In the beginning, Anu the Earthmother fled from the mad gods of the Far Realms. She bore a world where she could find refuge. She endeavored to protect her creation from the chaos by creating several spheres around the world to protect it and keep it separate from the swirling madness of the Far Realms. Exhausted from the enormity of her efforts, she fell into a deep slumber and began to dream. From her dreams came forth the great spirits of men and beasts. Her dream became surreal and she brought forth the fey and their kindred. Her dream became dark and creatures of flame and shadow were born.
From the shadows came one who would challenge the supremacy of Anu, and he made great mischief while the goddess slept. War raged across the world as the powers vied for dominion over Anu’s creation. Many of the spirits of men and beasts were seduced by The Enemy and fell to darkness.
After an age, Anu awoke to find her creation torn asunder. With a thought, she separated the spheres. She created the middle realms between the earthly realm of Gearda, the domain of men and Celestia, her heavenly abode. The fey where banished to Faerie, the dead given a place to rest and earn their celestial reward in the Oatherwold, and the four elements were given demi-planes on which to coalesce. The followers of The Enemy were of sufficient power to forge their own realms, the icy mountain of Niflhel and the fiery pits of Muspell.
Men soon found that they could still call the spirits from the middle realms to further their aims. The fey found ways back to Gearda and founded many twilit realms, and agents of Niflhel and Muspell brought terror and pain to the world of men.
Seeing the chaos and evil that her creations had wrought, Anu wept. Her tears were of silvery mithril, which gathered at the heart of the world. It was there that the dwarves found them, which led to Gearda’s salvation. Using the tears, they forged nine great seals that have barred the spirits from traveling to the realms of mortals. The gates were hidden and jealouly protected, and over time even their dwarven creators lost the knowledge of their locations.
The seals had two unintended effects that the dwarves could not foresee. The first being the loss of the connection to the middle realms would limit the potential of mortals. Everything and everyone to come after is but a dim reflection of the greatness of the previous ages. The other being that spirits in the mortal realm at the time of the Sealing would not be able to cross the barrier back to the middle realms, even in death. The only way that is open is to Oetherwold, and that path can only lead to the Celestial Realms. Though these spirits could be defeated and their physical forms destroyed, they stay in the mortal realm and coalesce once more in time and can never be truly destroyed or banished.
More than a thousand years has passed since the Sealing of the worlds, and some of the dark powers that were brought to heel in the aftermath have begun to rise again. Some are searching for the Seals, in the hopes of shattering them and returning to their homes. Others wish to bring the world that has bound them under their sway in punishment for their undoing.
-----
Here now is the epic tale of a few who stood against the shadow, as can be reckoned from the manuscripts in Ealdwitain’s libraries. I have done my best to compile the diverse records of these trying times in order to give an accurate telling of the tale. Many of the texts had to be translated from such disparate tongues as Harn, Jutan, Ahkadian, and Elvish. I was not permitted access to the runeward of the Dwarves of The Crown, so any contribution or corroboration those tracts could provide is missing from this volume. Some of the conversations and actions are taken from the personal journals of the esteemed Errol Tilmaran, of which only a few still exist. Some of the tale is a sub-creation of my humble hand, using all knowledge of those present to reflect the likely chain of events. I will leave it to the reader to decipher which is which.
Humbly submitted, 17th Erntemond 1579 MC.
Sir Lars Sigferend
Knight of Letters, Ealdwitains College
Northbridge, Mercia
Our tale begins….
Chapter 1
3rd Yuletide 1309 MC
The estate of Baron Aldin Dunwall lays in the rolling hills a day’s ride north of the Ducal seat in the great city of Northbridge. The Dunwall line has held these lands near the frontier, overlooking the great Lake Dwemerand for over a hundred years. A roaring fire is set in the hearth, the last of this year’s Yule log. The Baron stares into the flames, turning something metallic over in his hands as the chamber doors open.
Seven figures are led into his feasthall, chosen for differing reasons but all here for the same purpose.
