

    Nodding at the dismissal the female constable turned and exited the office.

    Standing on the granite floor of the Royal Homeland Constabulary Office were six figures. They were immediately and absolutely recognizable as adventurers; rogues who had wandered the Malice Lands and the Elfaivar and Ber and probably the whole of Lanjyr. They were hardy and dangerous, some were foreigners, some Risuri, but each carried with them at least a shred of allegiance to the nation of Risur. Each of them had lived off their wits, stealing and killing, hiring themselves out to whomever and whatever came. They were inspired by dubious virtues. Some had performed useful services: research, cartography, and the like. Others were nothing but opportunistic tomb raiders. They were scum who died violent deaths, hanging on to a certain cachet among the impressionable through their undeniable bravery and their occasionally impressive exploits.

    Assistant Chief Stover eyed them without enthusiasm.

    “This,” said Assistant Chief Stover, pointing to them each in turn with his cane, “is a job offer. Each and every one of you has been investigated and passed a background check. Though,” He eyed one adventurer with lanky hair and scruff on his face. “Some of you just barely passed.” Hobbling forward on his cane, the limp in his left leg clearly evident, Inspector Delft gestured to a map of Flint, blanketing the east side of his office. “As a member of the R.H.C. you may be called upon to accomplish dangerous and complex tasks, such as rescue missions, surveillance to catch smugglers and traitors, and even gathering information on behalf of our nation. It is dangerous, but no more so than what you have experienced. One of you fought on behalf of our country. Another was a graduate from an esteemed war academy and the list goes on and on.” Gesturing back to the map Stover smiled, sucking at the tobacco in his teeth, before spitting into a nearby tin pot. “This is a chance to stop living for yourself and instead helping in a real and concrete way. What do you say?”

     
     
     

                              Z E I T G E I S T 
            T H E   G E A R S   O F   R E V O L U T I O N
     
     
     
     

    Introduction
     ““The unreal is more powerful than the real. Because nothing is as perfect as you can imagine it. Because it’s only intangibles, ideas, concepts, beliefs, fantasies that last. Stone crumbles. Wood rots. People, well, they die. But things as fragile as a thought, a dream, a legend, they can go on and on.”
    –Chuck Palahniuk

    Welcome friends to Zeitgeist: The Gears of Revolution. This is an AP designed by ENworld Publishing. In this adventure, your characters serve in the Royal Homeland Constabulary of the nation of Risur, protecting the country and its citizens from foreign threats lurking within its borders. During missions of espionage and assassination, your duty will be to root out hostile spies and pursue international conspiracies. As you learn more of your homeland’s own secrets, however, your loyalties may be tested, may even be turned, and you may find that it is you whose hand controls the gears of the turning age.

    Before we get into the details of the campaign, I would like to lay out my expectations. In Zeitgeist you have the chance to play an unusual sort of character. You will play as a group of burgeoning agents in service of Risur -- someone who will rise from being a novice and inexperienced agent into becoming one of the worlds greatest influences and possible saviors of this age.

    Here is what I envision from my players: I am looking for a lawful neutral, lawful good, lawful evil, neutral or neutral good characters with an appreciation for order: This is not the campaign for chaotic evil players looking to betray the other players, loners or freespirited vagabonds. Those campaigns exist elsewhere and if they are what you are looking for, perhaps you are in the wrong place. This is a campaign about being part of an organization that works in the shadows for the greater good. Think of the James Bonds, Jack Ryans and MacGyvers. This is what I expect. That said, while you are morally neutral, what I am not looking for is a bunch of murderous-lawless types looking to indulge dark fantasies. I am looking for characters with interesting backstories, who would mesh well together. Characters should be three-dimensional with personality, desires, and flaws. Disagreement between characters should be a natural occurrence based on strongly-held beliefs and philosophies, although they shouldn't derail the game. Knowledge of the Zeitgeist setting is assumed and should be worked into the character.

    Mechanically, this will be point-buy with 20 points. I strongly disfavor stat dumps, especially Charisma, without appropriate story justification. I also disfavor gimmicky characters. One bonus Theme Feat must be selected at character creation from the Zeitgest Adventure Path Players Guide and does not count against your total number of feats. Considerably more effort should be on the personality, and a character sheet is merely encouraged. Anything legal in Pathfinder Society is allowed, I will also allow the psychic classes (but not races) from Dreamscarred Press. All races found in the Advanced Race Guide are allowed, but I have a bit of a bias towards humans and will likely pick only a few non-humans. Tieflings and Aasimar however hold a unique place in this campaign and I will not consider them as non-humans during my selection process, however the variant heritages are not allowed. I will also post an example of ”The Ten Minute Background”. You are not required to use it during submission, but I have found it is exceptionally useful in creating a character with depth and flavor and I would highly recommend it.

    This will be my second campaign DM in a pbp and you can see an example of my current campaign here: Hearts of Darkness: Way of the Wicked. I have played D&D/Pathfinder for fourteen years. I am active on the boards with over 2,700 posts and I expect my players to be active as well. Players who make it into this campaign will be expected to post once every 48-hours, and I will uphold that same posting activity. Some days there will be more posts than others, but this campaign will be run at a leisurely pace. If you do not post once within 48 hours during combat, actions will be taken for you. I reserve the right to eject from the campaign anyone who has not posted in 72 hours without prior warning of absence.

    I expect players to engross themselves in the roleplaying element and contribute interestingly to the story.

    I also favor longer posts with detail and emphasis on the growth of the characters. (Example 1) (Example 2) I do not use map tools unless absolutely required. I also travel occasionally, but this rarely affects my posting. I will be taking applications until Sunday, 6/23/13. I have not decided how many players I will be taking, but the total will be between 4 and 6, depending on the exact needs of the party. As a warning, I also tend to select players over the course of the application period. If you have any questions, I'd be happy to answer them. If you don't have a posting history, I'm still happy to consider you but I may ask for a writing sample.

    Introduction to Zeitgeist:

    Humans and the Great Nations.
    Humans rule three of the five great nations of the region. Their ascendance in the past two thousand years toppled a mighty high elf empire and has provoked belief in doomsday millennialism among many dwarves. The campaign begins in Risur (pg 15), and every PC should have a strong loyalty to the nation, even if the character does not hail from there.

    High Elves, Aasimar, and the Great Malice.
    Five hundred years ago the death of the high elf goddess Srasama caused nearly every high elf woman to perish. Those few who survived were often claimed as trophies by human conquerors, though a handful of free matriarchs head their own family lines in the ruins of the old empire. Those interested in high elves should read the section on Elfaivar (pg 23). Mortals present at the death of the high elf goddess have continually reincarnated in the following centuries as aasimar, as if a sliver of Srasama’s divine spark has granted them a semblance of immortality. Those interested in aasimar should read the section on Crisillyir (pg 20 of the Players Guide).

    Tieflings, Technology, and Dead Magic.
    When the high elf goddess died, an entire other nation became a dead magic zone, and some in that land were marked by a curse, turning them into tieflings. In the centuries since, however, the tieflings have come to rule that nation, and in the last few decades they have begun a revolution of industry and mighty science almost as powerful as the magic they lack. Those interested in tieflings should read the section on Danor (pg 21 of the Players Guide). If you are interested in utilizing some of the new revolution’s technology for your character, particularly firearms, see the section on Equipment (page 12 of the Players Guide).

    Dwarves, Doomsday, and Nihilism.
    The major dwarven nation is bleakly resigned to an imminent doomsday, when ancient horrors will claw free from glaciers and engulf the world in a frigid death. Adherence to duty is so ingrained in their culture, however, that the dwarves continue to toil in their forges even as they prepare for the world’s end. Those interested in dwarves should read the section on Drakr (pg 22 of the Players Guide).

    Savages, Primitives, and Peace.
    Freed from the yoke of toppled dragon tyrants, the youngest of the great nations formed from an alliance of several monstrous races which now live in an uneasy peace as their rulers seek to force the disparate peoples into the modern age. Those interested in playing as a orc, half-orc, goblin, hobgoblin, or other monstrous races should read the section on Ber (pg 19 of the Players Guide).

    Piety and the Planes.
    The heavens possess an undeniable hold on the world’s religions, its people, and its very structure. In Risur, skyseers believe that the movements of the night stars foretell the future and direct the fate of the world. More enlightened scholars study distant planes of elemental and temporal power to understand how the flow of their energies affects the fundamental nature of reality. The high elf people have begun to withdraw into the Dreaming, and the bishops of the high church of the Clergy invoke condemned spirits from the Bleak Gate to frighten sinners into worship.

    The Astral Plane, Limbo, and Far Realm exist only as postulations, and there are countless other theories on the nature of reality. No one in this world has ever traveled to these planes, and the few beings that are summoned through the veil are only visitors, returning as soon as the spell that called them ends. Those interested in the setting’s metaphysics should read the section on The World (pg 24 of the Players Guide).

    Heroic Themes.
    The Zeitgeist campaign setting presents themes that reinforce the heroic archetypes of the world, such as dockers, gunsmiths, and technologists. Each player should choose one Theme Feat unique to the world of Zeitgeist, this replaces normal Pathfinder Traits.

    Example of The Ten Minute Background:

    This is an example of a past submission I did for a skull and shackles campaign and I think it's an excellent example of a "Ten Minute Background". While it’s not required to be as long, I appreciate a lot of plot hooks and room for growth as a character.

    Five background and concept elements important to John Rawkins.

    1) John Rawkins is a sailor who was recently discharged from the Andoran Navy due to a terrible injury. Six months ago his ship the Righteous Eagle was led into a trap by the notorious Shackles vessel Carrion's Maw. During the ensuring battle, Petty Officer Rawkins was part of a boarding party, that along with First Lieutenant Steele was lured aboard the Carrion's Maw. Once on board, the trap was revealed and the boarders were surrounded by a full company of mercenaries. Outmatched and cut off from the Righteous Eagle Petty Officer Rawkins was left behind while the Righteous Eagle was forced to retreat, or risk being sunk. During the battle, John took a spear to the side, falling overboard. As he floated in the water, his blood slowly seeped out into the sea, and he was viciously attacked by a jigsaw shark. By the time he was recovered and his mates got him onto the surgeon’s table, there was nothing that could be done. In a haze of ether John felt the dull pain of the surgeon’s saw and the heat of the soldering iron. When he awoke two days later, his left leg was gone from just below the knee, and in its place was a crudely fitted cap. In remembrance of his lost friend's and ruined leg, John wears a Jigsaw Shark's tooth on a throng around his neck. It is the very same tooth that that the surgeon dug out of his leg following the battle. Trait: Peg Leg
    2) John was outgoing and friendly, but since losing his leg and being discharged he has turned to heavy drinking. He rarely shaves and his once short hair has begun to grow out into a tangled mess. He is a man that is teetering on the edge of self-ruin. Hence the charisma of 8, and his store of grog and Alchemist's kindness
    3) Prior discharged, John had acquitted himself in several boarding and begun to earn a reputation is a solid and reliable leader.
    4) Although he would never admit it, ever since the shark attack John is secretly afraid of the ocean. He’s a fine swimmer, but there’s something about not being able to see what is under the water that scares him. Trait: Paranoid
    5) Like most Andoran’s John hates slavery. He remembers how, as a private he took part in the boarding action of the Katapesh Slave Galley Taskmasters Pride. He will never forget seeing the whipped and chained slaves, emaciated and lashed to the oars and it sickened him beyond words. If given the opportunity to hurt a slaver he would likely do so. Trait: Freedom Fighter and Trait: Lover of the Law

    Two goals that are important to John.

    1) I would like to see John build upon his Andoran leanings. The navy may have forsaken John but he hasn’t forsaken the ideals they represented. I think that it would be cool to see John eventually become a "Steel Falcon" PrC. Long term I think it would be great to develop this “Arc” as John earns the attention of the Eagle Knight’s and then somehow is given a secret commission to continue to do the work of Andoran within the Shackles.
    2) ”I’ll find the shark that took my leg!. Ok, so it’s extremely Moby Dick-ish but I can see that being a goal that John would pursue. On a slightly less ridiculous note, during the battle in which John lost his leg, Carrion's Maw managed to escape. Should he ever cross paths with the ship or its infamous captain, Typhus Scalp-Taker, only hell or high water could keep him from that prize. Of course he may not have to search too hard...

    Two secrets about John, one that he knows, and one that he not yet aware of.

    1) John is married and has a three year old daughter. In the weeks following the release of the slaves aboard Taskmasters Pride John fell in love with one of the released concubines. Though it is extremely frowned upon within Andoran for a liberator to become romantically involved with the liberated slave, he couldn’t help but love her. It was for this reason that he is currently traveling to Eledar. Though he hates Cheliax and their puppet states for their continuing support of slavery, he was recently offered a job to help build ships for the Sargava navy.It kills him inside to work against the ideals that he believes in, but he sees few options and he has a family to provide for.
    2) Prior to his discharge John had done more than just earn a reputation is a solid and reliable leader. In fact his Captain was a member of the Eagle Knights and had taken notice of him for a possible candidacy into the order. However with the loss of his leg and subsequent drinking and discharge Captain Havershaw rescinded his decision. Yet despite his better judgment Lord Havershaw still keeps track of John from time to time.

    Four people that are tied to John, three are friends and one is an enemy.

