This is my group's 3rd mythic campaign and I definitely learned the lessons of book 6 of APs from Wrath. Lots of encounters for XP sake. Since I use a step system of advancing (like unchained staggered advancement) I can forgo the CR budget of encounters. Early on the Advanced simple template is great for boosting monsters and in the last few books the Mighty template is even better! Still deciding if I want to drag my players through Hammer Rock or take them at Level 16/tier 4 straight to the Cairnlands as the 2 level deficit balances out the 4 mythic tiers for the final ending. Even so, I need to bolster the Tyrant as well. The warpriest /guardian dropped a 700+ point critical mythic vital strike w/power attack and the paladin's shared smite on Istravek basically one shotting my CR 20/MR 5 Ravener. I'd have to repurpose Ceto Malderra and Gildais to be relevant commanders of the WT forces outside Absalom.
archmagi1 wrote:
In my campaign, we will be going to Mythic tier 4. The break down of when is as follows. Receiving the obols in the initial blast in Roslar's Coffer awakens the PCs mythic potential. After returning to Roslar's Coffer they need to be exposed to a significant amount of energy tied to the Whispering Tyrant and the destruction of the Fetoring Maw provides that for Tier 1. Tier 2 comes when the PCs defeat Yosiduin as their Mythic Trial and the Radiant Fire goes off in the city above. I gave the elf the Incinvible mythic template. Tier 3 comes at the end of Book 4 when the Tyrant and Arazni fight and he uses the Radiant Fire on her. The PCs have at this point defeated 2 mythic trials, Ameratos Manslayer with the Agile simple template and a much more difficult encounter with Ulthun and the Knights of Ozem using the Ultimate Intrigue rules for a Social Event with the DC around 40 before Aid another, influence and discovery checks on the Watcher Lords aides, and the boons granted in the adventure. Tier 4 comes from the simultaneous events of Hammer Rock being destroyed at the same time Miraina reverses the Obols and the Kumaru seedlings taking root. The PCs will have defeated 3 mythic trials, a Savage template Ypotryll, an MR 5 Istravek, and an MR 8 nightwalker (using the stats from Khorramzedeh reborn from WotR). Finally if the PCs sacrifice themselves against the WT at the end and forgo their mythic tiers they can save their souls in the Kumaru tree for later reincarnation instead of being wiped from existence. --Vrocky Horror
So I noticed no one has made a post about using the pest drake swarm in an encounter. So as the Whiteblade festival is happening it makes sense there would be some sort of citywide entertainment. Cities of Golarion mentioned Sophronia's Steeplechase during midsummer, so why not a Rainbow Race in the spring when pest drakes are about to mate, and what better display for mates than a race! So the players can watch this event happen on day 2 of the festival, probably at noon. Cool bit of colorful fluff. But the roughly dozen to a score of drake keepers are being housed in the area around the Hounds Glory, it is closed after all. So I'm using this to add the swarm to my part D. Alley Ambush encounter as my players are mythic tier 1 and need the challenge. Kilibrandt sends the forged letter from Evni Zongnoss to them written in ink made from a lasting dose of terinav root poison. A great way to use the long onset time and long duration to possibly weaken up to 2 party members. The tube the message comes in is dosed with pest drake pheromones. When the fight in the alley occurs, Kilibrandt uses her mage hand SLA to open the cages of pest drakes lining the alley (the green covered stalls). --Vrockroach swarm
Deadmanwalking wrote:
Guess I should take a closer look at the glossary! --School of Vrock
Mark Seifter wrote:
Might want to encourage using outlander instead to keep away from game terminology. --Vrockabulary
Well they've already had their spies get a full map of the Opera House, and one PC's backstory involved his parent's being performers. They don't have a team of saboteurs so that's the extent I think the teams themselves should be involved. NPC Allies and the minor named NPC friends/rivals to score masque points are what's left. I will probably leave the Aid Token options open to be any of the Allies present rather than a specific one per. That way if I have to sacrifice one to save a PC I can choose which for dramatic effect. --Vrock Opera