First to enter is Jeyne Woods, the baron’s illegitimate daughter. She was born to an innkeeprer’s daughter in the village of Harth’s Cross, many days to the south of Northbridge. She is obviously of the baron’s line by her appearance sharing the same golden red hair and deep blue eyes. Her mother still sees the baron on occasion, and he has made sure that she did not want for the basics. In addition to his appearance, she shares the baron’s reckless nature. She left home at an early age, preferring to survive by her wits than to grow soft toiling at the inn. She took the longest to track down of all the company, the baron’s agents finally caught up with her in a gambling hall in the Waullen Isles.
On her heals is the dwarf warrior, Grimnir Bittersteel, arrayed in chain mail, a heavy hammer hanging at his belt. He comes highly recommended by friends of the Barons who dwell in The Crown, the dwarven homeland which lies not but four days north of the Dunwall estate. He is a craftsman of some potential, and said to be fierce in combat. He was contracted through the Society of Arms in Northbridge, shrewdly negotiating a higher rate for his service than is customary for one of his few years experience.
The other warrior contracted through the Society follows. He is Lucan van Dorne, a mercenary who has traveled much of the continent in service to several lords. He is from the Sunne city of Whitesails on the southern coast and trained under the mercenary captain Tharan in the Company of the Silver Wolf. He has only recently come to the north and many have speculated why he would leave such a prestigious company. Once word of his arrival reached the Baron’s ears he made sure to secure his services for this venture.
As the rest file into the room, Baron Dunwall continues to stare into the fire. Each of the company are offered seats around a great trestle table made of oak, pitted with years of use.
A man takes a seat near the head of the table, looking about in awe of his surroundings. In a former life he was a farmer, until he lost his family to illness. He has also been a drunkard, drowning the sorrow of his loss in wine and ale. He is now a cleric of The Trinity, the three daughters of Anu; Bestla the hearthguard, Damara of the sheaf, and Sirona of the healing waters. Brother Weyland has seen much in his thirty-four years, but he has never seen the feasthall of a duke of the realm.
Next to the priest sits the northerner, Beric Sunderholm. One of Baron Dunwall’s agents found him being prepared for a crow cage in the Sweonland hold of Malmstad. He heard the story of his sad life and bought his freedom with a weregild to the family of the fisherman he had killed in a bar fight the previous fortnight. He can be seen to finger the braid of golden hair tied around his neck, all that is left of his betrothed, killed by goblins in the days leading up to their wedding. The woodsman has lived in a rage ever since, stalking the north hunting and killing goblins in great numbers. His skills will be put to better use in short order.
Across the table sits the treasure hunter and scholar, Errol Tilmaran. He is of half-elven stock, orphaned at an early age and sent to work at Ealdwitain’s College. He spent more times in the stacks than at his duties and soon the headmaster enrolled in in bardic studies rather than have him continue to disrupt the workings of the college through his inattentiveness. He has been contracted to Baron Dunwall as a means to repay the cost of his training. He sits in dread, believing he is here to teach some young whelp his letters.
And the last to enter is the elven witch, Merilwen. She is the only one in the room who came to Baron Dunwall unbidden. Merilwen is the granddaughter of the greatest diviner of the age, the elf lord Telemin. He sent her for a purpose that only they share, but through consultations with the Baron it has been agreed that her presence in the company is indeed required. She moves across the room with the grace of her kind, seating herself next to Errol. She scans the room as one who is accustomed to far greater halls than this.
As all are seated, the steward and page leave the room, and the Duke stirs.
“A shadow grows in our lands,” He begins as he turns to face those assembled. “It has taken root in the north, and its vines and shoots will spread to every corner of the realm if we do not endeavor to stop it.”
“There are rumors and whispers that have some to my ears, of fell things moving in ancient holds in the Sunderlands. Goblins and worse have been encountered on the verges of the Westingdeep and the far shores of Lake Dwemerand. Just a fortnight hence, an ogre was trapped and killed by my men not a day’s ride from here. And giants have been spotted on the road to Elsir Vale by merchants coming up from the Sunne League.”
Beric noticeable stiffens at the mention of goblins, and he sets down his tankard and reaches for the braid around his neck.