    1) Alima Rawkins: Former pleasure slave aboard the Taskmasters Pride and wife of John Rawkins. Alima is Osirion in descent with dusky skin and black hair. She currently lives in the Andoran fishing village of Souston where she raises her and John’s daughter, Farah.
    2) Lord Cornelius Havershaw: Ageing captain of the Righteous Eagle. Cornelius is also an Eagle Knight from the order of the Steel Falcon and has taken note of John. Cornelius is quickly approaching retirement and knows that the Claw will be his last command. He is fond of playing the violin and drinking good brandy. It was under his tutelage that Petty Officer Rawkins first learned the principles of leadership.
    3) First Lieutenant Iakob Steele: Boarding Officer for the Righteous Eagle. Iakob grew up in the same town as John, Souston, and joined the Andoran Navy several years ahead of him. John later met, and came to work for First Lieutenant Steele upon his assignment to the Righteous Eagle, it was during that time that a friendship came to develop between the two. First Lieutenant Steele was presumably lost at sea following the ruinous battle between the Righteous Eagle and Carron's Maw.
    4) Captain Typhus Scalp-Taker: Captain of the Carron's Maw, slaver, pirate and reputed member of the Pirate Council. It was Scalp-Taker who was responsible John going overboard during the battle with the Righteous Eagle. During the battle the pirate lord hurled the spear that drove John over a gunwale and into the sea, but not before John was able to land a lucky strike that sliced off the pirates left ear. Since that day Typhus has never forgotten the slight done to him by the Andorian sailor and would be quick to meet vengeance upon him should their paths meet again.

    Three memories, mannerisms or quirks John possess.

    1)John keeps a moleskin journal within his Sea bag. During free time he writes letters home to his wife and daughter. He misses them terribly and will never forget the day that he set sail to Eledar, and the last kiss he gave Alima. He uses a lock of her hair as a bookmark for his journal.
    2) As a remnant of his service in the Andoran Navy, John managed to keep his duty issue cutlass and he carries the cutlass with him at all times. When distracted he tends to keep one hand on the pommel of the blade and will mindlessly run his thumb over the end cap in a clockwise motion.
    3) John has a hard time sleeping on land. From his years at sea, the sailor has grown more accustomed to the cradle of the sea, then the stone of the shore. Even on land John prefers to sleep in a hammock, much to the displeasure of Alima.

    Character Creation:

    Ability Scores: Ability Scores will be a 20 point buy. I strongly disfavor stat dumps, especially Charisma, without appropriate story justification.

    Races: All races found in the Advanced Race Guide are allowed, but I have a bit of a bias towards humans and will likely pick only a few non-humans. Tieflings and Aasimar however hold a unique place in this campaign and I will not consider them as non-humans during my selection process, however the variant heritages are not allowed.

    Classes: All classes from the PHB, APG, UC and UM are allowed, as well as all Archetypes and the Psionic Classes from Dreamscarred Press. However if you plan to play something extremely unusual such as a Ninja, Samurai or a Psionic character, an amazing backstory should be presented.

    All classes are permitted except the Anti-Paladin. A few classes require some special consideration below.

  • The Paladin is well suited thematically for this campaign. However due to the dubious nature of divinity in Zeitgeist, rather than dedicating himself to a particular god, the paladin may instead choose to be follower of a particular philosophy or ideal.
  • Barbarians can be a good choice, but since chaotic alignments are not allowed (see below), neutral good or neutral are the only two possible alignment choices. Barbarians have the challenge of coming up with a good reason why a class as chaotic and rebellious as this one would cooperate with a group of lawful followers of nation.
  • Cavaliers are a fine choice for a PC. Orders that defend the common folk (The Order of the Shield) or pledge allegiance to the king of Risur (The Order of the Lion) are more common then self-serving orders (for example the Order of the Cockatrice).
  • Few gods have large followings in Risur, but pockets of foreigners or native converts provide a likely source for divine classes Oracles tend to be more common than clerics, since there aren't established churches to train the pious. More rarely a person with strong philosophical ideals can wield divine power through the gestalt will of those who share his beliefs. inquisitors are extremely rare and are more commonly dedicated to an ideal or philosophy rather than a particular god.
  • Druids are well respected among followers of the old faith, and the ties between Druid traditions and the Unseen Court could lead to a deep character storyline.
  • Gunslingers are an excellent choice for this campaign, This adventure path assumes by default that firearms are common however advanced firearms are just now being developed.
  • Monks are permitted, but consider applying a western Archetype to them such as a Martial Artist.
  • Ninja and Samurai are permitted but you must explain how your ninja or samurai ended up in the western nation of Risur.
  • Rangers will find that Humanoid (Human), Outsider (Evil), Undead and Fey are solid choices for their favored enemy. The Urban Ranger Archetype is also excellent for this AP. Generally Rangers are well received within the old faith
  • Sorcerers suffer an equal distribution of bloodline, with aberrant and fiendish bloodlines being far rarer than fey or elemental.
  • Witches tend to follow fey patrons, since the nature of the planes makes it difficult to contact infernal or far realm patrons
  • Psionic classes are relatively new and rare, though many cultures have their own variations of people who seem to be able to see through the veil of reality and forsake the limits of their flesh. In particular, high elf monks are infamous for their unusual fighting techniques, while dwarven philosophers sometimes exhibit all but unknown psionic abilities.

    Skills: No change, however a good balance of skills is recommended and there will be frequent encounters where a good use of skills can affect combat or negate it completely. Also as members of the R.H.C. you will be expected to be able to search crime scenes, gather information, interview witnesses and track suspects. A party with well balanced skills is essential.

    Feats: Each character gains one bonus Theme Feat selected at character creation from the Zeitgest Adventure Path Players Guide. This feat does not count against your total number of feats.

    Equipment: Each character starts with average wealth per level. Unlike adventurers however, one of the perks of being an agent of the R.H.C. is that your character will receive frequent stipends and allowances for material and equipment upgrades. The downside however is that your character will be required to hand over seized evidence obtained during the course of an investigation. PCs who are part of the R.H.C. do not get to keep anything they recover on their missions. They get a salary, and anything they “looted” they can keep if they pay for it from their salary.

    As constables of Risur, your characters have a slightly different relationship with treasure than typical Pathfinder adventurers. At lower ranks (levels 1–8) you receive a combination of salary and official stipend to fulfill your duties, and the Constabulary’s resources and connections let you easily purchase or requisition the tools you need for your missions. Likewise, you can easily trade in items you no longer need, which can be used by other constables or local police. When you recover rare magic, treasure, or other valuables, you are expected to hand it over to higher authorities, who will make proper use of it. If desired, you can use your salary or stipend to acquire these items for yourself, assuming you file the proper paperwork and your request is deemed warranted.

    You can turn in any functioning item to the R.H.C. for its full value. This allows you to keep yourself equipped with the best material available, or at least the best that government bureaucracy thinks you can be trusted with.

    Whenever the party acquires any sort of treasure in the course of a mission, you will be expected to hand it over to your superiors, which should keep you at the expected power for your level. If you recover something you want for yourself, you can spend money to requisition it, though that may take some time. There is always some leeway, and constables are allowed to hold onto loot for a reasonable period of time. If you defeat a foe with a magic sword, and his weapon would aid you in your immediate investigation, you can hold onto it for a few days, but you’re expected to turn it in. An alternative, of course, is to hold onto items and not report them to the RHC. This is illegal, and would likely be grounds for dismissal.

    Such pecuniary misdeeds are expected of common police, but the R.H.C. is held to higher standards. If you attempt to sell such an item, you cannot take advantage of the R.H.C.’s favorable rates, and must use the normal values (50% of base value). Be careful, though, because prison is not kind to former law officers who turn to crime.

    HP: Max to start. At each level you roll for hit points, however you may use Hero Points and the retrain option will be allowed from Ultimate Campaign

    Hero Points: All PCs start with 1 Hero point and gain 1 Hero Point each time they level up. The maximum number of Hero Points a PC can have at a time is 3. Hero Point feats and spells are allowed.

    You can use 1 Hero Point to do any of the following actions. You can only use 1 Hero Point per turn for these actions.
    1. Gain an extra standard action during your turn.
    2. Gain a +8 bonus to a d20 roll if spent before or a +4 bonus if spent after. This can also be used to effectively increase the DC of a spell by lowering a single target's saving throw in the same manner.
    3. Ready an action at any time. (Must be done before a post is made; no retcons.)
    4. Regain a spell or use of a limited special ability.
    5. Reroll a d20.
    6. Reroll for HP at a new level.
    You can use 2 Hero Points to do the following, regardless of if you have used a Hero Point this turn.
    7. Survive a fatal attack at -10, unconscious, and stable.(2 points)

    Finishing Details: As normal except that chaotic evil, neutral evil, chaotic neutral and chaotic good alignments are not allowed. Every character must be lawful neutral, lawful evil, lawful good, neutral or neutral good. Of those five alignments, lawful neutral is definitely the preferred choice.

    Further, every character must choose a Theme Feat. This feat should be central to your characters development and it is one of the reasons why you were screened by the Royal Homeland Constabulary as possible candidates.


  • 1 person marked this as a favorite.
    Human Cleric of Ralishaz 3 AC 18 / HP 17/27 / F +5 R +3 W +7 / Init. +2 / Perc. +11)

    Standing alone in the street, Ramos watches as Pavo slinked off into the shadows. Frowning to himself, he squeezed his mailed fist tight. This whole stupid town was run by scum so he shouldn’t have been surprised when he got in the way of Fildge. If he fought back against the guards then they could keep him locked up for who knows how long. Dammit!

    Digging into the pouch at his side, Ramos took out a old greyhawk copper. Flipping it up into the air he watched it circle in slow motion.

    Heads I go with them, Tails I run. Ramos thought as the coin fell.

    Lands on its edge 1 or 100, tails 2-50, heads 51-99 1d100 ⇒ 64

    Watching the copper clink against the stone he saw an old worn away face, looking up at him from the edge.

    Well f' me, lord. I hope this works out. Ramos muttered to himself as he marched towards the sound of the approaching guards while placing his faith in Ralishaz.


    1 person marked this as a favorite.
    Human Cleric of Ralishaz 3 AC 18 / HP 17/27 / F +5 R +3 W +7 / Init. +2 / Perc. +11)

    Hey guys! I'm going out of town this weekend and won't be near a computer until Monday. Have a great Memorial Day Weekend and I'll post when I get back.


    1 person marked this as a favorite.
    Human Cleric of Ralishaz 3 AC 18 / HP 17/27 / F +5 R +3 W +7 / Init. +2 / Perc. +11)

    Hey guys, sorry I have been MIA for a bit. My wife is going back to work tomorrow so I expect I'll be doing a round of updates. Sorry about the absence and I just want you to know I am looking forward to getting back into the routine of posting.

    In other news I am considering starting Razor Coast campaign. It would be a nautical themed sandbox starting at level 5 , and yes to answer your question there would be zombie pygmies! Anyhow, I'm not 100% sure if I want to start a second pbp campaign because of the sheer amount of effort that goes into one, but if I do I'll let you guys know.


    1 person marked this as a favorite.
    Human Cleric of Ralishaz 3 AC 18 / HP 17/27 / F +5 R +3 W +7 / Init. +2 / Perc. +11)

    @Sverrir: Excellent suggestion on the feat. It fits with my character and I'll keep it in the back of my mind. I'll go for Weapon Focus: Unarmed Strike. Eventually I'll try to get a +1 Guided spiked gauntlet.

    @Everyone: Congrats on getting through the 1st adventure arc! Whew this is my first AP that has managed to do it. P.S. I peeked at the items in the tomb, +1 Shocking Short Spear and Circlet of Wisdom +2. Not too shabby.

    @Fanguar: Question about spells, would you allow me to take Heroic Fortune as spell?


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    Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)
    Lucent wrote:
    But certainly a personal way to extinguish any flames of doubt about the party's competence.

    Competent? Perhaps.. but they are still humans.


    1 person marked this as a favorite.
    Human Bard (Arcane Duelist) 1 AC 15/11/14 / HP 20 / F +1 R +4 W +2 / Init. +1 / Perc. +3)

    Giving a friendly smile Andrei swung his foot out of his horses stirrup and quickly dismounted. Grabbing the reigns tightly Andrei carefully guided his mount slowly away from the leopard, sure that the horse would become skittish or might try to throw him if brought too close. The name is Andrei and it’s a pleasure to meet you. Oh and this is Charger. Andrei says gesturing towards his horse. Reaching into his belt pouch with his freehand Andrei withdraws his charter. It was the dammed thing.. the bard says holding up the official document. I applied a few months back for the expedition. When I never heard back I assumed that I must have been passed over by the selection. Turns out it got lost in the mail! Shaking his head in disgust Andrei leads Charger to the hitching post and ties him off to it. It's not as if New Stetven is even that big a town. Well regardless I'm here how.

    Sense Motive 1d20 + 2 ⇒ (4) + 2 = 6


    1 person marked this as a favorite.
    Human Cleric of Ralishaz 3 AC 18 / HP 17/27 / F +5 R +3 W +7 / Init. +2 / Perc. +11)

    Don't let the bastard get away! Ramos shouts! Rushing after him.

    Double Move to get next to him.