Here's a thought about bringing Allied NPCs with the PCs to the Ruby Masquerade. As I have a larger than normal group (6) with a stronger than normal builds (25pt buy) I'm thinking rather than handing them NPC statblocks for which ever Allies they choose to bring, to instead give them the equivalent of a Pathfinder Society convention special Aid Token. As we don't use experience, the 3 times the players have been able to gain XP bonuses from the Rebellion mechanic have been empty levels so to speak. Instead they have have 2 "Ally Tokens" to use during the Massacre. Here's the options (Tier 7-8)
PFS Aid Token: Allied Offensive: Octavio Sabinus An NPC ally aids your attack, increasing the damage dealt on one attack by the following amount: 1d8 in Subtiers 1–2 and 3–4, 2d8 in Subtiers 5–6 and 7–8, and 3d8 in Subtier 10–11. In addition, after the attack,
characters attacking the target are considered to be flanking it until the beginning of the attacker’s next turn. Burst of Healing: Zachrin Vhast An NPC ally heals all of the PCs for 1d6 points of damage in Subtier 1–2 and 3–4, 3d6 points of damage in Subtier 5–6 and 7–8, and 5d6 points of damage in Subtier 10–11. Coordinated Maneuvers: Laria Longroad An NPC ally assists a PC in performing a combat maneuver. The PC must choose to use this Aid Token before rolling; they may roll twice and take the better result. Provide Spellcasting: ? Gain the benefits of a beneficial spell cast by an ally as listed on the Aid Token (lesser restoration, neutralize poison, remove curse, or remove disease) only these spells may be granted. Share Knowledge: Rexus Victocora Gain the benefit of a Knowledge check or a Spellcraft check to identify a magical item. Timely Inspiration: ? An NPC ally provides the effects of a bard’s inspire courage bardic performance for 3 rounds, with +1 bonus in Subtiers 1–2 and 3–4, a +2 bonus in Subtiers 5–6 and 7–8, and a +3 bonus in Subtier 10–11.
Don't add them as bonus teams, have the PCs spend resources and use the Recruit Team activity. My group recruited Forvian Crow from the Salix Salt Works and the other prisoners as a Rebel Team. They recruited a random street encounter of cutpurses to become an Outlaw Team. I've tried to use any minor NPC they run across that isn't named in the gazetteer or as a major encounter enemy as potential members for Teams. Through Book 1 and 2 I tried to highlight at least 1 named NPC from the gazetteer as they travel from point A to point B in the city. Once they interact with them either favorably or not, I have that NPC make a cameo now and again to reinforce the relationship as it becomes more purposeful at the Ruby Masquerade. Minor roleplaying opportunities become major plot devices later. --Vrockatrice
efs001 wrote: So I'm looking at the stats for Balgorrah and I'm trying to figure out if the PCs get saves against its Bleed and Death Knell. If so, how do I determine the save DC for those abilities? The book doesn't specify. Both bleed(0 level) and death knell(2nd level) are cleric spells, so I would use Balgorrah's Wisdom score of 14 to determine the save DCs of 12 and 14 respectively. --School of Vrock
John Compton wrote:
I really, REALLY tried to give Druma and the Kalistocracy some love in my 2013 RPG Superstar final's adventure pitch, The Scrollmaster's Ransom. Looking forward to seeing what the Blackjacket's of the Mercenary League are up to! --Vrock Market Crash
Unfortunately, Mythic Haste does nothing to augment the additional action granted by Amazing Initiative. While Mythic Haste grants you another move action during your normal turn and Amazing Initiative gives you a bonus standard action you can't combine the two to make a Full Round action. They are separate and distinct actions. To gain a second full action in your turn you'd need an ability like Dual Initiative. --Vrock and Awe
Disk Elemental wrote:
Unfortunately, multiclassing in PF1 often lead to characters that could not stack up to single class characters in terms of relative power compared to the APL, just like Prestige classes weakened a character. Hopefully, the archetype system in PF2 allows for abilities that are in line with single class options in terms of usefulness at their given levels. At least I think that's what the designers are looking for. And does anyone else now have "Leeloo Dallas Multi Class" stuck in their heads now? --Vrock & Load
Kaemy wrote:
Exploding freezing ice traps could easily be made without magic. Niter, or ammonium nitrate, is readily soluble in water and creates an endothermic reaction (extreme cold). Niter is also a component in many explosives used for mining. So explosive freezing liquid trap... totally doable via mundane means. --Schoolhouse Vrock
I think I'm going to enjoy how modular the new system is. My players and I were talking about the switch from 2e to 3.0 and how it took us a minute to understand what feats were and how they worked. Now everything is a feat it seems. Interesting how the game changes over time. --Vrock, Paper, Scissors
Actually, if you remake the Condition Cards for PF2, you really should include Poisons, Diseases, and Curse. I know they're afflictions now, but they happened enough that having a Card for a player under their effects would have been super useful. I mean my table uses the Condition Cards so much I need to buy a new deck already! --HemVrock
And as humanoids, goblins aren't evil to the their very essence like a demon, devil, or daemon is. They can make choices and are just as capable of being good or evil, same as humans. Humans, being the default or dominant ancestry on Golarion currently are rife with individuals and groups of all alignments. The Thrunes are dispicably evil as are the Umbral Court, the Blackfire Adepts, the Whispering Way, the Aspis Consortium, etc. Do you not allow humans into your adventuring parties? --Vrock, Paper, Scissors
thflame wrote:
They say other Monsters will have AoOs as well... and if those orcs are fighters, they'll definitely have it. --Vrock the Casbah!
I think everyone needs to be a little more patient when comparing PF2 feats and class abilities to PF1 versions. We don't know the underlying math of the system to be able to calibrate bench marks. Paizo has said they've rebalanced the numbers across all levels, 1-20. I love the new design space the action economy has opened up. As soon as a saw some of the class features like Sudden Charge I knew the feats would cost actions. Same with the Reactions, you could choose ones that thematically fit your class or role. --I wanna Vrock
Hythlodeus wrote:
Other than AoOs most immediate actions now are class based. Immediate action spells require you can cast spells which are a class feature. Several of the Swashbuckler deeds are immediate action and no other class has those options. So this is nothing new, it's just wrapped in a different package that is hopefully easier to open. --School of Vrock
It just hasn't felt like the holidays since RPGSS has been gone. I think Wayfinder running a contest would VROCK! Count me in for whatever support you guys need. I'm down for shouting it out across the multiverse with a Stunning Screech. I sympathize with DQs take on the stress of the competition, it definitely consumed all of your attention. I loved it! --So you wanna be a Vrock superstar
Adam Smith wrote:
Wow, that's trippy. I'm a big fan of Cryo Chamber for ambient themed soundtracks. They do a lot of Lovecraftian themed albums. --Vrock Lobster
I'm definitely paying attention to the Azlant Odyssey for when I run this... being part fiendish seagull (certified diver) means I want to bring in the claustrophobic feeling of being underwater with its muffled sounds and distorted optics. Playing on the beach is a brilliant idea! The sound of actual surf beats any soundboard or playlist for ambiance. --Vrock the Boat!
Well short of Paizo doing an errata, Legendary Games has Mythic Solutions that really does a great job of fixing the most troubling aspects of the ruleset. Having just finished WotR playing by the book I found challenging the PCs pat tier 6 to be very difficult with non-mythic encounters, and nigh impossible past tier 9. Only custom mythic bosses and sub bosses made any dent in my group. I will offer that my group did not fit the core assumption. They started with 7 PCs 20 point buy, but by the end were 4 PCs w/ NPC help (advanced Arushalae per cover). City of Locusts was a bit of a disappointment due to the bad encounter structure. I skipped most of them as I don't use XP so they were merely speed bumps that ate away at precious game time by forcing useless fights. I for one would love seeing Mythic 3pp adventures. --Vrock & Awe
Congratulations on your new adventures Wes. You've been a fixture at Paizo for so long it's hard to know what you've done that I loved the most, though I fondly remember a hag themed Bazaar of the Bizarre and a fantastic article about power components. Can't wait to see what projects you're going to work on in the future. --For those about to Vrock, we salute you!