“Many of you are also aware that the Queen in Kingsport has named herself regent until the young king is of age to ascend the Mercian throne,” the Baron continues. “She has done her best to quite the rumors about the circumstances of the kings sudden illness and death. Yet even now, she moves to consolidate her rule. She has called for my middle son, Aidan, to come to court. And I have learned that she has called sons and daughters of all the families that were most loyal or gained their lands from the King. She is setting up a court of hostages, insuring that none move against her as she establishes her dominion over our fair land.”
Baron Dunwall stops, looks down at the circular disk of silver he has been holding since they entered. With a snap of his wrist he flings it into the center of the table.
Brother Weyland gasps audibly as the disk comes to a stop, for he recognizes the symbol etched into the metal by a skilled hand. It is the sign of The Enemy, the nameless horror from the beginning of the world who strove for dominance against the Earthmother and who disappeared at the Sealing of the Spheres.
“But this is the most fearsome thing of all,” breathes the Baron. “The agents of The Enemy are abroad. This medallion was taken from the body of a half-goblin cultist who had been preying on the poor in the sewers of Northbridge. He was mad and gibbering when finally caught, mumbling on about the scrolls and the key. All he said over and over again was ‘Turn the Key that buried the Scrolls’. He finally went completely mad and beat his own head in against the bars of his cell.”
Silence settles over the room as the Baron lets this last revelation sink in with his guests.
Leaning heavily on the end of the table, he starts in again. “That is why I have assembled this company. We need agents working for our interests who are not directly involved in the current power structure. We have set our own designs in motion over these last several months, to counter these threats.”
“Your first mission will be to track down information about the medallion, and what the significance of the mad utterings of the cultist mean. ‘Turn the Key that buried the Scrolls’ must have some meaning that the cultist had not yet figured out. You are also tasked with tracking down these Scrolls and neutralizing them so they cannot be used by The Enemy.”
“The Priory of Movan might be the place to start, my lord.” Weyland interjects. “It is not known by many, but they have many manuscripts regarding The Enemy locked away deep within the vaults. That is one of the reasons the Priory was established, to safely house such dangerous tracts. I spent the early years of my clerical career there and know the Curate personally.”
“Fascinating, I had heard that all the writings regarding The Enemy had been destroyed in the years following the Sealing,” adds Errol. “This is quite the revelation.”
“Yes, yes, very good,” says the Baron. “This is why you are all right for this task. Your diverse skills and set of contacts will prove invaluable in accomplishing our goals.”
“I was not built for cracking books,” says Grimnir. “Cracking skulls is more to my skill set, if ya take my meaning.”
“There will be plenty of chances for that as well, master dwarf,” rejoins the Baron. “I would imagine that the burial place of these scrolls may be well hidden and guarded by some monstrosity.”
“And surly the resting place is full of traps, and treasure,” says Jeyne. “When do we get started.”
“It would seem you already have. I had thought it would have taken you some time to find a place to start your search. The revelation about the Priory of Movan has put you well ahead of our timeline.”
“I note you keep saying ‘we’ and ‘our’,” says Lucan with an inquisitive look on his face. “Who are these others of which you speak?”
“Ah, I was going to get to that,” replies the Baron. “I am but a cog in the wheels of a greater machine. There are many interests that are involved in this endeavor, and each of us only knows a part of the whole. This is done to protect the greater aims from being revealed by the capture of any one agent.”
“I can tell you, that we have acquired the rights to large tracts of land on the Sunderland side of Lake Dwemerand. I can also tell you that we have smiths in the Sunne League working day and night on arms and armor. I will leave you to fill in the rest. We are entering tumultuous times, and we plan to come out of them victorious.”
“What the Baron says is true, we have seen it,” says Merilwen. “It has been revealed in the Mirrors of Kelvanith. War is coming, and a shadow will rise, and the world will quail at its wrath before it is done. I wish it were not so, but our deeds will lead us into peril and we will all suffer torment before we rest.”
“Well, that fills me with confidence,” says Lucan. “At least now we know what we are getting ourselves ...”
BOOM, CRACK!!!
Lucan is interrupted by a sudden booming and the sound of splintering wood coming from the direction of the manors courtyard. The steward comes bursting into the room, panic clearly written across his features.
What would you rank as the best published urban adventures. I am looking for either a mini-campaign or couple adventure arc, low to mid level. Can be from any addition, from 1st edition to pathfinder, but I am looking for something that has an old school feel. Thanks for any you can offer.