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    Very frustrated. Just spent the last three hours formatting information for you all on Talingarde and I discovered that the information tab has limited space (even with spoilers) inorder to save the information I'll post it now:

    Gazetteer: Matharyn:

    Matharyn
    LG metropolis
    Corruption -2; Crime +0; Economy +3; Law +2; Lore +2; Society +0
    Qualities Pious, Prosperous, Strategic Location
    Danger 8
    DEMOGRAPHICS
    Government hereditary autocracy
    Population 105,000 (89,450 humans; 6,700 dwarves; 5,200 half-elves,1,400 halflings, 850 elves, 210 aasimar; 1190 other)
    Notable NPCs
    Markadian V called the Brave
    Princess Bellinda of Darius, daughter of Markadian and Antharia Regina the silver
    High Inquisitor Solomon Tyrath
    High Cardinal Vitallian of Estyllis, head of the Mitra Church in Talingarde
    Lord Vastenus Barca, General of the King’s Army
    Brother Quintus of Austea, spiritual advisor to the king
    Heironymous Thatch, court wizard and tutor to the princess
    Mayor Hubert Rowen
    Sir Janus, Adarium Watch-Captain
    MARKETPLACE
    Base Value 22,400; Purchase Limit 150,000 gp ; Spellcasting 8th level divine, 7th level arcane
    Minor Items nearly all are available; Medium Items 4d4; Major Items 3d4

    Map of Matharyn

    The Elder City
    To understand the history of this great city, you must understand the history of Talingarde itself. Every major civilization on the island has claimed this place for its own at one time or another. Matharyn is the oldest human settlement in all of Talingarde. Located at the southernmost reaches of the island – it enjoys a mild climate. By the sea and the bay, the fishing is legendary. The promontory here commands entrance to the rich Cambrian Bay beyond. And the land upon the nearby peninsula is rich and arable. The only surprise about Matharyn would be if it were ever uninhabited.

    The first civilized settlers here were dwarves and they likely took it from the bugbears that once spread across this entire island. The old dwarven fortress controlled access to the bay and guarded against threats to the wealthy dwarven mountain holds within the inner kingdom. The old dwarvish word for ‘gate’ is ‘maat’ and likely that is where this place first got its name.

    When the Iraen came they settled here and in when the dwarves fell from prominence, the fortress fell into the hands of the barbarians. What name it bore then, none now know. Exact timelines become difficult throughout an age of illerate barbarian warlords. Exactly how many claimed lordship and how long they reigned is a matter of conjecture for scholars. However, the town was little more than a hill fort built from crumbling dwarven ruins surrounded by hovels when Cheliax arrived. Through the following years, what was once a single village had split into two, because of the squabbling of ancient chieftains. And so it was the Iraen who gave the city the second part of its name.

    Ira Annoch Araen (Ear-ah An-knock Ae-rain) means roughly ‘the place of great lordship over all the people’. Of course foreigners could make little sense of such a complex and unpronouneable title, and so the second village was often simply called ‘Araen’.

    The twin villages of Maath and Araen were amongst the Chelaxian first conquests. The Iraen were caught off guard by the foreign invaders and unable to defend against their superior military might and unity. Maath-Aryn (this being the invaders’ best attempt at pronouncing the old Iraen words) was born under the Barcan regents of old. It became their capital. Then they built the sister city of Aath-Aryn. Though Aath was lost in a disastrous earthquake and now lies at the bottom of the sea, legends of lost Aath persist to this day.

    In time the Barcan regency unified after a grueling war of conquest and the Chelax vassal state of of Talingarde was born. By then, the name of Maath-Aryn had shifted to its modern spelling Matharyn and the city began to take on its more modern character. At first, it was a small city by the standards of the kingdoms of the mainland. The isle of Talingarde was always regarded as a remote backwater by more established nations and Matharyn was scarcely known outside of the realm.

    It was only under the reign of the Victor that the city truly exploded in size and influence. The Victor, always a confident ruler, opened up additional trade with the mainland. Even though much of that trade ended up going through Ghastenhall, some went to Matharyn and the king taxed it all. The city grew rich and prosperous. From across the land, settlers moved to live near the shining court of the Victor. Matharyn doubled in size and doubled again. It became a true metropolis by the end of the Victor’s fourty-six year reign.

    With the Victor’s much mourned death, his son Markadian II came to power. Though Markadian II was a poor and disinterested king who only lasted six years upon the throne, he did fancy himself an architect. Under his reign, many public works projects were commissioned and he founded several of Talingarde’s universities, libraries and places of learning. To this day the colleges of Talingarde still celebrate “the Scholar King”. Perhaps most famously, the great palace across the channel – the Adarium – was built at his command.

    Markadian III called the Mad reigned far too briefly to have any true impact upon the city. He did leave one lasting legacy. He had the highest tower of the Castle Darian expanded upwards to he could fly about the city from this high perch. It was from this very tower where he ended his reign after several of his knights tossed him from it when he began plotting an invasion against hell itself. To this day, the high tower stands and is sometimes called “Angel Height” or even “the King’s Plunge”.

    With the death of the mad Angel-King, Markadian IV called the Zealot came to power. This King would transform the city as well. The faith of Mitra has always been prominent under the Darian regime, but under the Zealot, it became the state religion. He destroyed every trace of the Asmodean faith by fire and inquest.

    The other faiths he did not persecute directly, but they were sufficiently discouraged that they largely fell into obscurity. Now few even remember that under the Barcan regime, Matharyn was a nation of many gods. The Zealot reigned for twelve years and during that time, he build the great cathedral of Matharyn and innumerable other religious structures. He turned the city of Matharyn into a city of Mitra. His mark is still indelibly stamped across the polis and he has been canonized into the Mitra Faith as St. Markadian Pious.

    By comparison the current king’s impact, though he has already reigned longer than his father, has been more negligible. He has allowed the city to grow of its own accord. He did expand the Adarium considerably to accommodate his daughter and her needs. There are also a few monuments about town of his deeds, but largely Markadian V called the Brave was happy with the city he had inherited – Matharyn, City of Light.

    Still, there are those that whisper that hints of its past remain. There are stories of dwarven ghosts, ancient Iraen burial mounds connected by the sewers, bugbear artifacts and Barcan secret chambers in the old castles. The old ghosts still linger, the storytellers say. The elder Matharyn still bears its secrets and even today there are places where the light of Mitra has never shone.

    The City of Light
    In the entire world, there is perhaps no other city the size of Matharyn so dedicated to the concepts of law and good. Matharyn is not perfect by any means, but this is a city of more than a hundred thousand people where many citizens do not lock their doors at night. This is a thriving metropolis that once went five months without a single reported mugging. Matharyn is not paradise, but it may be as close to paradise as this mortal plane could produce without the direct intervention of the divine.

    Within the city of Matharyn, it is the statues that are first noticed. Depictions of the Victor and the current king are everywhere. There are hundreds of marble monuments honoring the deeds of the Victor and the Brave. Markadian IV (the Zealot) has a few here and there (mostly connected with religious institutions).

    Even the Princess Bellinda has a statue of her erected just last year in the Circus Virginius just south of Arynsill. These statues may be erected by state decree, but the care and attention they receive prove that the people of Matharyn truly love their royal family.

    Likewise the Church of Mitra is beloved in this city of light. In places like Ghastenhall and Farholde with their malcontent remnant of Barcan nobility, it may be easy to convince oneself that the Mitran faith was forced on the Talireans. Here that is a hard sell. The faith of the Shining Lord is everywhere. Nary a home is without a wooden holy symbol hung over the gate. Churches and houses of faith are ubiquitous. Chandlers can barely keep sacred candles in stock and every night a thousand lights burn in defiance of the darkness.

    Matharyn is also a city of charity. While there are places of excess like the mansion of the Golden Bow, there are also numerous hospitals and houses of healing. Healers are common profession in this town, and though they charge well-off citizens to make ends meet, almost all of them donate some part of their labor to ease the suffering of the poor and unfortunate. It is better to be poor here than any other city in the world.

    Seven Hills and a River
    The city of Matharyn consists geographically of seven hills that surround a single river, The river Danyth is small and runs a few miles up the pennisula before it breaks into a hundred little streams and largely disappears. Still, it brings gentle fresh water that rinses the inevitable filth of the city out into the endless ocean. Farmers also use the Danyth to barge in tons of grain and produce to the green markets of Carsburn. Around that gentle sustaining river rise seven hills, each covered with the city itself.

    Kingsill
    The tallest of the seven hills by far, this is where the Castle Darian and the old palace are located. This is also the only part of the city that is still walled. Two great walls encompass the hill. One surrounds Barsyndale, the oldest district in the city, and the other surrounds the castle and the old palace. Two gates lead to this hill – Victorsgate (on the west) and Ferrygate (on the east; pronounced Fair-a-gut). To get to Ferrygate, you must (unsurprisingly) take a ferry.

    Kingsill is place of old wealth and ancient traditions. Not everyone who lives in this part of town is well off. In fact, some of the old neighborhoods are quite poor. Still there is a feeling among the people living here that they share in the city’s history more than most and that they are the heart of Matharyn, and indeed the whole kingdom. There are a few houses left in this district that still have traces of dwarven architecture. They tend to be very sturdy and well-built and fetch a high price. There are also lingering tales that most of them are haunted.

    Norsill
    The northernmost hill, this small broad rise is barely detectable anymore. It is completely covered by houses and shops, traders and artisans. Norsill (along with nearby Carsburn) is where the city-life of the metropolis begins to fade and the endless rural townships of the upper pennisula and Heartland begins. The houses here much more resemble the quaint country cottages of the farmlands than the tight row houses of the city. This is not accidental – a large number of retired farmers live here.

    Distinguishing between Carsburn (detailled below) and Norsill is an artificial distinction. Their mutual business feeds the rest of Matharyn. Produce comes from all over the pennisula and ends up here, where it is sold to small green grocers throughout the entire city. If you are looking for something that once grew in the ground, this is where you look.

    Haldynsill
    Usually just called Haldyn, this is hill is dominated by artisans and their homes. Ten thousand craftsmen work ceaselessly to provide the city everything it needs. The endless noise of industry in Haldynsill has led to its perhaps more famous nickname of Hammerhill.

    Though Matharyn’s dwarven population is small compared to Ghastenhall and other communities nearer the mountains, more than six thousand dwarves make this city their home. Virtually all of them live here.

    The dwarves call their section of the hill Hamara. Hamara is an affectionate nickname in old dwarven for the smallest and most delicate of the forge-hammers that dwarves use in blacksmithing.

    Arynsill
    This is the only one of the seven hills that touches the sea and drops off suddenly into steep grey cliffs. Arnsill is also dominated by artisans and craftsmen. Once a great dwarven bridge connected Haldynsill to Arynsill but it collapsed long ago. The great stone blocks have since been hollowed out and a line of heavy stone buildings traces the route of the bridge.

    Long ago, Arynsill was the site of the old Iraen capital and so residents are forever digging up small bits of pottery and stone arrow-heads in their gardens. Every once in a while someone will find something genuinely magical. These items can be quite dangerous as they have been buried for so long that the original magic has degraded. Still, there is a frequently repeated tale about a poor cooper who found an ancient magic ring of an Iraen warlord that turned out to be worth more than 50,000 gp! Tales like this keep the locals digging.

    Cathsill
    Pronounced Cassel (rhymes with tassel), this seaward rise is where the great Cathedral of the Shining Lord was built by Markadian IV so that every ship entering the Bay of Cambria could know that Mitra reigned in this city. The hill is covered with religious buildings of every sort and is truly the center of the Mitran church in Talingarde.

    In addition to the Cathedral, the palace of the High Cardinal is here. High Cardinal Vitallian of Estyllis lives in a magnificent three-story estate that is said to contain more than a hundred rooms. It is said that only the Adarium is grander. From his palace, the High Cardinal conducts the business of the church.

    Cathsill has one other prominent landmark. The great lighthouse built by the Barcan regent Accarius dominates the horizon. It is the second highest place in the city, overshadowed only by the Angel Height of the Castle Darian. This great lighthouse is truly a wonder of both magic and engineering. Hundreds of everburning lights shine through a great crystal producing a directed beam that shines across the water for miles.

    Varsill
    This is the smallest of the seven hills and is center of culture and learning. Theaters, colleges and pubs dominate this small ward. While there is nothing here to rival the great library of Ghastenhall, it is still an impressive center of education and scholarship.

    Though small, Varsill is tall and steep. The phrase “Made the trek up to Varsill” is also another way of saying, took the time to become educated and cultured. Of course, the many carriages that run within the city provide a simple way to get up the hill if you have the means. Perhaps there is a lesson in that.

    Regardless, Varsill is also the location of another quiet revolution. Varsill is the only place in Talingarde that has working printing presses. The technology was not developed here. Instead they were perfected in Absalom and shipped at a hideous expense to the crown. But there are now three working presses in Varsill. One of them does nothing but print copies of Mitran holy texts, while the other two are for hire. Printed books and pamphlets have started to appear throughout the city and though the Talireans do not yet recognize it, Talingarde stands on the precipice of a cultural renaissance.

    Sorsill
    The southernmost hill of the city, this is where the military might is concentrated (except for what is permanently stationed at the Castle and the Adarium). Weaponsmiths and armorers toil endlessly here to see that Matharyn is well defended.

    Talingarde maintains little in the way of a permanent army, instead relying upon knightly orders, city watches, town sheriffs and conscripts in times of war. This was one of the reasons it takes so long to assemble the king’s grand army.

    Still, what permanent military there is, is based out of Sorsill. The Knights of the Alerion have their grand chapterhall here where all the great deeds of previous members are chronicled and honored. This is where the ceremonies of induction are held for squires and knights of the order.

    Five Burns and a Bow
    Besides the seven hills, the town also consists of five lowland boroughs (called the burns) and the Golden Bow. The burns are the poorest parts of the city. The Golden Bow is by far the richest.

    Bayburn
    Sandwiched between Arynsill and Cathsill, this lowland region includes almost all the docks and warehouses of the city. Though Matharyn sits upon the sea, it is not a typical port city. Most of the foreign trade goes past this port to Ghastenhall. Instead, this port sees primarily domestic travel via local boats. Farmers and artisans from across Talingarde ship their produce and wares via barges across the Cambrian Bay to sell in mighty Matharyn.

