Cayden Cailean

Xandarian Quartermain's page

669 posts. Alias of TheWaskally.


Full Name

Xandarian "Xan, Xan The Man" Quartermain

Race

Special:
Smite Evil (Su) 4/day (+8 att., +8 dmg. [+16 to outsider with the evil subtype, an evil-aligned dragon, or an undead creature], +8 deflection bonus to AC|LoH 12/12x/day, 4d6|Channel Energy 4d6 (uses two LoHs)

Classes/Levels

Vitals:
HP 77/77|AC 23 (T 12, FF 21)|F: 16, R: 14, W: 15|Int: +5|Immune: Disease|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19|+4 racial vs poison

Gender

Male

Skills:
Percep +13|Diplo +29(+30)|Fly +21|Heal +16|Perf. (string) +27|Perf. (sing, dance) +21|SM +13|Acro +21|Bluff +27|UMD +14

Size

Medium

Age

27

Special Abilities

See SQ Tab

Alignment

Chaotic Good

Deity

Cayden Cailean

Languages

Common (Taladane), Celestial, Abyssal, Elven, Dwarven, Orc

Occupation

Traveling Hero

Homepage URL

Portrait

Strength 20
Dexterity 14
Constitution 16
Intelligence 16
Wisdom 14
Charisma 27

About Xandarian Quartermain

Race Half-Celestial Aasimar (Azata-Blooded Taladan)
Class Gestalt Paladin (Chosen One)/Bard/8th
Initiative: +5 Senses: Perception +2, Darkvision 60ft.
-------
AC 23 (12 Touch, 21 FF)(+2 Dex, +7 Armor, +2 Deflection, +2 Shield)
Hp 77/77 (1d8(max) + 3 Con at 1st level)
Fort +16, Ref +14, Will +15
Special Defenses
Immune to Disease, Resist 10 (acid, cold, electricity), DR 5/magic, SR 19, +4 racial bonus vs. poison
-------
Speed 30 ft (30 ft Base), Fly 60ft. (good maneuverability)
Melee Carouser's Retort +13/+8 (1d6 + 6, 18-20/x2)
Melee Special: Smite Evil (Su) 4/day (+6 att., +8 dmg. [+16 to outsider with the evil subtype, an evil-aligned dragon,
or an undead creature], +5 deflection bonus to AC
Special Attacks Channel energy 4d6 (uses two Lay of hands charges)
-------
★ Spells ★

Spell-like abilities Once a day unless noted
protection from evil 3/day, bless, aid, detect evil, cure serious wounds, neutralize poison, ho,y smite, remove disease.

Paladin Spells
1st-level cure light wounds, enhance water, restoration, lesser x2
2nd-level zone of truth, remove paralysis, righteous vigot x2

Bard Spells
0-level prestidigitation, summon instrument, ghost sounds, know direction, mage hand, message
1st-level identify, unseen servant, silent image, enhance water, alluring light 6/6x/day
2nd-level detect thoughts, heroism, minor image, shamefully overdressed 6/6x/day
3rd-level charm monster, dispel magic, major image 5/5x/day
-------
BAB +8/+3, CMB +13, CMD 25
Feats Persuasive, Deft Maneuvers, Extra Lay On Hands, Skill Focus - Perform
------
Skills 9/Level +2/Background

Acrobatics +21 (Versatile Performance (Ex), Dance)
Appraise +8 (2 Rank, 3 Class, 3 Int)
Bluff +27 (Versatile Performance (Ex), String)
Craft (alchemy) +7 (1 Rank, 3 Class, 3 Int)
Diplomacy +29 (Versatile Performance (Ex), String, 2 Persuasive)
Fly +21 (Versatile Performance (Ex), Dance)
Handle Animal +8 (0 Rank, 0 Class, 8 Cha)
Heal +16 (8 Rank, 3 Class, 3 Wis, 2 Healer's Kit) (29/30 uses)
Knowledge (arcane) +11 (1 Rank, 3 Class, 3 Int, 4 Bardic Knowledge)
Knowledge (dungeoneering) +11 (1 Rank, 3 Class, 3 Int, 4 Bardic Knowledge)
Knowledge (engineering) 11 (1 Rank, 3 Class, 3 Int, 4 Bardic Knowledge)
Knowledge (geography) +11 (1 Rank, 3 Class, 3 Int, 4 Bardic Knowledge)
Knowledge (history) +15 (5 Rank, 3 Class, 3 Int, 4 Bardic Knowledge)
Knowledge (local) +18 (8 Rank, 3 Class, 3 Int, 4 Bardic Knowledge)
Knowledge (nobility) +18 (8 Rank, 3 Class, 3 Int, 4 Bardic Knowledge)
Knowledge (nature) +11 (1 Rank, 3 Class, 3 Int, 4 Bardic Knowledge)
Knowledge (planes) +11 (1 Rank, 3 Class, 3 Int, 4 Bardic Knowledge)
Linguistics +5 (2 Rank, 3 Int)
Perception +13 (8 Rank, 3 Class, 2 Wis)
Perform (string) +27 (8 Rank, 3 Class, 8 Cha, 2 Skilled, 1 Divine Artist, 3 Skill Focus, +2 MW instrument)
Perform (dance) +21 (8 Rank, 3 Class, 8 Cha, 2 Skilled)
Perform (sing) +21 (8 Rank, 3 Class, 8 Cha, 2 Skilled)
Profession (bartender) +9 (4 Rank, 3 Class, 2 Wis)
Ride +3 (1 Rank, 3 Class, 2 Dex, -3 Armor)
Sense Motive +13 (8 Rank, 3 Class, 2 Wis)
Sleight of Hand +2 (0 Rank, 0 Class, 2 Dex)
Spellcraft +8 (2 Rank, 3 Class, 3 Int)
Use Magic Device +14 (3 Rank, 3 Class, 8 Cha)