I just want to make sure I am reading the rules right. When I have a bonded item I can use it to cast one spell per day that I know and can cast. Does this mean one of the spells I have prepared for that day or just a spell from my spellbook that a wizard of my level is able to cast?
Below is a class I have made for my home campaign based on the sentinel class from Dragon 310. It is a class of holy warriors that have celestial patrons and are dedicated to protecting Golarion from devils and demons. They were born out of the ashes of the paladins of Aroden who had a desire to serve the powers of good without the fear of deicide stripping them of their abilities. I have put in te spoiler section as it is quite long.
I would appreciate any feedback you could give as to flavor and balance.
Spoiler:
Sentinel
The Sentinel is a wandering crusader who patrols the width and breadth of the world, constantly watching for incursions from the Lower Planes. The Sentinel finds the endless hordes of demons, devils and other fiends to be the most offensive and dangerous threat to life. He has sacrificed much to become the perfect warrior, dedicated to preventing them from gaining any further foothold in the world he loves. They belong to a knightly order founded shortly after the death of Aroden, when the gods feared that further deicide was a threat. These holy warriors are not beholden to a single god for their power, rather, a whole host of celestials act as proxies ensuring that the death of another god will not result in the loss of their powers and ability to defend the world.
To the Sentinel, evil is simply that: evil. It can be hidden under a haze of entropy and chaos, it can masquerade under a hundred diabolically written laws, or it can revel in the truth of its cruelty. It makes no difference to the Sentinel, nor do the methods he uses to combat it. Often, a Sentinel uses the laws of the land and local governments to fight against incursions of evil, but just as often, he is forced to fight alone, against established tradition, and against the will of society.
Sentinels are most often neutral good, though a few lawful good and chaotic good sentinels do exist. Sentinels are not pledged to any one deity, rather, they are faithful to their order and their celestial sponsor. There strongholds are always located on the fringes of civilization and in hard to reach locations. As further protection, the warded so that no one may locate them by magical means or enter them without the blessing of a celestial host. Sentinels do not wear badges and membership in their order is usually a closely held secret. Other members are identified by code words and phrases that are bestowed by their sponsors at need, and only good for a single encounter. They also refrain from wearing heavy armor or clothing that would call attention to them or make them look more threatening than a common soldier.
Alignment: Any Good
Hit Die: d10
Base Attack Bonus: as Paladin
Saves: as Paladin
Class Skills: Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Religion) (Int), Knowledge (the Planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis)
Skill Ranks per Level: 2 + Int Modifier
Weapon and Armor Proficiency: Sentinels are proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).
Aura of Good (Ex): The power of a Sentinels aura of good is equal to his Sentinel level.
Weapon Focus: Through their strict training, the Sentinel receives weapon focus as a bonus feat.
Celestial Sponsor: Upon initiation, a Sentinel is sponsored by a celestial being who acts as a proxy for all the sentinel and conduit for his divine power. This celestial grants the Sentinel knowledge of the location of strongholds and passwords at need. The Celestial may also set tasks for the Sentinel that the Sentinel is oathbound to complete. The Sentinel may contact the celestial through prayer once per week at first level to seek guidance. The Celestial will always answer any questions as vaguely as possible in the hopes that the Sentinel will discover the answer for himself and thereby grow in knowledge and become a more independent agent for good. At some time after the Sentinel has reached 10th level, the Celestial Sponsor will send out what is known as ‘The Call’. This is a compulsion to seek out a candidate for initiation into the order and accompany him to a stronghold. At such a time, the Sentinel is also responsible for the first six months of the initiates training, by which time the initiate has bonded with a new celestial sponsor. After this six month training is complete, the Sentinel must make a choice, remain in the stronghold and take up a life of contemplation and prayer, or leave the stronghold and continue the crusade. If they choose to leave the stronghold, all memory of its location is wiped from the mind of the Sentinel and they are fated never to enter another Sentinel stronghold again.
Alertness: Sentinels receive alertness as a bonus feat
Detect Evil (Sp): At will, a Sentinel can use detect evil, as the spell. A sentinel can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning its strength as if having studied it for 3 rounds. While focusing on one individual or object, the Sentinel does not detect evil in any other object or individual within range.