    It is a very cosmopolitan part of town and sights unusual to anywhere else in Talingarde are commonplace here. It is probably the best place for unusual races and folk to go unnoticed in all the city. It is also the easiest place to get news of the wider world away from Talingarde.

    Carsburn
    This westermost borough is where the great metropolis of Matharyn begins to fade away and the endless rural expanse of the upper peninsula begins. Carsburn takes its name from the endless lines of farmer’s carts that traverse the roads loaded with food into the markets and trading houses of the borough.

    Carsburn is not a fancy place to live. It is a place in the city where one must best be ready to work hard and dirty their hands. The residents of this borough (the Carsters) are famous for their down-to-earth attitudes and their stubborness. The phrase “Yeah? Try and sell that it in Carsburn” is another way of saying, “what you are saying is outlandish and I don’t believe you.”

    Millburn
    Originally, this borough took its names from the mills that lined the river Danyth. But there hasn’t been an actual mill in Millburn in living memory. This ward is the poorest part of the city, and if you can’t get work in Carsburn or on any of the hills, you end up here.

    Millburn is not a place of misery and squalor, though. Instead, it is a great expanse of quaint little neighborhoods where the local peasantry go about their simple business as best they can. It is a tribute to the charity of the church of Mitra and the wisdom of King Markadian how little suffering there is here, even amongst this city’s poorest.

    Southburn
    The southermost borough of the city, it is also amongst the most miserable, and not because the people here are poor. Indeed, there is plenty of work to go around. It just happens that the work done here is universally unpleasant and foul.

    A city of Matharyn’s size needs several very odorous industries to support its population. This is where the tanneries the butchers and the slaughterhouses are kept. These industries, by royal decree, are clustered in Southburn. Here the great winds that sweep from the west can blow the stench east and out to sea. Still, every so often the wind shifts and comes in from the south. Then they can smell the funk all the way to Kingsill.

    Wayburn
    The northernmost borough, this is the traveler’s quarter. Visitors from all across Talingarde coming to visit the capital either on business or on a pilgrimage to see the great Cathedral can find ample inns and accommodations of all sorts. If any part of Matharyn can be said to have a crime problem, it is Wayburn. The pickpockets here are the best and busiest in the city.

    The Golden Bow
    This is not so much a district as a line of manors that cover the western edge of the broadest and deepest part of the River Danyth (sometimes called The Lake). The fine houses comprise the richest single district in the entire city. To own a part of the Golden Bow is to be part of city’s elite. There are only forty four separate lots along this part of the river and so the owners are often called the Forty Four Finest or simply the Forty Four.

    To be part of the Forty Four is to be on the cusp of the Talirean social scene. The social season in Talingarde lasts from the Summer Solstice to the Vernal Equinox (roughly ninety days). Every other day, one of the Forty Four throw a party and the wealthy compete to see whose will be the grandest. The Forty Fifth party is always the Royal Gala at the Old Palace in Kingsill that occurs upon the Vernal Equinox. That marks the end of the season.

    These parties are invitation only and most of the people in Matharyn (while they've certainly heard of them) have never actually been. As a result, the gossip about the decadent excesses of these gatherings is legendary. The typical citizen assumes they are orgies of vice and depravity. The truth is, most of the parties are fairly boring affairs with aging nobles sitting around sipping fine wine and talking about the weather.

    Gazetteer: Ghastenhall:

    Ghastenhall
    NG metropolis
    Corruption +2; Crime +0; Economy +4; Law -1; Lore +4; Society +2
    Qualities Academic, Prosperous
    Danger 10
    DEMOGRAPHICS Government hereditary autocracy
    Population 82,000 (65,600 humans; 10,600 dwarves; 1,620 half-elves, 650 elves, 80 aasimar; 250 other)
    Notable NPCs
    Lord Hadrian of Ghaster, Duke of Ghastenhall
    Cardinal Leo Arestes
    Brother Cassius the Stricken
    “Prince” Gaius Vestromo
    Mayor Samuel Tynes
    Evelynne Grandel, banker and richest person in Ghastenhall
    Baron Albert of Harlyn, Captain of the Baron’s personal guard
    Thane Turin Brightmetal, respected dwarven leader
    Professor Tiberius Feign, tenured professor of arcana at Ghaster University and one of the most powerful wizards in Talingarde
    MARKETPLACE
    Base Value 16,000; Purchase Limit 100,000 gp ; Spellcasting 7th level divine, 9th level arcane
    Minor Items nearly all are available; Medium Items 4d4; Major Items 3d4

    Map of Ghastenhall

    One of the three great cities of Talingarde, Ghastenhall is by the far the most cosmopolitan and liberal. Compared to the orthodoxy of Matharyn and the rigid legalisms of Daveryn, Ghastenhall is a hub of trade, art, theater, learning and culture.

    Ghastenhall is a city with one foot in the past and one foot in the future. The duke is the last gasp of the old Barcan nobility that held the title of regent on the island. His grandfather marched to war against the Victor. Of course, the old duke was also wise enough that when defeated he swiftly swore fealty to the new king. Still there is a lingering wound there that has never entirely healed.

    But at the same time, Ghastenhall is at the forefront of Talirean art and culture. Virtually every new book and play written in Talingarde comes from this city. Most new music and fashion are born here. Almost anything truly new in the kingdom likely originated here. If you know what’s happening in Ghastenhall, you know what’s happening in Talingarde.

    The Domain of the Mad Duke
    There is a persistent rumor that Duke Hadrian is mad. He does not stop these rumors and in fact subtly encourages them. There is an oft circulated story for example of how he once roamed the entire Castle Ghasten in nothing but his crown. He even had dinner and received foreign dignitaries this way, the tale insists

    This story is not exactly true though it has a kernel of truth. The duke often dresses outlandishly wearing garments of vibrant colored silk. The royal tailor decided this was inappropriate and took it upon himself to replace the duke’s entire wardrobe with more fashionable and presentable attire. The tailor was certain that when the Duke saw the garments, he would recant from his eccentricities. Instead the duke strolled out in the buff in front of the tailor, tossed the tailor’s garments into his face and told him “I’d rather wear nothing than this rubbish” and stormed back into his private chambers.

    The duke is actually a very shrewd and capable noble. Though he plays the part, he is not a devout Mitran. He cares little about the gods (though he would never admit that publicly) and prefers to leave praying to priests.

    Over the last several years Duke Hadrian has begun to suspect that Cheliax has begun a slow infiltration of Talingarde. He has no evidence, but the Duke is nothing if not shrew and pragmatic. Regardless, should Talingarde be thrown into chaos the Duke intends to survive any coming upheavals and keep his title. He would aid the King in a time of war, but over the last few years he’s been stockpiling cash in his treasury. If ordered to muster an army he would do so. But he’s not going to personally lead them. He would remain in Ghastehall with large, politically unattached mercenary force safekeeping his family and himself. Come what may, he will be ready.

    By playing a little crazy, he ensures that King Markadian V will excuse his absence from the front lines or calls to court. It also means that his enemys might underestimate him. It is in short a ruse. Ghastenhall is not ruled by a mad man. It is ruled by perhaps the most intelligent, ruthless man among the Talirean aristocracy today.

    The Mitrans love their lost causes. They write parables about fighting to the last and giving all for their god and king. That is their choice. As for Duke Hadrian of Ghaster, he plans to stay in power come what may.

    Lost causes are for fools. And the duke is not a fool.

    City Upon The SCAR
    The city of Ghastenhall sits upon one of the most prominent natural features of Talingarde – the great Godscar river. The Talireans consider the mighty Godscar to run from Cambrian Bay to Lake Tarik but in fact the same geologic feature actually divides Talingarde in twain running fom the bay to the northern sea. This flooded fault line slashes through two mountain ranges and hints at the violent prehistoric birth pangs of the Isle of Talingarde long ago. The dwarves, long accustomed to the havoc the earth can wreak have a saying “Father Mountain does not sleep forever”. The same could be said of the mighty Godscar. It will not sleep forever. But fortunately for Ghastenhall, it sleeps for now.

    Today the Godscar river is the life blood of the city. The Godscar is a massive body of water. Though not that long it is wide and it routinely manages to be a mile across. At its widest it is over five. Some veteran river sailors remark that the Godscar is not a river. It is a long lake that connects Lake Tarik to the sea. This is not far from the truth.

    The Godscar teems with fish and sea life. The scarpers (slang for freshwater fisherman) head out every morning with the dawn in their little boats and cast their nets into the thriving lake. Their hauls of trout, char, steelhead and river salmon quickly make their way into the fish markets alongside the southern docks and by lunch fill ten thousand cooking pots throughout the city.

    Every once in a great while a monster comes down river from the northern seas – often a bunyip or a giant moray eel – and makes trouble on the lake. Old scarpers still wag about the time a sea serpent took up residence near the mouth of the Godscar. The so-called Sea Devil ate a dozen men before the duke hired some monster hunters to catch it. When it was dragged out of the sea it measured seventy two feet tip to tail. Its skull still decorates a famous eatery in the tenth quarter of town known as the Devil’s Diner. The food is excellent and, if you book in advance, you can actually sit in the booth with the head looming above known to local’s as the Devil’s Bite.

    It is difficult to overestimate the importance of the Godscar to Ghastenhall. The reason the Castle Ghasten is here is to watch the entrance to the river. The reason there are so many people here is the bounty of the river. The reason the soil here is so rich here is ancient topsoil laid down by the river. The Cambrian Bay and the saltwater port have made the city rich, but the Godscar river is what allowed the city even to exist. Ghastenhall has been sometimes been called the Gift of the Godscar and this is undeniably true.

    A City Without Loyalties
    You need only glance at the Ghastenhall coat of arms to see that the city of Ghastenhall has shifted masters many times. In the center is the Mitran Sun. In the upper left quarter is the Darian blue and white. In the upper right is the Barcan Griffon. The Red and Green of the backgrounds are colors used by the old Iraen tribesmen who once owned this isle before the Talireans came. Yes, Ghastenhall has known many masters. The city is wise enough to bow before whoever holds the throne, but the truth is that most Ghastens (sometimes derogatorily called Ghastlies by outsiders) think of themselves as their own tribe. It is to themselves that their first loyalty will always lie.

    Ghastenhall claims to be the oldest city in Talingarde. This might actually be true though no one can be certain. It has a certain sense to it. The rise overlooking the Godscar where the Castle Ghasten currently stands is a natural defensive position. The nearby river and sea are rich sources of food. And freshwater is available in the Godscar. Further, the surrounding foothills of the Eastern Ansgarian mountains are rich with strong stone. If you look carefully in some of the old quarries you can see evidence of crude stone blocks cut from the pits by tools not made of iron. Men have made this place their home for countless centuries.

    But even if there is somewhere on the island an older settlement, it matters not. The Ghasten think of themselves as an old and established folk. They take the long view on politics and power struggles. Maybe House Darius and the Mitrans will reign for a hundred more years. Who can say? But will they reign forever? Certainly not.

    There are Ghasten alive today who remember when the current duke’s grandfather marched to war against Darius to support the last Barcan king. Buy them an ale and they’ll tell you now what they said then. It was a mistake to get tangled up in such struggles. The city of Ghastenhall was not directly threatened. What did it matter whether the kingdom flew the colors of Darian Blue or Barcan Red and Green? Either regime would need their port and need their river.

    The Fifteen Quarters
    I. Lord’s Quarter
    Lord’s Quarter is a small city unto itself and the nobles, diplomatic embassy's, upper class and wealthy population who dwell here need never leave if they so choose. It is the only part of town that is walled and it has but a single gate -- The Duke’s Gate (often simply the Gate since its the only gatehouse most city dwellers every encounter). Beyond the gate is King’s Hook Row which leads straight to the Castle Ghasten where the Duke lives and garrisons his personal guard. Technically the Duke’s Gate is supposed to be open to all citizens but in reality the guards there often turn back the obviously poor or vagrant.

    The Lord’s Quarter has grown organically over the years and there is absolutely no order to its arrangement. Manor houses are right next to merchants and often a long row of businesses will have a few homes scattered amongst it. In fact, the larger, richer estates are ringed with luxury shops.

    In every other part of the city, Lord’s Quarter is simply called “The Lorker” (sometimes spelled Lorquar). “He’s gone Lorkers” is a local saying that means “he struck it rich, probably through some dishonest means.”

    II. Whitequarter
    The single largest portion of the city, this crescentshaped quarter surrounds the Lord’s Quarter from the Cambrian Bay to Faithful Way. This is where the artisans work. In many ways when people speak broadly of Ghastenhall, they are actually talking about Whitequarter. Whitequarter is the most representative part of the city and almost half the population lives in this one quarter.

    III. Priest’s Quarter
    Somewhat misnamed, actually only a small percentage of this quarter is occupied by priests. However it is the location of the single largest church in Ghastenhall – the Cathedral of Mitra the Fire Undying (often simply called ‘the Cathy’ by less reverent locals) and is the seat of the Cardinal of Ghastenhall.

    A better description of the Priest’s Quarter would be the Scholar’s Quarter as this one area houses almost all of Talingarde’s centers of higher learning. Besides a handful of academies in Matharyn and the Daveryn Conservatory, if you are going to university in Talingarde, you are going here. The Universities of Ghaster, Heldynhall, Tynebrucks, Fairchester, Canterly and True Ghaster all crowd this quarter. The Library of Ghaster serves them all and collects books from across the world.