Special Qualities/Class Features:
Weapon and Armor Proficiency
Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Aura of Good (Ex)
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su)
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Bondless
A chosen one does not gain the divine bond class feature.
Divine Emissary (Ex)
At 1st level, a chosen one gains an emissary familiar, treating her paladin level as her wizard level for the purpose of this ability. Hare
Religious Mentor (Ex)
The familiar’s sworn duty is to help train the chosen one for her future glory. The familiar is treated as having a number of ranks in Knowledge (religion) equal to the chosen one’s paladin level. The chosen one doesn’t gain Knowledge (religion) as a class skill.
Delayed Grace (Su)
A chosen one begins her adventuring career without fully understanding her true potential. The chosen one uses the barbarian, rogue, sorcerer column to calculate her typical starting age. She receives the smite evil ability at 2nd level and the divine grace ability at 4th level. This does not affect the rate at which she gains additional uses per day of smite evil, so she still gains her second use at 4th level, her third at 7th level, and so on.

This ability alters divine grace and smite evil.
Bardic Knowledge (Ex)
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
List of Bardic Performances
Countersong (Su)
At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.
Distraction (Su)
At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su)
At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su)
A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Inspire Competence (Su)
A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.
Suggestion (Sp)
A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.
Dirge of Doom (Su)
A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay On Hands (Su) 10/10/day
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Lay on Paws (Su)
At 2nd level, a chosen one’s familiar is able to borrow some of her divine energy to heal itself and others. The familiar can use the chosen one’s lay on hands ability, including all of her mercies, but each such use consumes two uses of the paladin’s lay on hands ability. Starting at 4th level, the familiar can also channel positive energy, but each such use consumes four uses of the paladin’s lay on hands ability.

This ability alters lay on hands and channel positive energy.
Versatile Performance (Ex)
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
Well-Versed (Ex)
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Aura of Courage (Su)
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Health (Ex)
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Su)
At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
Sickened: The target is no longer sickened.
Diseased: The paladin’s lay on hands ability also acts as remove disease, using the paladin’s level as the caster level.
Channel Positive Energy (Su)
When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.
Lore Master (Ex)
At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
True Form (Ex) Ataxian
At 7th level, a chosen one’s familiar reveals its true form, transforming into an outsider improved familiar that matches the chosen one’s patron’s alignment (typically an arbiter, a cassisian, a harbinger, or a silvanshee, but potentially any lawful neutral, lawful good, or neutral good outsider familiar depending on the patron). The familiar gains the change shape universal monster ability if it doesn’t already have it, which it can use at will to transform into its original form or back to its true form.
Aura of Resolve (Su)
At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Half-Clestial Azata-Blooded (Musetouched) Aasimar:
Ability Score Modifiers: Azata-Blooded are lithe, confident, and personable. They gain +2 Dexterity and +2 Charisma.
Type: Azata-Blooded are outsiders with the native subtype.
Size: Azata-Blooded are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Azata-Blooded have a base speed of 30 feet, and a fly speed of 60 feet (good maneuver).
Languages: Azata-Blooded begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Celestial Resistance:[ Azata-Blooded have acid resistance 10, cold resistance 10, and electricity resistance 10, DR/5 (magic), SR 11 + CR, Immunity to Disease, and +4 racial bonus on poison.
Skilled: Azata-Blooded have a +2 racial bonus on Diplomacy and Perform checks.
Spell-Like Ability (Sp): Azata-Blooded can use glitterdust once per day as a spell-like ability (caster level equal to the aasimar’s class level).
Darkvision: Azata-Blooded have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Traits (Campaign) Tough-minded, (Religion) Divine Artist, (Social) Charming
-------
Items Alchemist's Kit, holy placard, a healer's kit (10/10 uses), Tankard of the Drunken Hero, a light combat-trained horse named Tammi, bit and bridle, military saddle, MW mandolin, a cracked clear spindle ioun stone, a ring of protection +2, and a ring of evasion made of green wood carved to depicting a snake and a lizard locked in a tangle..
Combat Gear Carouser's Retort, Lucky Drunk's Mail, Mithral Heavy Shield
L-Shaped Table:

Wealth (1093 gp)golden yellow topaz worth 500 gp, a deep blue spinel worth 400 gp, an amethyst worth 300 gp, a chrysoberyl worth 100 gp, five freshwater pearls worth 100 gp each, and eight moonstones worth 50 gp each.

Carrying Capacity
Light (77 lbs or less); Medium (78-153 lbs.); Heavy (154-230 lbs.)
Current Load: 94
Height 6'8", Weight 205 lbs, Eyes Teal, Hair Cerulean
==============================================
Appearance:
Xandarian, or 'Xan', stands 6'2" with a muscular build. He has short cerulean hair with slightly stubble and teal eyes which betrays his azata-blooded lineage. He wears intricate chainmail and a exquisite rapier on his hip, along with a battered copper tankard. His back often has his backpack with a healer's kit strapped to it, a mithril heavy shield, and a masterwork mandolin.
Xandarian is often followed by a dirty looking hare with intelligent eyes, and a foul mouth named Boffy.
Background:
Xandarian Quartermain was born in the bustling city of Oppara, the capital of Taldor, on the continent of Avistan, to Bethany Quartermain, a successful bard in the city. Rumors abound that the father was a Opparan noble. Bethany was delighted at Xandarian's shock of blue hair and deep teal eyes. This confirmed many family rumors that The Quartermains had celestial blood within their family tree. Bethany raised Xandarian alone. With her success, the bard was able to provide a decent standard of living for the young aasimar.

Growing up in Oppara, Xandarian was surrounded by stories of Cayden Cailean, the Drunken Hero, and his tales of revelry, freedom, and the pursuit of one's desires. These stories resonated deeply with Xandarian, inspiring him to follow in Cayden's footsteps. But tragedy soon struck The Quartermain household. Bethany was struck down by a wasting curse. Young Xandarian used the considerable family fortune for healers and wizards to save his mother, but it was too late. Bethany died a few days after turning ill. What little he knew, one of his mother's rivals set the curse upon Bethany, but without enough funds, the rumors were not confirmed. The remaining money the family had was used to give his mother a great funeral. Xandarian soon became a homeless drunk, making a few coppers a day, playing his mandolin on the streets.

On one fateful day, while wandering drunk through Oppara's desolate back alleys, Xandarian came across a peculiar sight. A small, dirty brown hare hopped over the Xandarian, and began a conversation. At first, Xandarian was sure the hare was a drunk delusion. But after several slaps to the face by the hare, Xandarian was forced to concede the hare was real. It introduced himself as Boffy.

Intrigued by the hare's eloquence and aura of wisdom, Xandarian struck up a conversation with Boffy. The hare said that Xandarian was chosen by Cayden Cailean to be his first paladin on Golarion. But not a true paladin, that was lawful and rigid in their thinking, but following the easy tenets of caydenism. Boffy was to be Xandarian's mentor and companion. Over time, Xandarian and Boffy formed a strong bond, with the hare imparting valuable lessons of courage, fighting, spontaneity, and unwavering devotion to freedom.

During their travels together, Xandarian and Boffy stumbled upon a series of ancient Caydenite artifacts, each infused with a fragment of the god's boundless spirit. These artifacts radiated an otherworldly energy, and Xandarian felt a deep connection to them. With Boffy's guidance, Xandarian learned to harness the power within these artifacts, using them to channel divine energy and perform feats of extraordinary heroism.

Xandarian and Boffy traveled together for many years, eventually circling the lands of Lake Encarthan clockwise. Both Xandarian and Boffy foiled many evil acts by bandits, spellcasters, and gods. Evewntually the duo found themselves drawn to the Stolen Lands, a wild and untamed region known for its lawlessness and danger. Here, Xandarian encountered many notices asking for adventurers to bolster a new kingdom. With no other distractions, Xandarian and Boffy rode their steed Tammi deep into The Stolen Lands.