Smite Evil (Su): Once per day, a Sentinel can call out to the powers of good to aid him in his struggle against evil. This ability is activated as a swift action and lasts for one round. When smiting evil, a Sentinel adds his charisma bonus (if any) on his attack roll and deals one extra point of damage per Sentinel level whenever he attacks an evil creature. If the creature hit by the Sentinel using smite evil is and outsider with the evil subtype, the bonus to damage increases to 1d6 points of damage per two levels the Sentinel possesses (rounded down, minimum +1d6) and the damage automatically bypasses any DR the creature might possess.
In addition, while the smite evil is in effect, the Sentinel gains a deflection bonus equal to his charisma modifier (if any) to his AC against attacks made by evil creatures. If the sentinel accidentally smites a creature that is not evil, he does not gain any bonuses an attack or damage rolls, but he retains the AC bonus against evil creatures.
The Sentinel gains additional smite per day at 8th, 13th, and 18th level to a maximum of 4 smites per day. Starting at 13th level, the smiting effect last for 2 rounds.
Fiendslayer (Ex): Sentinels gain a number of special benefits to combat evil outsiders. A 4th level Sentinel gets a +2 competence bonus on attack rolls against evil outsiders. On a successful attack, he deals an extra 1d6 points of damage. This damage stacks with any extra damage caused by smite evil ability. These bonuses increase to +4/ +2d6 at 9th level, +6/ +3d6 at 14th level, and +8/ +4d6 at 17th level.
The competency bonus also applies to Intimidate, Perception, and Sense Motive checks when those skills are used against evil outsiders.
Censure Outsiders (Su): Sentinels can censure outsiders, much as a cleric can channel energy. When a Sentinel uses this ability, he unleashes a wave of celestial power in a 30 foot burst. All evil outsiders in this radius must make a will save (DC 10 + Sentinels Cha modifier + Sentinels level) or be censured.
A censured outsider whose HD is equal to or greater than the Sentinels level become stunned for 1 round. An outsider who has HD equal to half the sentinels level but not equal to the sentinels level is stunned for 1d4 rounds and must make another Will save (same DC) or be sent back to its home plane as if it had been the subject of a dismissal spell. Only one outsider may be dismissed in this way by any single censure outsider attempt. If more than one outsider is forced to make the second Will save, check for the outsider with the lowest HD first. All outsiders within the radius that have HD less than half the Sentinels level are automatically dismissed with no additional saving throw allowed.
A Sentinel may censure outsiders once per day for every 4 levels he possesses.
Damage Reduction (Ex): Starting at 5th level, Sentinels have the ability to shrug off some amount of injury from each blow or attack. A Sentinel gains damage reduction 1/-, at 10th level, this increases to 2/-, and at 15th level it increases to 3/-.
Consecrated Casting (Ex): When a Sentinel reaches 5th level, spells cast by him are evil outsiders become more difficult to resist. The Sentinel adds +2 to caster level checks to overcome an evil outsider's spell resistance and a +2 to the DC of any saving throw the spell allows.
Courage of Heaven (Su): A Sentinel of 6th level or higher is immune to fear spells or effects. At 11th level, this immunity expands to include enchantment spells and effects. At 16th level and higher, these immunities extend to all allies within a 20’ radius of the Sentinel.
Weapon Specialization: Sentinels gain Weapon Specialization as a bonus feat at 6th level.
Mettle (Su): A Sentinel’s special training allows him to shrug off magical effects that would otherwise harm him. If a Sentinel makes a successful Will or Fortitude save that would normally reduce the spell’s effect, he suffers no effect from the spell at all. Only those spells with a Saving Throw entry of ‘will partial’ or ‘fortitude half’, or similar entries can be negated through this ability.
Bonus Feat: At 12th level the Sentinel gains a bonus feat from the following list: Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Persuasive, or Skill Focus.
True Sight (Sp): A 19th level Sentinel can use True Seeing as the spell, at will.
Celestial Ascension (Su): At 20th level, you can call upon the power of the heavens. You gain immunity to acid, cold, and petrifaction. You also gain resist electricity 10, resist fire 10, and a +4 racial bonus on saves against poison. Finally, you gain the tongues ability, allowing you to speak with any creature that has a language.
