Night Monarch

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Hello, all. I’m Cosmiy, and I am currently re-recruiting for one of my Way of the Wicked campaigns. We’re currently starting Book 1, Act 2: For those unfamiliar with Way of the Wicked, this is after the man characters have escaped the brutal Branderscar prison and have come to a mysterious house to meet their new benefactor, who will direct them throughout most of the path. The plot of the adventure path is of rising up from criminal origins to take over the kingdom of Talingarde, the famous kingdom of good and law under the rule of Mitra.

I currently run two games. The one I’m recruiting for is Group A: Group B was also short staffed, but we’ve agreed to advance with four people, including one who came into our recruitment thread and offered to join the group.

I am looking for FOUR people for group A.

Below are some details about why people have dropped, as well as my personal situation. They are relevant, but they are also kind of boring.

Spoiler:

As it is, life for all of us has made a few people drop. As the DM I will take a good deal of responsibility for this. During the school year I am a college student, and during the summer I was attempting to get a job, which did not work out. I also have a living situation that has made things more difficult- my parents are divorced, and while I am an adult and may live where I wish, my father, who pays for more of my college tuition prefers that I spend a few nights with him every week, in his house without internet.

I am currently attempting to post twice a day, and once a day when I’m with my father. I may go up to posting twice a day near the end of the summer, as he’s moving in with his significant other/future wife, who needs the internet for her job. However, I will admit in full honesty that I can occasionally miss a day due to prementioned difficulties. I am trying to do much better than I’ve done in the past, however, and I think that with more people in the group I’ll have more to respond to and post about.

If you would like to read our group, here we are:
http://paizo.com/campaigns/cosmiysWayOfTheWickedCampaignGroupA/gameplay& ;page=last

Anyway, here’s less information about my boring life, and more information about the campaign.

Your character would be some form of criminal whose gained the attention of Cardinal Thorn, a high priest of Asmodeus who wishes to take over and rule the kingdom of Talingarde. He has a place for your character in his organization, the Knot of Thorns, and sees your character as having skills that could aid in his plots and schemes. Your crime must have been quite infamous to draw his attention. Either before you would have been captured or on your way to Branderscar prison, you were contacted by the lovely Tiadora, a woman who offered to help you escape and give you a purpose. She directed you to an imposing green house in the south-east of Talingarde, on the moors near Branderscar Prison. It is there you will arrive, and meet with the pair who has managed to escape the prison.

You and Your Character
Stat Generation: Focus/Foible. Choose one score to be an 18, and another to be an 8. Roll 1d10+7 in order for the other four stats.

Alignments: LN, NN, LE, and NE. You will eventually have to swear loyalty to a god of tyranny, and your character should be ready to make this choice. While your character should be evil, don't overdo it. And as always, you can have an evil character, but don't be an evil player.

Background: As above, you were a criminal who managed to escape either before your imminent arrest or on your way to Branderscar Prison. Background will probably be a critical component for rejection/acceptance into the group.

Allowed Classes: You may play as any class except for Paladin, Gunslinger, Ninja or Samurai. Antipaladins are changed to be allowed to be LE and NE, and in fact have to be according to the rules, guns have not yet been invented, and this is not an eastern setting (and Talingarde is too far from any eastern continent). I also allow Dreamscarred Press's Psionics material.

Divine spellcasters are recommended to worship Asmodeus. If you would really like to worship any other deities, let me know, but it's not the best idea.

Skills: You gain 2 bonus skill points each level.

Posting Frequency: Preferably once a day.

Experience: Level 2. (People in the actual group who are confused about this, you’ll be leveling up soon) You get two traits, one a standard pathfinder trait (though nothing setting-specific) and one from the crime list below.

Your Experience: If you have previously read, played, or DMed a version of this game, I would prefer you tell me ahead of time and not abuse your knowledge. If I feel someone is reading the book or otherwise metagaming, I'll start to change things up. Doors will go other places, creatures will be altered, etc.

Equipment: You have about 200 gp worth of equipment. (People currently in the group, you’ll be getting that soon)

Hero Points: They still exist, though perhaps a better name would be villain points. They'll be given for things like interesting or unique acts of villainy, good role-playing, the favor of Asmodeus, etc.

Me and My Campaign

Posting Frequency: I will also try to post twice a day, though as mentioned before that may be reduced to once. If I really have to miss a few days, I will let everyone know.