    The Universities of Ghastr and True Ghaster are famous rivals and compete in everything from track, rowing contests on the Wellspring River, and in acquiring the best researchers. Their names arose because two centuries ago when they were founded, the Barcan regent ordered the building of Ghaster University without notifying the duke. The duke, incensed at being cut out of the loop, commissioned his own university calling it True Ghaster. The two universities have been rivals ever since.

    The priests and scholars who rub elbows also famously dislike each other. The priests wear blue robes and the scholar wear black so when there is a disagreement there is a famous saying “blue beats lack.” In other words, the Church remains more politically powerful than scholars.

    IV. Saltsquarter
    Saltsquarter is where the fisherman who cast their nets into the salt water of the Cambrian bay dock their boats. They have a stern rivalry with the freshwater fisherman of Scarpers (see below).

    This is also where ocean-going vessels dock and is the busiest port in Talingarde. As a result, you can encounter peoples from all across Golarion here. It is not uncommon to see lizardfolk, minotaurs, ogres and even stranger creatures in this quarter. They are tolerated as long as they keep the peace but also seen with suspicion.

    V. Goldquarter
    Goldquarter is the banking and financial quarter of Ghastenhall. It is also home to a vast network of speculators in jewels and precious metals making it one of the finest places in all of Talingarde to sell treasure. Even better, the merchants of Goldquarter are as a rule completely unconcerned with where the precious metals they broker came from. These merchants will happily hawk a holy symbol or a church treasure.

    Greedily Lane runs right through the middle of Goldquarter. Local legend has it that the road got this name after a bank tried to overcharge the then Duke for a loan. Regardless, virtually no one actually lives in Goldquarter. It almost entirely consists of businesses and trading houses. In many ways, the Goldquarter is wildly ahead of its time. This is a place where modern attitudes about money and wealth are common place and greed rules all.

    VI. Kingspeace
    Kingspeace has a reputation for being the most boring place in the city. This small quarter, largely populated by traders, artisans and farmers deserves that reputation.

    VII. Wrightsbridge
    This is Ghastenhall’s industrial heart. The sound of smithing and manufacturing never ceases here. This also means that Wrightsbridge is famous for something else -- its legendary terrible smell. “He smells Wrighty” is another way of saying “he smells indescribably awful.”

    VIII. Tuebelow
    Local lore states that Tuebelow got its name from a magistrate who pronounced of the quarter “For every one that goes to heaven, two below.” The name stuck and a duchy mapmaker couldn’t spell. Hence Tuebelow.

    This is rather unfair. Tuebelow is not a bad part of the city. Instead this young quarter is the heart of Ghastenhall’s newly emergent middle class. Wide and spread out compared to most of the city, this is a comfortable place to live.

    IX. Weatherby
    Once Weatherby was a small farming community on the city’s outskirts. Now it has been thoroughly absorbed into the city itself. Still at its heart, this remains a quiet farming community. The townspeople of Weatherby take pride in being rural even though their quarter is completely surrounded by city. The worse thing they can say about a local is that “he’s gone Ghastly” – Ghastly being their pet name for Ghastenhall.

    Still, Ghastenhall is eating Weatherby whether the old guard like it or not. Virtually the entire western part of Weatherby has been bought up by artists and theater owners. With the building of the new Barrington-in-the-Round Theater near the quarter’s edge, it seems certain that Weatherby’s days as a farming community are numbered. This dire state of affairs is discussed endlessly by old Weatherbians on their porches.

    X. Scarpers
    Scarpers takes its name from the old city slang for those who fish the Godscar River. ‘Scarpers’ and ‘Salties’ (those who fish the salt water Cambrian Bay) have long had a serious rivalry. Usually, this rivalry manifests only as quiet grumbling. But every once in a while, there is some isolated incident of violence.

    Locals know that, despite the terrible smell near the river, that the absolute best places to eat in Ghastenhall (other than perhaps the rich and unafforable dining halls in the Lord’s Quarter) are the restaurants along Sothsby Way. Fresh river fish from Scarpers and farmer’s produce from Weatherby combine to create culinary delights.

    XI. The Red Quarter
    The Red Quarter is the bad part of town. Hardly a week goes by that the duke does not have the Cardinal urging him to raid this place and shut down its pits of depravity. And each week the duke promises that yes it will be done as soon as there are resources to do so. But that day never seems to come. Why? Why is such a pit tolerated?

    The Red Quarter is Ghastenhall’s dirty secret. There is no reason that foreign ships shouldn’t stop at Matharyn instead of proceeding up the Cambrian Bay to do their business at Ghastenhall. But the truth is that most give Talingarde’s capitol a pass. Why?

    After the great danger of crossing the open sea, where would rather take your liberty? Would you stop at the very religious and orthodox port of Matharyn or would you rather continue up the bay to Ghastenhall with its Red Quarter full of bars, brothels and betting parlors? The answer to that question for most sailors is obvious. And so the duke discovers once again that he has better things to do, the Church fumes and the city coffers swell.

    XII. Downerly
    Downerly used to be a farming community but when the port trade got too busy in Saltsquarter, traders came through and bought nearly the whole quarter. Now Downerly is almost nothing but warehouses. The Old Lighthouse is just inside this quarter and still operates helping ships to navigate the Cambrian Bay into Ghastenhall’s thriving ports.

    XIII. Wrongside
    Once this quarter was known by the rather bland name of Farmington. But no one calls it that anymore. Instead, with most of the farmers gone, this rough badland of farmed-out fields between Wrightsway and the three hills is universally called Wrongside. If you can’t afford to live anywhere else in Ghastenhall, you can afford to live here.

    XIV. Barleybell
    XV. Turnsborough
    The exact borders of the farming towns of Barleybell and Turnsborough are uncertain. They are both claimed by two rural barons. Anything north of Ghastenhall that has farmland on it is either Barleybell if its to the west or Turnsborough if its more easterly. Exactly where the dividing line lies is uncertain. Regardless these two farming communities are Ghastenhall’s bread basket.

    Ten Places of Interest in Ghastenhall
    1. Castle Ghasten (Old Ghastenhall)
    Properly the Castle Ghasten is Ghastenhall. The city that shares its name developed around the castle which was built to command control of the great Godscar river. These days to avoid confusion the castle is called the Castle Ghasten. This is the the palace of the duke and his family. It is also the seat of government in this region and where all official business is conducted.

    Once a week from the noon bell till sunset the Duke holds an open court. Any who wish can come and speak to the Duke. Usually this consists of an endless parade of peasants venting some petty land complaint or minor nobility trying to bend the duke’s ear in hopes of receiving money. The current duke weathers it all with good humor and even sporadically decides to help some local in need of actual assistance.

    2. Grand Cathedral of Mitra the Fire Undying
    One of largest churches of Mitra in Talingarde, this is not just a center of worship. This is an institution and center of business. The Cathy is where the Cardinal of Ghastenhall conducts his court. The Cardinal is the second most important person in Ghastenhall (below the duke). The Church owns massive holdings both in and outside the city and it is in this court that the business of all those holdings is conducted.

    3. The Old Barcan Cemetery
    This is the oldest cemetery in Ghastenhall. It has a
    reputation for being haunted but most ascribe the rumors to fantasy and fears. The Old Barcan Cemetery is the final resting ground for all of the previous regents of Talingarde from the Cheliaxan vassal-state period. Even today, it is not uncommon to see visitors tour the grounds to see the magnificent marble crypts and statues that decorate the grounds.

    4. The Crowley Estate
    This is one of the very few uninhabited estates in the Lord’s Quarter. The estate was first built in 4605 AR by a Talus Crowley, a rich merchant who retired after a life at sea. Due to mounting taxes and a turn in fortune the Estate has recently been put up for sale, but few are able or willing to pay the outrageous price that is being asked for it.

    5. The Golden Palace
    Located at the intersection of Crabtrap Row and Longshot Lane in the Red Quarter, the Golden Palace is Ghastenhall’s most infamous center of vice and violence. Owned by the enigmatic Mister Martigan Vex, it is hard to catalog just how many vices are catered to. Part brothel, part speak-easy, part opium den, part casino and part pit-fighting arena, there is little not for sale here.

    6. The Grand Market
    Once a season (save for winter), Ghastenhall hosts a great three day market located in the heart of Whitequarter. For those three days, the city goes wild with commerce. The base value and purchase limit both increase by 20% and 1d4 bonus medium and major magic items are available for sale for three days only!

    7. The Library of Ghaster
    The Library Ghaster is actually a wonder of Talingarde. This open library charges only a pittance (5 sp a day) for access to its stacks. Inside is the single greatest collection of books, tomes and scrolls in all of Talingarde. This is a fine place to do research. Spending a day here grants a +4 circumstance bonus to an Knowledge skill check.

    There is however one great hole in the Library’s collections. The library has no books at all about Asmodeus, his worship or evil outsiders. That lore is forbidden by Church edict.

    8. Victory Circle
    This large open plaza has at its center a gigantic marble statue of King Marcadian I called the Victorious – the Victor himself. The Victor stands triumphant on a crest of white skyros holding aloft a sword in his right hand and the banner of Mitra in his left. The statue is surrounded by fountains and on clear days great throngs of city dwellers gather here to chat and stroll.

    Victory Circle is also famous for something else – its mad men. Lines of prophets, crazies, cranks and crackpots gather here to regale the passing populace on a host of subjects. Most of them are simple homeless nuts ranting about the end of the world. But every once in a while a true oracle appears and speaks here. The Church of Mitra only barely tolerates this gathering of blasphemers.

    9. Barrington-in-the-Round Theater
    Ghastenhall’s nicest and newest theater. This theater has raised controversy by allowing women to join the cast. This is also the theater that made the reputation of famed thespian William Marcus Marlowe, the beloved bard of Barrington. It is also rumored that he is performing here for the upcomming summer arts festival.

    According to the rumor he will be starring as the lead in “Five Against Fortune”. This play is supposed to be a rousing tale of five heroes who manage to outwit a vicious, ludicrously angry Asmodean king, woo his daughter and beat his pet devil. Its a big boisterous performance with Marlowe cast as that rapscallion with a heart of gold – Brandon of Braskerly. It will feature sword fights, singing, romance and a funny bit with a dog.

    10. Lasthome
    This old manor house sits on a rise overlooking Wrongside just past Snakerly Trail. No one lives in this house and by reputation this house is haunted. Multiple attempts to sell the house have failed over the years as new occupants report strange and disturbing events slowly growing worse over time.

    Ten Interesting Facts About Ghastenhall
    1. Ghastenhall food is famously spicy.
    Thanks to an abundance of foreign merchants in this port town, spices are not rare in Ghastenhall. That means that many of the quintessentially Ghasterly foods are devilishly hot. The most famous local food of all “Scarper’s Stew” is a blend of river-caught seafood simmered in a broth made of onions, herbs, fish bones and crab shells then spiced to the point of being bright red and fiery hot.

    2. Rowing is the favorite sport
    River boat rowing is the favored sport of the upper crust. The teams often come from the various colleges but even the town watch has rowing teams. Watching a set of rowing is often a picnic-like affair and involves sitting on the banks of the Wellspring during the summer months watching the boats go by. Very genteel indeed.

    3. The other favorite sport is Rugagug.
    Rugagug is basically a gang fight with a few rules and if you’re lucky a referee. The goal in Rugagug is to get a rather strange shaped ball between two posts no matter who tries to stop you. There are a few other rules and subtleties, fans insist, but to outsiders it can be difficult to tell.

    4. Ghastenhall is the only place in Talingarde to reliably get rum.
    The “Salties”, the saltwater fisherman, have developed a taste for rum doubtless from hanging out with foreign sailors. Sugar cane does not grow in Talingarde so it must either be imported (expensive) or smuggled (dangerous). The alternative was to use local sugar beets. They make a passable rum substitute except that thanks to the beets the booze is blood red. The scarpers may like their beer, but the salties will take blood rum over it every time.

    5. Many street names in Ghastenhall are quite silly
    There is a law that anytime the city expands the new street is presented before the duke and he gets to name it. In the past a number of dukes have not taken this duty seriously. That is why Ghastenhall has a Leavemebe Lane, Fetchmeabrandy Street, Rubella’s Rosy Rump Road, and the most powerful wizard in town’s new tower is on Abracadabra Way. These silly names often gets shortened in day to day use. Ruby Road is far easier and quicker to say than Rubella’s Rosy Rump. Some of these silly names have become quite famous. Everyone knows you find the banks on Greedily Road.

    6. Ghastenhall still honors Asmodeus’s main festival
    Well, sort of. Everyone knows that the major festival of Asmodeus happens on the last day of the Harvest Month. It is said that then the barrier between this world and the realms of death and hell are the thinnest. In order to appease the wandering spirits and hunting devils, you must bribe them with treats and presents. Traditionally children dress up as monster and the adults give the treats (a kind of honey cookie being the usual present). When the worship of Asmodeus was banned by the Mitrans eighty years ago, this festival called the Asmodean Revel was also banned. But here in Ghastenhall, they didn’t stop doing it. They just changed the name. It is now called the Angelian Revel to honor St. Angelo patron saint of monster hunters. But it is still identical.

    7. The color of the moment is burgundy
    Ghastenhall actually has a modest fashion community that designs new clothing that is aped throughout the kingdom. This year they seem to have decided that the only color worth wearing is burgundy. The shops are full of rich reds both as dresses and men’s doublets. Burgundy is everywhere. Of course the cracks in this trend are already starting to show. Already a few designers are starting to whisper that burgundy is played out. What will next years color be? Who can say. Isn’t fashion exciting?