You're going to find that the this problem continues as the party gains more mythic tiers. As written they will begin to blow though listed DCs and encounters without breaking a sweat, especially non mythic ones. I knew this going into the AP and we decided to run mythic as is fur the PCs to find the breaking points. My advice is to pick up Legendary Games Mythic Heroes Handbook and look at the suggestions to fix the mythic rules before you get too far. It'll save you a ton of headaches -Vrock and Awe!
As a GM with a group that fluctuates between 4 and 7 and one whose run several campaigns to 15+ in 3.5 and PF, both Epic and currently Mythic I understand your frustrations. That being said as a GM who also works full time you're going to have to learn you aren't exactly beholden to the RAW. You can and should break them now and again to adequately challenge your group. Now I'll make some assumptions seeing as you have a laundry list of houserules, that your players are experienced with not only the rules, but with playing with each other. Nothing wrong with that at all, but it does mean the core assumption (15 pt buy, 4 player, 4-5 APL encounters per day) isn't going to be a good fit for your table. So here are just a few tips I use to challenge my group. In a given encoutner for every factor of point buy above 15 I add +1 CR. For groups of 6 or 7 I also add +1 CR. Larger groups also face 50% more minions and Named NPCs with max hp. Past 10th level I add double max hp to named NPCs and max hp for minions. I use the Advanced simple template liberally. High level play is an area where few groups regularly congregate so there has not been the rules guidance or support from either Paizo or 3PPs (that I know of) that specifically address High Level encounter design. The abilities you mention like nondetection/mind blank, access to teleportation, flight, scrying are things that you not only have to be mindful of... you have to actively include them as assumptions in your encounter design. Make it so your players have to teleport several times in order to even come face to face with the villain. This game is all about resource management so you have to force them to drain power. If you can use more encoutners per day, 5-6 is a better number. Don't allow them the 15 minute adventuring day. Force them to continue moving when low on resources. BBEGs should have defenses against common high level tactics because villains shouldn't be stupid. As PCs get more powerful their abilities should become more common knowledge and you can use your GM metagame knowledge to gameplan for your group's common tactics and abilities. Now I'm not saying to constantly use this to ignore your players strengths and/or exploit their weaknesses, but do so in key moments of the story. No one enjoys having the main villain one-shotted before they can act. Limiting buffs is a common houserule, one I know my players would object to. But it does take some of the math out of Mathfinder! My players routinely forget bonuses they have up, so limiting them make it easier on both sides of the screen. Don't make it too complex. You can handwave the school interactions as "that's just how the magic works." --Vrock & Awe
Us the effects from the maw of chaos spell in the Wages of Sin article in Sword of Valor. It increases the power level of the ability (which as written is super weak vs mythic heroes). Maw of Chaos:
MAW OF CHAOS
School conjuration (teleportation) [chaotic]; Level cleric 8, sorcerer/wizard 8 Casting Time 1 standard action Components V, 5, F/DF (a gold-plated, cold iron ring that was forged in the Abyss) Range close (25 ft. + 5 ft./2 levels) Area 5-foot-radius spread Duration concentration (maximum 1 round/level) Saving Throw see text; Spell Resistance yes; see text This spell creates a rip in reality that plunges into the interspatial vortices that constantly churn with the raw destructive chaos of the Abyss. Each round at the beginning of your turn, the maw of chaos attempts a drag combat maneuver check against every creature within 40 feet, using your caster level plus your primary spellcasting ability modifier in place of a CMB. If a creature is dragged into a maw of chaos, the area erupts in a surge of chaotic energy and the creature
Creatures dragged adjacent to the mow of chaos become entangled by the frayed strands of reality being torn apart at the rim of the maw of chaos. Escape requires a successful Escape Artist check or grapple check against a DC equal to 10 plus the spell's save DC. Every creature without the chaotic subtype that ends its turn adjacent to a maw of chaos takes 2 points of damage to each ability score. Creatures with the lawful subtype take double this amount of damage; creatures
Calling, summoning, and teleportation effects used within 30 feet of the maw of chaos or that cause a creature to appear within 30 feet of a maw of chaos are redirected, causing the creature to arrive adjacent to the maw of chaos rather than at its intended destination. Unattended objects (including dead bodies) adjacent to the maw of chaos are drawn into it and affected as by disintegrate at the beginning of the caster's next turn. --Vrock and Awe
Candide wrote: And then I'll attack Drezen. In the "all out assault" way that the module mentions. So I need to find monsters that are on theme for 4 Level 11/Tier4ish PCs. So 3-4 encounters of CR13/14, if I go with the module recommendations Use this monster, The Mountainous Feaster and use several armies of dretch to simulate this thing spawning mobs of them constantly. You'll bring the whole Attack on Titan vibe to the assault! If there are any named NPCs from Drezen that escaped, like the incubus Exorius, the succubus Kiranda, or the tiefling Chorussina use them as army commanders. --Vrock the House!