Talingarde and Mitra: The Kingdom of Talinguarde is the most prosperous, peaceful, lawful and beautiful nation in the world. It exemplifies law and good like no other country does, and it is because of one deity- Mitra. The triune god of good, justice, and the sun, he despises the worship of all other deities, particularly the lord Asmodeus. In centuries past many deities were worshiped in Talingarde, but now it is only Mitra.

Asmodeus: In olden times the people of Talingarde worshiped many gods, and especially Lord Asmodeus, the King of Hell, Prince of Darkness, called only “The Fallen” by the faithful of Mitra. His worshipers have been slain many times, priests and acolytes burned on the fire with their unholy texts and artifacts. Are there any worshipers of this god left in the kingdom of Talingarde that can avenge their god and return him to prominence in the land?

Rest of Campaign World: Talingarde is a bit of an isolationist nation, so little is known about other countries except for perhaps their names or the fact that they exist. The plane layout is not the same as standard, and it involves "celestial spheres". Other gods aren't well known.

And here's the list of criminal traits, pick one from the list. If your crime doesn't precisely fit, pick one close to it. For example, if you tortured someone, think of the steps you took. Did you kidnap them first? Did they die from their wounds?
I have edited these to fit the changed background, but I am not perfect and some elements of the original background may have slipped through.

Spoiler:

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 would have been 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.

Attempted Murder
You tried to kill someone and botched the job. 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 worshiping 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 churches, cathedrals or holy shrines of the great god Mitra. 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. 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, cowardice or neglect 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.
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. 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. 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. 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.
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 attract the attention of the Cardinal, 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. Treason is the only crime that is still punished by the gruesome ritual of being drawn and quartered.
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 attract the Cardinal's attention, 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 attract the attention of the Cardinal, this was no typical killing but a particularly savage and unforgivable 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 (this 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.
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.
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.
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.

If I have enough responses, I will be closing Recruitment at 8PM EST on Monday, and hope to have a decision shortly after then. I will also make comments tomorrow and early Monday, but not tonight because I will be away from my computer.

Oh, and if anyone whose currently in the group but who hasn't posted in a while would like to jump back in, just let me know.


Elan Wizard 5

Less than 24 hours ago, the six of you were taken into Banderscar prison. There each of you was stripped and searched, before being branded with a runic F. This brand represents your status as Forsaken- proof that you ARE Forsaken, not just by the laws of fair Talingarde, but by Mitra, the lord on high, and his chosen earthly vessels. This nation has no hope for you, only condemnation.

You all sit in one communal cell, feet tethered together in one long chain and and arms secured to the wall by manacles. The cell is filthy, with rodents and other vermin flitting to and fro, and it smells strongly of waste. It is obvious that nobody cares about your well-being- the guards only intervene if they sense a disturbance or to shove gruel at you once or twice a day. You are dressed in what had been clean uniforms some years and countless prisoners ago, but what are now dirty rags.

But as miserable as Banderscar is, it is not long until you will be gone from this place. Where will your punishment take you? To the pyre to be burned to death? To the headsman's block? To far more elaborate tortures still? Or will it be to the salt mines, to extend your life a few more years of misery, where Talingarde will get the last out of you? Wherever it may be, it will not be pleasant. Escape is a hopeless idea, and even if you did escape, where would you go? Who would wish to deal with one of the Forsaken? All you can do now is sit and await your doom.

Spoiler:
Prisoners are arranged as follows, from left to right-Lady Rose, Quomaugh Ironmaw, Dr. Ulrich Drakas, Kyras Farson, Travis Brogan, Sholano Gale


Elan Wizard 5

Less than 24 hours ago, the six of you were taken into Banderscar prison. There each of you was stripped and searched, before being branded with a runic F. This brand represents your status as Forsaken- proof that you ARE Forsaken, not just by the laws of fair Talingarde, but by Mitra, the lord on high, and his chosen earthly vessels. This nation has no hope for you, only condemnation.

You all sit in one communal cell, feet tethered together in one long chain and and arms secured to the wall by manacles. The cell is filthy, with rodents and other vermin flitting to and fro, and it smells strongly of waste. It is obvious that nobody cares about your well-being- the guards only intervene if they sense a disturbance or to shove gruel at you once or twice a day. You are dressed in what had been clean uniforms some years and countless prisoners ago, but what are now dirty rags.

But as miserable as Banderscar is, it is not long until you will be gone from this place. Where will your punishment take you? To the pyre to be burned to death? To the headsman's block? To far more elaborate tortures still? Or will it be to the salt mines, to extend your life a few more years of misery, where Talingarde will get the last out of you? Wherever it may be, it will not be pleasant. Escape is a hopeless idea, and even if you did escape, where would you go? Who would wish to deal with one of the Forsaken? All you can do now is sit and await your doom.