    8. Ghastenhall mints its own money
    Most of the currency used in Talingarde comes from Matharyn, but Ghastenhall actually does mint their own coins thanks to an ancient grant given to the duke’s family long ago. Therefore, you can find coins with the duke’s head right along the side the king’s head all over the city.

    9. The Duke is unmarried and the city’s most eligible bachelor
    Duke Hadrian is in his early thirties, handsome and quite the ladies man. Yet he remains unmarried. This must change soon. The duke needs an heir! But the question on everyone’s mind is who the lucky lady will be. The duke has already rejected the usual suspects amongst the aristocracy. Could it be the duke plans to marry a peasant? Such a scandal!

    10. A Magical College?
    Rumors fly that professor Tiberius Feign, a powerful and accomplished wizard may soon open Talingarde’s first magical college. It is doubtful the Church will approve but what does the duke think? No one is sure.


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    In the kingdom of Talingarde, many crimes may send you to Branderscar Prison, but the sentence has but one meaning. You are wicked and irredeemable. Each of you received the same greeting when you arrived. You were held down by rough hands and branded upon the arm with a runic F. The mark signifies ‘forsaken’ and the painful scar is indelible proof that each of you has betrayed the great and eternal love of Mitra and his chosen mortal vassals.

    Condemned, you face at best a life of shackles and servitude in the nearby salt mines. Others might await the “gentle” ministrations of the inquisitors so that co-conspirators may be revealed and confessions extracted. Perhaps, some of you will be spared this ordeal. Perhaps instead you have come to Branderscar to face the final judgment. In three days, the executioner arrives and the axe falls or the pyre will be lit. Through fire or steel, your crimes will be answered.

    You have all been chained together in the same communal cell dressed in nothing but filthy, tattered rags. Manhandled and mistreated, any finery you once possessed is either ruined or long lost. No special treatment has been given any prisoner – male or female, commoner or noble – all of the forsaken are bound and imprisoned together. Your feet are secured by iron cuffs tethered by one long chain. Your arms are secured to the wall above by manacles. A guard is posted right outside the cell day and night. Little thought is given to long term accommodations. At Branderscar, justice comes swift and sure.

    Escape seems hopeless. You have all been well searched and every attempt to conceal anything on your person has failed. And if you could somehow slip your bonds and fly out of this prison, where would you go? Who from your former life would want anything to do with the forsaken? Despised, alone and shackled – all that you can do now is await your doom.

    For each of you, your old life is over. For each of you, hope is a fading memory. For each of you, justice will be fairly meted. And who can blame fair Talingarde after what each of you has done?

    Welcome friends to Way of the Wicked: A Knot of Thorns. This is an AP designed by Fire Mountain Games. In this adventure, you take on the rolls of condemned criminals who, in three days’ time, will be sentenced to your final fate. Your goal? Escape, and revenge upon Talingarde.

    Before we get into the details of the campaign, I would like to lay out my expectations. In Way of the Wicked you have the chance to play an unusual sort of character. You will play a burgeoning dark lord -- someone who will rise from imprisonment and destitution to become one of the greatest villains of this age. At first, you will be a minion in service to a sinister plot. But eventually, you will be a minion no longer. You, if you can survive, will become the master.

    Here is what I envision from my players: I am looking for a lawful neutral, lawful evil, neutral or neutral evil group of characters with an appreciation for order: This is not the campaign for chaotic evil players looking to betray the other players, loners or freespirited vagabonds. Those campaigns exist in abundance and if they are what you are looking for, perhaps you are in the wrong place. This is a campaign about joining an evil organization with a wicked agenda. Think of the Darth Vaders, Bobba Fetts and Magneto’s. This is what I expect. That said, while you are evil, what I am not looking for is a bunch of rape-and-murder types looking to indulge dark fantasies. I am looking for characters with interesting backstories, who would mesh well together. Characters should be three-dimensional with personality, desires, and flaws. Disagreement between characters should be a natural occurrence based on strongly-held beliefs, although they shouldn't derail the game. Knowledge of the Golarion setting is assumed and should be worked into the character.

    Mechanically, this will be point-buy with 25 points. I strongly disfavor stat dumps, especially Charisma, without appropriate story justification. I also disfavor gimmicky characters. Two traits are allowed, and one is required to be from the selection posted below. Considerably more effort should be on the personality, and a character sheet is merely encouraged. Anything legal in Pathfinder Society is allowed. All races are allowed, but I have a bit of a bias towards humans and will likely pick only a few non-humans. I will also post an example of ”The Ten Minute Background”. You are not required to use it during submission, but I have found it is exceptionally useful in creating a character with depth and flavor and I would highly recommend it.

    What the players can expect from me: This is my first time as a DM in a pbp, however I have played D&D/Pathfinder for fourteen years. I am active on the boards and I expect my players to be as well. I would like each player to post once a day. I favor longer posts with detail and emphasis on the growth of the characters. (Example 1)(Example 2) I do not use map tools unless absolutely required. I am also travel occasionally, but this has never affected my posting. I will be taking applications until Friday, 2/15/13. I haven't decided how many people I will take. It will be between 4 and 7, depending on the exact needs of the party. If you have any questions, I'd be happy to answer them. If you don't have a posting history, I'm still happy to consider you but may ask for a writing sample.

    Crimes of the Forsaken:

    Each character chooses one heinous crime that has earned them a place in Branderscar Prison. Each crime grants a different benefit, similar to a trait. You may have committed many crimes during your lifetime, but this is the crime that finally got you branded and condemned.

    This list of twenty crimes is not intended to be comprehensive. Besides simply choosing a crime, you should also consider how the crime was done. Was this a well planned criminal enterprise or a crime of passion? Did you do it alone or did you have accomplices? Was this the first time you did this crime or are you a repeat offender? Answering these questions will help flesh out your character’s background. This has been said before, but it bears repeating. Your character actually perpetrated this crime. You may have done it for what seemed like noble reasons. You may have gotten entangled in this criminal enterprise unwillingly. But there is no doubt that you are guilty. You have not been sentenced to the worse prison in Talingarde unjustly.

    You are here because you deserve to be.

    Arson: You have willfully started a fire that destroyed property. To be sent to Branderscar, you didn’t start just a minor little trash fire. Your act of arson threatened a major town, city, church or castle and likely cost someone their life. You’ll be punished for your crime by facing the fire yourself.
    Punishment: Death by burning
    Benefit: Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your damage roll. This bonus is a trait bonus.

    Attempted Murder: You tried to kill someone and botched the job. To be sent to Branderscar Prison, you did not try to kill just anyone. You likely assaulted someone of great importance and prominence.
    Punishment: Death by beheading
    Benefit: You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

    Blasphemy: Either you have defamed the great god Mitra or you have been found guilty of worshipping one of the forbidden deities (who preeminent among them is Asmodeus).
    Punishment: Death by burning
    Benefit: +2 trait bonus to Knowledge (religion) and Knowledge (religion) is always a class skill for you.

    Consorting with the Dark Powers (Witchcraft): You have been found guilty of summoning an evil outsider. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was, “May Mitra have mercy upon your wretched, damned soul.” If only you could get a chance at revenge!
    Punishment: Death by burning
    Benefit: You receive a +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you.

    Desecration: You have violated one of the churchs, cathedrals or holy shrines of the great god Mitra. To be sent to Branderscar this was no minor act of vandalism. Instead you have done something flagrant and spectacular to dishonor the Shining Lord.
    Punishment: Death by burning
    Benefit: You receive +1 trait bonus on all saving throws against divine spells.

    Desertion: You have deserted from the Talirean military and been recaptured. To get sent to Branderscar this was not some minor or routine dereliction of duty. Instead, you abandoned your post during a time of crisis -- perhaps battle or while defending the Watch Wall. Regardless of the exact circumstances, your laziness and cowardness must have caused loss of life.
    Punishment: Death by hanging
    Benefit: You receive one bonus skill point per level that must be spent on the Profession (Soldier) skill. Profession (Soldier) is always a class skill for you.

    Dueling unto Death: You have engaged in a duel to the death and mortally wounded an opponent. The opponent was honorable enough to say nothing before he expired. Alas that his family or companions was nowhere near so honorable. Dueling was once common in Talingarde before the House of Darius came to power. The House of Barca all but encouraged duels of honor. Now, dueling of any sort is punished severely. Dueling to the death is a sure way to be sent to Branderscar Prison.
    Punishment: Death by beheading
    Benefit: You gain a +1 trait bonus to Fortitude saves

    Extortion: You have defrauded money from someone by holding information of their wrongdoing over their heads. To end up in Branderscar, this was no minor act of merely threatening to expose someone. Instead you ave attempted extortion against someone of great prominence and for exorbitant stakes.
    Punishment: Life at hard labor in the salt mines
    Benefit: You receive a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

    Forgery: You have forged documents issued either by the crown or by the Church of Mitra. Alas, that your forgery while competent was not entirely undetectable. To be sent to Branderscar, this was no minor finagling of paperwork. This forged document could have cost lives, undermined the reputation of the Church or endangered the security of the realm.
    Punishment: Life at hard labor in the salt mines
    Benefit: You gain a +3 trait bonus to Linguistics skill checks to commit forgery and Linguistics is always a class skill for you.

    Fraud: You tried to bilk someone out of their cash. To end up in Brandescar Prison, this was no petty con job or penny ante racket. Instead, you brazenly tried to defraud someone important of a huge sum of money. And it almost worked too!
    Punishment: Life at hard labor in the salt mines
    Benefit: You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you.

    Grave Robbery: It is forbidden by sacred law to dishonor a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honor this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none.
    Punishment: Death by beheading
    Benefit: You receive a +1 trait bonus to confirm critical hits

    Heresy: You have denied the supremacy of Mitra and been condemned for it. For this to be a crime, you were not content to keep your heresy to yourself. You tried to sway others. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was: “Mitra may forgive you yet for your lies. Talingarde will not.” If only you could get a chance at revenge!
    Punishment: Death by burning.
    Benefit: You receive a +1 trait bonus on all saving throws against divine spells.

    High Theft: You had a foolproof plan to steal some great treasure. Alas, the scheme had a fatal flaw and went horribly awry. To be sent to Branderscar prison, this was no ordinary robbery attempt. You tried to steal something of great value or religious significance.
    Punishment: Life at hard labor in the salt mines
    Benefit: You receive a +1 trait bonus to Reflex saves.

    High Treason: You have willfully worked to bring down the current Monarch of Talingarde -- the beloved King Markadian V called the Brave of House Darius. To be successfully tried for High Treason you have done more than merely dislike the king, you did something tangible to undermine his rule. Alas, that you failed at your plot and are now headed to Branderscar Prison. Treason is the only crime that is still punished by the gruesome ritual of being drawn and quartered. Your stay at Branderscar will be brief.
    Punishment: Death by drawing and quartering
    Benefit: You receive a +1 trait bonus to Will saves.

    Kidnapping: You have abducted someone perhaps to ransom them or do unspeakable things to them. Unfortunately, you were caught and your victim was rescued (if they weren’t rescued -- you would be guilty of murder instead). To be sent to Branderscar Prison, you must have abducted someone of great importance or in a particularly gruesome manner.
    Punishment: Death by beheading
    Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

    Murder: You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgiveable act. You may also have killed someone with powerful friends.
    Note: You are not allowed to have killed someone in the royal family of Talingarde. You may have tried (his would instead be High Treason -- see above) but ultimately they are too well protected.
    Punishment: Death by beheading
    Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.

    Piracy: You have been caught in the act of piracy on the high seas. This is a rare crime these days since Markadian I called the Victorious burned the last major pirate fleet to threaten these isles. Still the crime is punished harshly. Likely you are the sole survivor of your ship.
    Punishment: Death by hanging
    Benefit: You may select either Bluff or Intimidate. The selected skill receives a +2 trait bonus and is always a class skill for you.

    Sedition: You have attempted to covertly stir up rebellion against your rightful sovereign. This differs from high treason in that you attempted to convince others to make war against Talingarde instead of taking direct action yourself. A subtle difference to be sure. But it is the difference between receiving the swift justice of the axe instead of the slow suffering upon the rack.
    Punishment: Death by beheading
    Benefit: You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you. Further if you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

    Slave-Taking: Slavery is illegal in Talingarde and a very rare crime. Still, once in a great while, slavers from the mainland will foolishly make an incursion into Talirean protected territories. When they are captured alive they are always made an example of.
    Punishment: Death by beheading
    Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

    Slave Trading: Slavery is legal in other parts of the world and it can be tempting to the most decadent of Talingarde’s nobility to acquire a “souvenir” when traveling abroad or to purchase the object of their desire from a less reputable merchant. However you ended up trading slaves in Talingarde, you were caught red handed and now you will lose more than simply your freedom.
    Punishment: Death by beheading
    Benefit: You receive one bonus skill point per level that must be spent on the Appraise skill. The Appraise skill is always a class skill for you.

    Example of The Ten Minute Background:

    This is an example of a past submission I did for a skull and shackles campaign and I think it's an excellent example of a "Ten Minute Background". While it’s not required to be as long, I appreciate a lot of plot hooks and room for growth as a character. Just because you’re evil doesn’t mean your one dimensional.

    Five background and concept elements important to John Rawkins.