Alushinnyra is a city continually cloaked in darkness and shadows. It's also called the Porphyry city due to the stone used to construct many of its buildings. It's also home to incubi, succubi, shadow creatures of all types, and lots and lots of cambions (think 7 deadly sins). Look at the districts and you'll have some guidance on naming conventions. The Fleshmarkets for example could have a slave trading auction house called The Dark Lady's Thrall Emporium or a brothel called The Perilous Embrace. I rolled a random encounter of the adult umbral dragon pop up in concert with the PCs hunting down a certain disgraced lilitu and they faced her and the dragon in it's underground lair/ apothecary shop called Penumbral Potions & Poisons. When I rolled the Drinker of Thoughts encounter I had the Oolioddroo run an inn and tavern near the Gates of the Moon called The Thirsty Dreamer. As my PCs searched out magic items in the metropolis I made a tailor shop selling clothing based wondrous items called Nightblade's Needle run by a drow blackblade magus. --Vrock the Casbah
Candide wrote:
Re-writing the adventures to fit your party is always going to be a given since the designers and authors can't anticipate every hiccup we experience at the table. In my group we have a long history of planar adventuring from 2e Planescape and our group is a Golarion reimagining of that group of adventurers. The paladin from the old campaign met and fell in love with a demon (alu-fiend) and even though the current paladin (same player) has the Touched by Awfulness trait I re-wrote the mythic trials so rescueing Arueshalae was his campaign mythic trial (and the falling in love option of the succubus's redemption) and the rescue of possessed Jesker Helton was the trial for our tiefling inquisitor of Erastil because of shared god and the theme of an inquisitor casting out the demon from his fellow priest. We're on the last set of encounters in the Ivory Sanctum and defeating Jerribeth will make up for our dwarven barabrian champion missing the night they faced the Woundwyrm. The glabrezu has not only already killed the dwarf once in the Sanctum, but it was her blood that gave him the stolen fury trait. --Vrock and Awe
My party fluctuates from 4-7 players, 20 pt buy, and they're all veteran players so the stock adventure is not going to challenge them. I have really enjoyed using sc8rpi8n_mjd's statblocks for the BBEGs and sub-boss monsters. I've also liberally used the simple advanced template on all the mooks to make them more than just a speedbump. As you're still hexploring, I recommend using 15% per hex entered and 45% per day exploring or resting for random encounters, as well as using the weather (and tables) from the Worldwound setting book. I do not use straight xp (use SKR's step system, similar to Unchained staggered advancement rules) so I don't worry throwing to many or too few encounters. I really enjoy using the extra enemies in the bestiary of each adventure somehow. --Vrocktober
About KorvinBasics:
AC:17
Touch:14 Flat:14 CMD: 12 HP: 10/10 BAB: 0
Init: +5
Racial Traits:
Goblins of the Gargaraxan tribe had been integrated so thoroughly in the forgotten nation of Celtara, their social and mental aspects are now vastly different from those of regular goblins. Known as scouts, writers and brewers, now they are only somewhat accepted, as they still face stigma from those who are not native to the once-again Stolen Lands.