Spoiler:
Prisoners are arranged as such, from left to right: Taemon'dow,
Lysander Tremayne, Darsis Valdane, Marvo, Gunter Gurden, Katrin Whitebranch.


Elan Wizard 5

Alright, here's Group B. Hopefully this will allow me to make a second campaign- I am still not sure how to work this site.


Elan Wizard 5

Alright, this is the Discussion Thread for Group A. I'll be putting up the gameplay thread in a few minutes!


Way of the Wicked recruitments are fairly common around these parts, and for good reason. I've tried out for one or two myself on this and other forums, and have figured that at this point I might as well run the thing myself to get a 100% chance of getting into one. So I will be running Way of the Wicked for six people. That's more than the adventure path is designed for, and so I'll also be playtesting a 6-person conversion for the game as well.

We'll be doing this on these very forums, play-by-post.

So, for those who are unfamiliar with the game, Way of the Wicked is an adventure path that starts with you breaking out of prison and ends with you taking over a kingdom of law and good, the famous Talingarde, and taking it for your own.

You and Your Character
Stat Generation: Focus/Foible. Choose one score to be an 18, and another to be an 8. Roll 1d10+7 in order for the other four stats.

Alignments: LN, NN, LE, and NE. You will eventually have to swear loyalty to a god of tyranny, and your character should be ready to make this choice. While your character should be evil, don't overdo it. And as always, you can have an evil character, but don't be an evil player.

Background: Your background ends up with you incarcerated in the worst prison of the land for a crime you truly committed, Branderscar, and this is a crime you truly deserve punishment for. Background will probably be a critical component for rejection/acceptance into the group.

Allowed Classes: You may play as any class except for Paladin, Gunslinger, Ninja or Samurai. Antipaladins are changed to be allowed to be LE and NE, and in fact have to be according to the rules, guns have not yet been invented, and this is not an eastern setting (and Talingarde is too far from any eastern continent). I also allow Dreamscarred Press's Psionics material.
Divine spellcasters are recommended to worship Asmodeus. If you would really like to worship any other deities, let me know, but it's not the best idea.

Skills: You gain 2 bonus skill points each level.

Posting Frequency: At least once a day.

Experience: Level 1. You get two traits, one a standard pathfinder trait (though nothing setting-specific) and one from the crime list below.

Your Experience: If you have previously read, played, or DMed a version of this game, I would prefer you tell me ahead of time and not abuse your knowledge. If I feel someone is reading the book or otherwise metagaming, I'll start to change things up. Doors will go other places, creatures will be altered, etc.

Equipment: You're in jail, you don't have anything. Prepared Spellcasters have a full preparation of spells. Any class that gets something from their first level will get it later. Keep in mind everything this entails- alchemists don't have a kit, clerics don't have a holy symbol, etc.

Hero Points: They still exist, though perhaps a better name would be villain points. They'll be given for things like interesting or unique acts of villainy, good role-playing, the favor of Asmodeus, etc.

Me and My Campaign
Posting Frequency: I will also try to post once a day.

Talingarde and Mitra: The Kingdom of Talinguarde is the most prosperous, peaceful, lawful and beautiful nation in the world. It exemplifies law and good like no other country does, and it is because of one deity- Mitra. The triune god of good, justice, and the sun, he despises the worship of all other deities, particularly the lord Asmodeus. In centuries past many deities were worshiped in Talingarde, but now it is only Mitra.

Asmodeus: In olden times the people of Talingarde worshiped many gods, and especially Lord Asmodeus, the King of Hell, Prince of Darkness, called only “The Fallen” by the faithful of Mitra. His worshipers have been slain many times, priests and acolytes burned on the fire with their unholy texts and artifacts. Are there any worshipers of this god left in the kingdom of Talingarde that can avenge their god and return him to prominence in the land?

Rest of Campaign World: Talingarde is a bit of an isolationist nation, so little is known about other countries except for perhaps their names or the fact that they exist. The plane layout is not the same as standard, and it involves "celestial spheres". Other gods aren't well known.

And here's the list of criminal traits, pick one from the list. If your crime doesn't precisely fit, pick one close to it. For example, if you tortured someone, think of the steps you took. Did you kidnap them first? Did they die from their wounds?

Spoiler:

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.

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 worshiping 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 churches, 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, cowardice or neglect 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 Branderscar 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 unforgivable 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 (this 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 agony of 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.

I will be ending recruitment this Wednesday, the 20th of February.