    1) John Rawkins is a sailor who was recently discharged from the Andoran Navy due to a terrible injury. Six months ago his ship the Righteous Eagle was led into a trap by the notorious Shackles vessel Carrion's Maw. During the ensuring battle, Petty Officer Rawkins was part of a boarding party, that along with First Lieutenant Steele was lured aboard the Carrion's Maw. Once on board, the trap was revealed and the boarders were surrounded by a full company of mercenaries. Outmatched and cut off from the Righteous Eagle Petty Officer Rawkins was left behind while the Righteous Eagle was forced to retreat, or risk being sunk. During the battle, John took a spear to the side, falling overboard. As he floated in the water, his blood slowly seeped out into the sea, and he was viciously attacked by a jigsaw shark. By the time he was recovered and his mates got him onto the surgeon’s table, there was nothing that could be done. In a haze of ether John felt the dull pain of the surgeon’s saw and the heat of the soldering iron. When he awoke two days later, his left leg was gone from just below the knee, and in its place was a crudely fitted cap. In remembrance of his lost friend's and ruined leg, John wears a Jigsaw Shark's tooth on a throng around his neck. It is the very same tooth that that the surgeon dug out of his leg following the battle. Trait: Peg Leg
    2) John was outgoing and friendly, but since losing his leg and being discharged he has turned to heavy drinking. He rarely shaves and his once short hair has begun to grow out into a tangled mess. He is a man that is teetering on the edge of self-ruin. Hence the charisma of 8, and his store of grog and Alchemist's kindness
    3) Prior discharged, John had acquitted himself in several boarding and begun to earn a reputation is a solid and reliable leader.
    4) Although he would never admit it, ever since the shark attack John is secretly afraid of the ocean. He’s a fine swimmer, but there’s something about not being able to see what is under the water that scares him. Trait: Paranoid
    5) Like most Andoran’s John hates slavery. He remembers how, as a private he took part in the boarding action of the Katapesh Slave Galley Taskmasters Pride. He will never forget seeing the whipped and chained slaves, emaciated and lashed to the oars and it sickened him beyond words. If given the opportunity to hurt a slaver he would likely do so. Trait: Freedom Fighter and Trait: Lover of the Law

    Two goals that are important to John.

    1) I would like to see John build upon his Andoran leanings. The navy may have forsaken John but he hasn’t forsaken the ideals they represented. I think that it would be cool to see John eventually become a "Steel Falcon" PrC. Long term I think it would be great to develop this “Arc” as John earns the attention of the Eagle Knight’s and then somehow is given a secret commission to continue to do the work of Andoran within the Shackles.
    2) ”I’ll find the shark that took my leg!. Ok, so it’s extremely Moby Dick-ish but I can see that being a goal that John would pursue. On a slightly less ridiculous note, during the battle in which John lost his leg, Carrion's Maw managed to escape. Should he ever cross paths with the ship or its infamous captain, Typhus Scalp-Taker, only hell or high water could keep him from that prize. Of course he may not have to search too hard….

    Two secrets about John, one that he knows, and one that he not yet aware of.

    1) John is married and has a three year old daughter. In the weeks following the release of the slaves aboard Taskmasters Pride John fell in love with one of the released concubines. Though it is extremely frowned upon within Andoran for a liberator to become romantically involved with the liberated slave, he couldn’t help but love her. It was for this reason that he is currently traveling to Eledar. Though he hates Cheliax and their puppet states for their continuing support of slavery, he was recently offered a job to help build ships for the Sargava navy.It kills him inside to work against the ideals that he believes in, but he sees few options and he has a family to provide for.
    2) Prior to his discharge John had done more than just earn a reputation is a solid and reliable leader. In fact his Captain was a member of the Eagle Knights and had taken notice of him for a possible candidacy into the order. However with the loss of his leg and subsequent drinking and discharge Captain Havershaw rescinded his decision. Yet despite his better judgment Lord Havershaw still keeps track of John from time to time.

    Four people that are tied to John, three are friends and one is an enemy.

    1) Alima Rawkins: Former pleasure slave aboard the Taskmasters Pride and wife of John Rawkins. Alima is Osirion in descent with dusky skin and black hair. She currently lives in the Andoran fishing village of Souston where she raises her and John’s daughter, Farah.
    2) Lord Cornelius Havershaw: Ageing captain of the Righteous Eagle. Cornelius is also an Eagle Knight from the order of the Steel Falcon and has taken note of John. Cornelius is quickly approaching retirement and knows that the Claw will be his last command. He is fond of playing the violin and drinking good brandy. It was under his tutelage that Petty Officer Rawkins first learned the principles of leadership.
    3) First Lieutenant Iakob Steele: Boarding Officer for the Righteous Eagle. Iakob grew up in the same town as John, Souston, and joined the Andoran Navy several years ahead of him. John later met, and came to work for First Lieutenant Steele upon his assignment to the Righteous Eagle, it was during that time that a friendship came to develop between the two. First Lieutenant Steele was presumably lost at sea following the ruinous battle between the Righteous Eagle and Carron's Maw.
    4) Captain Typhus Scalp-Taker: Captain of the Carron's Maw, slaver, pirate and reputed member of the Pirate Council. It was Scalp-Taker who was responsible John going overboard during the battle with the Righteous Eagle. During the battle the pirate lord hurled the spear that drove John over a gunwale and into the sea, but not before John was able to land a lucky strike that sliced off the pirates left ear. Since that day Typhus has never forgotten the slight done to him by the Andorian sailor and would be quick to meet vengeance upon him should their paths meet again.

    Three memories, mannerisms or quirks John possess.

    1)John keeps a moleskin journal within his Sea bag. During free time he writes letters home to his wife and daughter. He misses them terribly and will never forget the day that he set sail to Eledar, and the last kiss he gave Alima. He uses a lock of her hair as a bookmark for his journal.
    2) As a remnant of his service in the Andoran Navy, John managed to keep his duty issue cutlass and he carries the cutlass with him at all times. When distracted he tends to keep one hand on the pommel of the blade and will mindlessly run his thumb over the end cap in a clockwise motion.
    3) John has a hard time sleeping on land. From his years at sea, the sailor has grown more accustomed to the cradle of the sea, then the stone of the shore. Even on land John prefers to sleep in a hammock, much to the displeasure of Alima.

    Character Creation:

    Way of the Wicked is a campaign that is set on the island nation of Talingard. I plan to set this AP in Golarion, in what is the current location of Hermea. Golarion lore and setting specific events will play minor roles and players should feel free to include references to Golarion in your character. The god Mitra will be considered a minor god, much like Milani.

    Ability Scores: Ability Scores will be a 25 point buy.

    Races: All races are allowed, but I have a bit of a bias towards humans and will likely pick only a few non-humans.

    Classes: All classes from the PHB, APG, UC and UM are allowed, as well as all Archetypes. However if you plan to play something extremely unusual such as a Ninja or Samurai, an amazing backstory should be presented.

    All classes are permitted except the Paladin. Paladins do not walk the Way of the Wicked. A few classes require some special consideration below.

    The Anti-paladin from the Advanced Player’s Guide is well suited themetically for this campaign. Alas, the class requires a chaotic evil alignment which is not permitted. Thus “The anti-paladin may be of any evil alignment”. Further, the anti-paladin may have cohorts, followers and henchmen who are of any evil alignment instead of the usual “chaotic evil” requirement. Also, a lawful evil anti-paladin may not use their fiendish boon to add the ‘anarchic’ property to a weapon. Instead, they may add the ‘axiomatic’ property.
    Assassins are a great choice for this campaign. Subtle killing can potentially be useful again and again. Yes, this is a prestige class not a core class. But it’s a great prestige class to be working towards at level one.
    Barbarians can be a good choice, but since chaotic alignments are not allowed (see below), neutral evil or neutral are the only two possible alignment choices. Barbarians have the challenge of coming up with a good reason why a class as chaotic and rebellious as this one would cooperate with a group of lawful evil followers of Asmodeus. Perhaps a cleric of Asmodeus (another PC?) saved your life and now you owe that priest your service.
    Cavaliers are a fine choice for a PC but must be careful about their Order selection. Orders that defend the common folk (The Order of the Shield) or pledge allegiance to the king of Talingarde (The Order of the Lion) are probably not appropriate. Self-serving orders (for example the Order of the Cockatrice) are very appropriate
    indeed.
    Clerics and inquisitors are allowed but must worship a god who approves of the villainous path ahead of you. Worshipping the lawful evil god Asmodeus is strongly encouraged but not required.
    Druids are permitted though neutral good druids are not. Evil druids are a perfectly valid choice but you must decide why such a character would ever join an organization that honors a lawful evil god.
    Gunslingers are permitted but this adventure path assumes by default that firearms are emerging. If you want to play a gunslinger, be prepared for a rough path ahead of you.
    Monks may not be lawful good and are recommended to be lawful evil. A lawful neutral monk is technically allowed but would be a difficult choice. Why would such a law abiding character seek to destroy Talingarde?
    Ninja and Samurai are permitted but you must explain how your villainous ninja or samurai ended up in the western nation of Talingarde.
    Rangers will find that Humanoid (Human) and Outsider (Good) are solid choices for their favored enemy.
    Sorcerers of any bloodline are permitted. Infernal blooded sorcerers are a particularly good choice.

    Skills: Each character will receive two additional Skill Points at each level. Villains should more competent than the average man.

    Feats: No change.

    Equipment: The characters begin with nothing. They have no money, no weapons or armor, no gear, no animal companions of any sort and no material possessions besides tattered, dirty prison clothes. Equipment will be acquired in game.
    Alchemists begin without their formulae book, extracts, bombs or mutagens. They must have access to an alchemical lab or chemicals to have any of these abilities restored.
    Bards begin without their instruments.
    Cavaliers have lost their mount. Presumably their mount was slain or given to another during their capture. It can be presumed that their week of mourning is already in the past.
    Clerics begin having chosen all their spells for the day. They do not have their holy symbol or any material components however.
    Druids also begin having chosen all their spells for the day. They do not, however, have their animal companion with them. Presumably such a companion was slain during their capture or escaped and awaits them outside. Regardless, such beasts would never be allowed inside the prison. Only if they escape from Branderscar prison will they have a chance to reunite with their companion or conduct the ceremony to acquire another.
    Inquisitors and Oracles lack their holy symbol if they need one.
    Summoners begin the game with their Eidolon unsummoned. They begin the game shackled so they are unable to perform the necessary ritual until they are free.
    Witches, Wizards and Magi do not have their spell books, material components, familiars or bonded objects. They do however begin with a full selection of memorized spells from before their incarceration.

    HP: Max to start. At each level you roll for hit points, however see Villain Points

    Villain Points: All PCs start with 1 Villain point and gain 1 Villain Point each time they level up. The maximum number of Villain Points a PC can have at a time is 3. Hero Point feats and spells are allowed.
    You can use 1 Villain Point to do any of the following actions. You can only use 1 Villain Point per turn for these actions.
    1. Gain an extra standard action during your turn.
    2. Gain a +8 bonus to a d20 roll if spent before or a +4 bonus if spent after. This can also be used to effectively increase the DC of a spell by lowering a single target's saving throw in the same manner.
    3. Ready an action at any time. (Must be done before a post is made; no retcons.)
    4. Regain a spell or use of a limited special ability.
    5. Reroll a d20.
    6. Reroll for HP at a new level.
    You can use 2 Villain Points to do the following, regardless of if you have used a Villain Point this turn.
    7. Survive a fatal attack at -10, unconscious, and stable.(2 points)

    Finishing Details: As normal except that good and chaotic alignments are not allowed. Every character must be lawful neutral, lawful evil, neutral or neutral evil. Of those four alignments, lawful evil is definitely the preferred choice.
    Further, every character must choose a crime that landed in them in Branderscar. They were not wrongly imprisoned -- they are guilty of their charge.

    There is a further requirement and it is something of an intangible quality. At some point in this adventure path every character is going to have the chance to join an evil organization and swear allegiance to the master of that organization and its patron – the lawful evil god Asmodeus. The adventure path assumes you say yes to this chance. Therefore, you should make a character who can say yes.

    What is Talingarde?:

    Talingarde is the most virtuous, peaceful, noble nation in the Golarion today. This land is ruled by King Markadian V called the Brave of House Darius. He has only one heir – the beautiful princess Bellinda. This benevolent monarchy is heavily intertwined with the Church of Mitra, the Shining Lord. You are from Talingarde. This is your home. You have lived here your entire life. And if they gave you half a chance, you would have your revenge on all of them.

    Who is Mitra?:

    Mitra, the so-called Shining Lord, is the god of the sun, bravery, honor, justice, charity and other such pusillanimous rubbish. The Church of Mitra is the preeminent religion of Talingarde these days. The Knights of the Alerion, the elite warriors of Talingarde, are a Mitran order. The monks of St. Macarius, who travel the land healing the sick and the helping the needy, are also a Mitran order. The House of Darius, the royal family of Talingarde, are devout followers of Mitra.

    It wasn’t always this way. Before the Darians took over, Talingarde worshiped an entire pantheon of deities and held strong ties to the nation of Cheliax. Preeminent among those deities was Asmodeus, Prince of Hell, Lord of Ambition and Order. Now it is forbidden to worship Asmodeus. To do so is to be condemned. The Mitrans destroyed all the Asmodean temples and burned his books and priests. There are no followers of Asmodeus anymore in Talingarde – at least none you know of. Devout Mitrans will not say the name Asmodeus. He is simply “The Fallen” or “The Enemy”.


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    Human Cleric of Ralishaz 3 AC 18 / HP 17/27 / F +5 R +3 W +7 / Init. +2 / Perc. +11)

    *Cough* 1000!


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    Male Ifirit (Native Outside) Sorcerer (Fire Bloodline) 2 AC 12(16)/12(16)/12(16) / HP 12 / F +1 R +2 W +2 / Init. +11 / Perc. +1)

    My friends! Hey guys, Ramo's here. For the savage tide I decided to do something iconic.. I settled on a Ifirit Sorcerer with the Fire bloodline. He's got a quick temper, constantly fidgeting and an unhealthy obsession with fire.