+2 Dexterity, +2 Wisdom, -2 Strength: Gargaraxan Goblins are perceptive and nimble, but their smaller stature makes them weaker than bigger races. Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks. Normal Speed: Goblins have a base speed of 30 feet. Darkvision: Goblins can see in the dark up to 60 feet. Sneaky: Goblins gain a +4 racial bonus to Stealth checks. Stalker: Perception and Stealth are always class skills for goblins. Nimble Attacks: Goblins receive Weapon Finesse as a free bonus feat. Swarming: Goblins are used to living and fighting communally with other goblins. Up to two goblins can share the same square at the same time. If two goblins that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. Languages: Goblins begin play speaking Goblin. Goblins with a high intelligence score can choose any of these bonus languages: Common, Draconic, Dwarven and Orc.
Class Features:
Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment. Hidden Blade A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade. This ability replaces trapfinding. Sneak Stab (Ex) A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability. Blade Sense (Ex) At 3rd level, a knife master is so skilled in combat involving light blades that she gains a +1 dodge bonus to AC against attacks made against her with light blades. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level. This ability replaces trap sense. Feats:
Weapon Finesse, Two-Weapon Fighting Traits:
Reactionary
Corporate Spy You have been raised by a shrewd merchant or business owner that has shown you the ins and out of how to run a business during troubled times. You gain a +1 to any bonus when you fill the role of the spymaster. Basic Attacks:
Single Attack: Dagger +4 1d3 Two-Weapon Fighting: Dagger (x2) +2 1d3, +2 1d3 Shortbow +4 1d4 Skills (*Class Skill, #Trained):
1. 10 Skill Points (+8Class+1INT+1Favored Class)
+7 (+6, In Armor) Acrobatics*# (1) +1 Appraise* +3 Bluff*# (1) +4 (+3)Climb*# (1) ((+1 Craft*)) -1 Diplomacy* +7 (+6) Disable Device*# (1) -1 Disguise* +7 (+6) Escape Artist*# (1) +3 (+2) Fly +1 Heal +0 Intimidate* +5 Knowledge (Dungeoneering)*# (1) +5 Knowledge Local*# (1) +5 Perception*# (1) ((-1 Perform*)) ((+1 Profession*)) +3 (+2) Ride +2 Sense Motive* +7 (+6) Sleight of Hand*# (1) +15 (+14) Stealth*# (1) +1 Survival +0 (-1)Swim -1 Use Magic Device* Equipment:
Gear
Studded Leather (10lbs) Short Sword x2 (2lb) Shortbow (1lb) Arrows (20) (4lbs) Tools, Thieves (1lb) Periscope (3lbs) Marbles (2lbs) Rope, Silk (5lbs) Backpack (.5lbs) 28.5/33lbs Money PP: GP: 1 SP: 9 CP: Appearance/Personality:
Korvin is an average Gargaraxan goblin. The only thing that stands out is his personality. The mistreatment he received during his youth had warped his mind. He found the easiest way to get out of any situation was to lie, so he did, and became quite good at it. Even if he is not threatened or has no reason to lie, he will tend to make something up. He especially likes to stir up good-humored trouble by putting words in others mouths. Other than being a compulsive liar, he has a good nature and tends to want to do good. He is extremely caring and loyal to a fault.
Background:
Korvin was born into a world much different than his parents once knew. The influx of the races from Brevoy had created insurmountable problems for him and his Gargaraxan goblin brothers and sisters. Living in a small city that had once belonged to Celtara in the past, they had found themselves over-run. The humans considered themselves far superior and little by little had used claims of nobility and title to suppress the monstrous races.