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    Human Cleric of Ralishaz 3 AC 18 / HP 17/27 / F +5 R +3 W +7 / Init. +2 / Perc. +11)
    Sverrïr Koltǫnn wrote:
    \Thinking Jean Valjean meets Macho Man Randy Savage ;S

    OH YEA!!!

    The Exchange Marathon Voter Season 6

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    Garrett, It makes me happy to see my item placed with some of the top 32. I'm really glad you liked it, and it gives me hope for next year.

    The Exchange Marathon Voter Season 6

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    cmjohnst wrote:
    The flute of the macaw gets awesome points for summoning a macaw the size of a pteranodon.

    I'll second that. I liked the effect that happened when the Macaw was summoned as well. There was a great visual that was attached to the item.

    The Exchange Marathon Voter Season 6

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    James Raine wrote:
    Here's my list of "I loved these items". Note, not all of them are superstar quality, but these were certainly the items I liked enough to save a copy of the item and say, "I'll be using this later."

    James you just made my day! I made the Cuff of the Feral Lord and it makes me happy to see that you liked it!


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    Human Cleric of Ralishaz 3 AC 18 / HP 17/27 / F +5 R +3 W +7 / Init. +2 / Perc. +11)

    Shatter can be extremely usefull! Doors, traps, locks, walls and ceilings can all be destroyed in creative uses. Shatter a window to create a spray of glass, or shatter all posion vials on a target.

    Liberty's Edge

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    DM Barcas!

    I was actually stationed in Houston from 2009-2011 with the Coast Guard doing Search and Rescue so I know where your coming from. I am prepared for hiatus's as they come about, but whats important to me is that even if its a break, the effort is made to get it back up and running once time permits. Before I get into the character I would like to tell you a little about myself. Like I stated before I am in the Coast Guard, and that does occasionally affect my post habits, but nothing that has precluded me from taking part in other games. I have played D&D for the past 15 years, and got into pbp's about 8 months ago. Since then I have reached a post-count of around 1300-ish posts scattered among my characters. I tend to build my characters with a emphasis on long term goals and I like to plan out the concepts prior to picking classes, feats and things of that nature. I am active in several pbp's at the moment and I can provide examples of my posting should you want to see them.

    Now onto the character, and I hope you will forgive me if this is just a "rough sketch"

    John Rawkins:

    John Rawkins
    Male Human (Taldan) Ranger (Freebooter) 1
    CG Medium Humanoid (human)
    Init +1; Senses Perception +6
    Aura freebooter's bane +1

    --------------------
    Defense
    --------------------
    AC 16, touch 11, flat-footed 15 (+4 armor, +1 shield, +1 Dex)
    hp 12 (1d10+2)
    Fort +5, Ref +3, Will +4

    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee Axe, boarding +5 (1d6+4/x3) and
    . . Cutlass +5 (1d6+4/18-20/x2) and
    . . Dagger +5 (1d4+4/19-20/x2)
    Ranger (Freebooter) Spells Prepared (CL 0):

    --------------------
    Statistics
    --------------------
    Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 8
    Base Atk +1; CMB +5; CMD 16
    Feats Iron Will, Power Attack -1/+2
    Traits Freedom Fighter, Peg Leg
    Skills Acrobatics -2, Climb +5, Diplomacy +5, Escape Artist -2, Fly -2, Heal +6, Knowledge (nature) +4, Perception +6, Profession (sailor) +6, Ride -2, Stealth +2, Survival +2 (+3 to track), Swim +7
    Languages Common
    SQ track, wild empathy
    Combat Gear Alchemist's kindness (3); Other Gear Lamellar (leather) armor, Buckler, Axe, boarding, Cutlass, Dagger (3), Grog (2)(per gallon), Healer's kit, Wooden Holy-symbol of Abadar, Ink, black, Inkpen, Journal, Marked cards, Pathfinder's kit, Seabag, 3 GP, 7 SP

    --------------------
    Special Abilities
    --------------------
    Freebooter's Bane +1 (Ex) +1 to hit & damage versus chosen target.
    Freedom Fighter You've developed a reputation as a privateer who fights for freedom. You gain a +2 trait bonus on Diplomacy checks. This bonus becomes a -2 penalty when dealing with slavers or those who support the slave trade. Diplomacy becomes a class skill for yo
    Peg Leg +1 trait bonus to damage vs animals with the Aquatic subtype.
    Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
    Track +1 Add the listed bonus to survival checks made to track.
    Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.

    Background of John Rawkins:

    Five background and concept elements important to John Rawkins.

    1) John Rawkins is a sailor who was recently discharged from the Andoran Navy due to a terrible injury. Six months ago while his ship the Eagles Claw took part in a pitched battle with the Shackles privateer Storms Fury John fell overboard and was viciously attacked by a jigsaw shark. By the time he was recovered and his mates got him onto the surgeon’s table, there was nothing that could be done. In a haze of ether John felt the dull pain of the surgeon’s saw and the heat of the soldering iron. When he awoke two days later, his left leg was gone from just below the knee, and in its place was a crudely fitted cap. Trait: Peg Leg
    2) John was outgoing and friendly, but since losing his leg and being discharged he has turned to heavy drinking. He rarely shaves and his once short hair has begun to grow out into a tangled mess. He is a man that is teetering on the edge of self-ruin. Hence the charisma of 8, and his store of grog and Alchemist's kindness
    3) Prior discharged, John had acquitted himself in several boarding and begun to earn a reputation is a solid and reliable leader.
    4) Although he would never admit it, ever since the shark attack John is secretly afraid of the ocean. He’s a fine swimmer, but there’s something about not being able to see what is under the water that scares him.
    5) Like most Andoran’s John hates slavery. He remembers how, as a private he took part in the boarding action of the Katapesh Slave Galley Taskmasters Pride. He will never forget seeing the whipped and chained slaves, emaciated and lashed to the oars and it sickened him beyond words. If given the opportunity to hurt a slaver he would likely do so. Trait: Freedom Fighter

    Two goals that are important to John.

    1) I would like to see John build upon his Andoran leanings. The navy may have forsaken John but he hasn’t forsaken the ideals they represented. I think that it would be cool to see John eventually become a "Steel Falcon" PrC. Long term I think it would be great to develop this “Arc” as John earns the attention of the Eagle Knight’s and then somehow is given a secret commission to continue to do the work of Andoran within the Shackles.
    2) ”I’ll find the shark that took my leg!. Ok, so it’s extremely Moby Dick-ish but I can see that being a goal that John would pursue. On a slightly less ridiculous note, during the battle in which John lost his leg, Storms Fury managed to escape. Should he ever cross paths with the ship or its infamous captain, Typhus Scalp-Taker, only hell or high water could keep him from that prize. Of course he may not have to search too hard….

    Two secrets about John, one that he knows, and one that he not yet aware of.

    1) John is married and has a three year old daughter. In the weeks following the release of the slaves aboard Taskmasters Pride John fell in love with one of the released concubines. Though it is extremely frowned upon within Andoran for a liberator to become romantically involved with the liberated slave, he couldn’t help but love her. It was for this reason that he is currently traveling to Eledar. Though he hates Cheliax and their puppet states for their continuing support of slavery, he was recently offered a job to help build ships for the Sargava navy.It kills him inside to work against the ideals that he believes in, but he sees few options and he has a family to provide for.
    2) Prior to his discharge John had done more than just earn a reputation is a solid and reliable leader. In fact his Captain was a member of the Eagle Knights and had taken notice of him for a possible candidacy into the order. However with the loss of his leg and subsequent drinking and discharge Captain Havershaw rescinded his decision. Yet despite his better judgment Lord Havershaw still keeps track of John from time to time.

    Three people that are tied to John, two are friends and one is an enemy.

    1) Alima Rawkins: Former pleasure slave aboard the Taskmasters Pride and wife of John Rawkins. Alima is Osirion in descent with dusky skin and black hair. She currently lives in the Andoran fishing village of Souston where she raises her and John’s daughter, Farah.
    2) Lord Cornelius Havershaw: Ageing captain of the Eagles Claw . Cornelius is also an Eagle Knight from the order of the Steel Falcon and has taken note of John. Cornelius is quickly approaching retirement and knows that the Claw will be his last command. He is fond of playing the violin and drinking good brandy. It was under his tutelage that Petty Officer Rawkins first learned the principles of leadership.
    3) Captain Typhus Scalp-Taker: Captain of the Storms Fury, slaver, pirate and reputed member of the Pirate Council. It was Scalp-Taker who was responsible John going overboard during the battle with the Eagles Claw. During the battle the pirate lord kicked John over a gunwale and into the sea, but not before John was able to land a lucky strike that sliced off the pirates left ear. Since that day Typhus has never forgotten the slight done to him by the Andorian sailor and would be quick to meet vengeance upon him should their paths meet again.

    Three memories, mannerisms or quirks John possess.

    1)John keeps a moleskin journal within his Sea bag. During free time he writes letters home to his wife and daughter. He misses them terribly and will never forget the day that he set sail to Eledar, and the last kiss he gave Alima. He uses a lock of her hair as a bookmark for his journal.
    2) As a remnant of his service in the Andoran Navy, John managed to keep his duty issue cutlass and boarding axe. He carries at least one of the two weapons with him at all times. When distracted he tends to keep one hand on the pommel of the blade and will mindlessly run his thumb over the end cap in a clockwise motion.
    3) John has a hard time sleeping on land. From his years at sea, the sailor has grown more accustomed to the cradle of the sea, then the stone of the shore. Even on land John prefers to sleep in a hammock, much to the displeasure of Alima.

    Ok, well actually that was all a lie. This is my character concept, background and mechanics. After I wrote the top portion I started to work on the outline, and I had one of those moments where I wanted to get it all down on paper. So... two hours later, here is my character submission. I really hope you like him. He has a mix of flaws, potential and desires. Let me know what you think.

    -John Rawkins

    The Exchange Marathon Voter Season 6

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    I'm pretty sure that I have seen more thank a 1000 entry's but let's see if how the tag shakes out!

    The Exchange Marathon Voter Season 6

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    I kid you not, I just saw the same item three times in a row! How crazy is that? Still waiting to see mine however.

    The Exchange Marathon Voter Season 6

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    So I know that everyone looks for different things, but I just want to put something out there. When I look at two items, if one is properly formatted using the wondrous item template, and one is not, then my vote automatically goes to the properly formatted one. It might be a little harsh, but the template was clearly given and intended to be used, and I don't know how many times the judges have told us to check and then re-check our times.

    Dark Archive

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    Male Human Cleric of Asmodeus (Evangelist) 3 AC 19/17/13 / HP 24 / F +6 R +4 W +8 / Init. +2 / Perc. +4)

    I won't be temping the dice gods today.

    Level 2 Cleric:
    +5(+2 con) 7hp
    +1 BAB
    +1 to Fort / Will
    +1 0lv and 1st lvl spell
    +2 Rounds of Sermonic Performance
    +6 Skill points placed into (1)Diplomacy, (1)Bluff, (1)Knw (religion) (1) Spellcraft (1) Sense Motive, (1) Knw (arcana)

    Purchases will include a MW Light Crossbow, and I'll figure out the rest later, but I will chip in 125g for a wand of cure light wounds.


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    (Male Mwangi Alchemist (Vivisectionist, Beastmorph) 2 AC 14/11/13 / HP 18/18 / F +5 R +4 W +3 / Init. +1 / Perc. +7)

    Alright, so I thought about the Kingmaker campaign Rorgrim, and I'll write up a character tomorrow. Going to go with a Kitsune Sorcerer with the Fey bloodline. This should mesh *really* well with the whole First World theme I'm going for. The sorcerer will be built more as a support/enchantment specialist. I'll crunch the numbers tomorrow. Night all.

    Dark Archive

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    Male Human Cleric of Asmodeus (Evangelist) 3 AC 19/17/13 / HP 24 / F +6 R +4 W +8 / Init. +2 / Perc. +4)

    Perception: 1d20 + 3 ⇒ (17) + 3 = 20

    Hrm, it seems there is more going on within the Kaijitsu household than has been previously reported.

    The Exchange

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    Good point Ken, all of this talk has me thinking of the "Secret of Nim". That in turn might be a cool campaign. Awakened mice, vs spiders, rats and centipedes, eventually fighting CATS!. Perhaps I am tired. It also has a bit of a "Redwall" feel.

    The Exchange

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    You could allow him a bonus to his spellcraft roll for item creation, or possible reduce the crafting cost. That would be one of the easiest solutions.

    Something more in-depth, would be that using non standard material components may have a secondary effect on the item in question that you chose. A Headband of vast intelligence +2 might also convey +2 on Profession (architect) if made using the bones of architect. The "water of a Wrath Well" might allow you to increase the DC of one wrath based spell (Evocation) by +1 once per day, but suffer -1 to all saves from Greed based spells. There's nothing specifically RAW that I can think of like they had in 3.5. Just some ideas.

    On a final note, playing around with Rune magic from a powerful fallen empire is no joke. And could have severe consequences if used without the proper knowledge and preparation. I would allow it, but add some juicy hooks that will make the player question *if* it’s a good idea to tap into the power of the Runelords, untrained. In the end, any secondary powers you grant the item should be carefully considered to not be overbalancing an should mostly be used for flavor and to advance the campaign. After all, if you're going to give the player a bonus to architecture based on the imparted memories. Why not have the player occasionally get flash backs of designing parts the city of Xin Shalast as a precursor to later events?