Eventually Korvin's family, once famous brew-masters, found themselves pushed into poverty. They were now located deep within the slum district, where every day had become a life or death struggle, battling against starvation and disease. Korvin knew only stories of the lavish lifestyle afforded to his family in the past and these stories drove forth a great ambition in the small goblin - an ambition to one day re-establish the great nation of Celtara. Korvin had been relentlessly tormented, beaten, and abused by the self-proclaimed higher-born races that had invaded the city since his birth. He felt no sympathy when he gave into his natural talents and began his descent into thievery. He always had an unnatural attraction to knives and light blades. Although he would usually only use them in self-defense, he became quite adept at fighting with knives. His small stature required that he knew where to strike to make it count. His parent's could brew no more, and even if they could, they would never make any coin. Korvin felt justified in his new art as a way to survive. Sneaking into houses at night, he would steal all that he could. In the morning, he would fence the stolen goods and trade it for food and water, bringing it back for his family and others in the downtrodden monstrous community. He had created a reputation both good and bad. It was this reputation that would eventually lead him down a path ever closer towards his desire and destiny. In-Depth Background
“We just can’t afford it any more. We are completely in debt…” his father pleads to the tax collector, his sharp teeth glinting from the noon sun’s rays. Although his words echo sophistication, the evolution of his short, green body has lagged behind. He still resembles the feral goblins found in the rest of Golarion, but it is a resemblance covered in fine clothing. “If you can’t pay, bootlicker, then we will take your brewery as payment. You should be glad you have that as payment. The gallows are full of your kind that couldn’t make payment.” The tax collector rudely responds - his human arrogance blatantly on display for all to see. The other well-to-do humans walk by and nod in approval at the tax collector’s comments. They also scowl at the young goblin on the bench. “Absolutely revolting,” a young aristocrat blurts out as she walks by, lifting her long dress up as if not to get any of the goblin’s grime on it. The scene dramatically changes, as if it were a dream. The young goblin, Korvin, now a few years older, is seen curling up into a ball and clutching to a wooden dog in a dimly-lit alleyway . Above him stand a half-elven and two human children. They badger him relentlessly, tormenting him to give up his toy, but the goblin refuses and receives a few kicks to his ribs in kind. As the blood trickles from his mouth, he begins to speak, “Ya don’t want this pup, it has… goblin measles all o’vr it!” His first lie, but it works wonders. The children run off screaming to the nearest well to wash themselves as Korvin stands and smiles. The stolen toy his. Fading once more, the scene shifts again. Korvin, now almost full-grown, is crouching down behind a barrel in the warehouse district waiting for the owner to lock the large cargo doors with a flimsy and frail lock. The sound of screeching, rusty metal wakes him from his daze. The lock’s loud click perks up his ears as he peeks over the top of the barrel. His red eyes penetrate the darkness of the moonless night, revealing that no one is around. He quickly runs to the door and begins to pick the lock with a few tools he had scavenged. A grin stretches from ear to ear as he slides the lock off the chains. He quickly darts into the building after pushing the door open just enough to squeeze through. A few minutes later he returns with a sack slung over his back and the same grin on his face. It was only a matter of moments before the scene changes back to the same alley where he had been kicked and beaten as a child. This time he hands out food and bread to scaly kobold and goblin children alike. The alley is flooded with the monstrous races, all living in squalor. Many of the monstrous races are without homes and without fathers – for unlike Korvin, their fathers could not barter their livelihood to commute a prison sentence and eventually a slow death. Korvin is a provider for many of them and his reputation begins to grow. A few seconds later he is seen talking with his father. “It is not right. I will not have my son thieving!” Korvin’s father demands. The poor old goblin resorts to coopering - a trade he had learned from his father as part of his apprenticeship in brewing. Although it was a paying job, he did not make nearly enough to get by, but no monstrous race did – unless they had extreme wealth or power behind them. “But I ain’t stealin’ fer me! I’m stealin’ for dem!” Korvin replies, pointing outside the small, barely furnished apartment. Korvin knows how to speak well, but he chooses not to. He adopts the voice of the streets that he found himself in so often. “You’ll never be able to restore our good name and our company if you keep this up!” His father retorts as he pulls a book from a shelf. Tears begin to fill his eyes as he rubs his hand over the cover. “These recipes have lasted for generations. These were the best brews for thousands of miles in all directions. Now, no one can enjoy them, simply because they are made by us!” “An’ you think I is doin’ somethin’ wrong by taken wut was ours back!” Korvin shouts as he storms out of the apartment. |