Code of Conduct: A sentinel must be of good alignment and loses all class abilities if he ever willingly commits an evil act. The sentinel is most at home in the wilderness or frontier settings. He only journeys into large cities when absolutely necessary, and he avoids travel to other planes except in the most dire of need, since his vows require him to battle evil on his home planes. These vows call for him to protect the natural order of the world from becoming influenced or tainted by the forces of the evil outer planes. Additionally, the Sentinel is honor-bound to provide assistance to any town or outpost that is in need, to prevent the roots of evil from taking hold. Sentinels must always place the extermination of a fiend above all other priorities. Failure to adhere to this code can result in censure from his celestial sponsor and the loss of all special abilities until such time as atonement has been made. Extreme transgressions can result in expulsion from the Order and the sinner being hunted and destroyed by his sponsor.
Sentinel Spell List:
1st Level: Bless, Bless Water, Bless Weapon, Detect Poison, Divine Favor, Endure Elements, Hold Portal, Magic Weapon, Protection From Evil, remove Fear, Shield of Faith, Summon Monster I
As the subject line says, it happened last night. I am running a beta game for my son and some friends. When one of the boys got a call on his cell and told the person on the other end he was "at his pathfinder game". I thought it was cool that they thought of it in those terms, like when we were 'just playing d&d'.
The first thing I did was open the pdf to the combat feats. After skimming them quickly I am pleased with the changes. I for one am happy that you did away with the chaining. Great work.
The swashbuckler, bodyguard, survivalist, knight, archer, horseman, and pit-fighter are all very different concepts that evolve out of the base fighter class. My thought is that to make the fighter more attractive some changes could be made without changing the class’ utility as the entry level option for new players.
Add Acrobatics, Perception, and Stealth as class skills. The limited number of skill points ensures that these will not make the class a hardy version of the rogue, but it will make it easier for players to develop their concept without multi-classing.
Let fighters trade armor proficiency for skill points. At creation, a character can drop heavy proficiency to gain +1 skill point per level, or drop Heavy and Medium proficiency to gain +3 skill points per level. These points would be lost if the player later took the armor proficiency as a feat. These points come from the fighter not have to spend time training in those types of armor, thus having time to follow other pursuits, and would be lost for the opposite reason.
Add talents that can be taken with the fighter’s bonus feat slots. Things like the Insightful Strike of the swashbuckler, the defensive stance of the knight protector, and the rousing speech of the Commander variant from Dragon 310 would make great additions and allow experienced players to flesh out the fighter beyond being just a meat shield.
I think these suggestions add to the depth of the class, make it less likely to be multi-classed for character concept reasons, and does little to make it less desirable as the ‘basic’ class.
Looking at some of the racial modifiers, they did not seem to jive with the description of the race. The changes I think should be made are as follows:
Dwarves with there stout build would seem to be less agile than the baseline. I am also opposed to negative charisma modifiers as sheer force of personality should not be race dependenet.
Gnomes, owing to there closeness to the fey, should be less hardy and more agile. Dumping the Con bonus also helps bring the gnome in line with the frail races as listed in the starting hit point side bar.
Half-Orcs, while they may be cunning and wily, they may lack in common sense thus negating a Wisdom bonus. To me they are stronger and more durable than the baseline and the modifiers should reflect that.
Below is the write up for Torag I did for one of my players (they same one who i had to create a whole new deity for and then he decides he wants to go with Torag). I would appreciate your comments.
Torag
God of the Forge, Protection, and Strategy
Symbol: Gleaming silver hammer inscribed with runes
Alignment: LG
Portfolio: Craftsmanship, Strategy, Protection
Worshiper’s AL: All
Cleric’s AL: LG, LN, NG
Domains: Artifice, Earth, Good, Law, Protection
Favored Weapon: Warhammer
Torag usually appears as a stern faced bearded man with a powerful build. His upper body is particularly robust, with a barrel chest, broad shoulders, and arms knotted with muscle. He has large, unblinking eyes of liquid silver that perceive everything that encroaches on his domain. He always wears rune inscribed plate armor of unearthly intricacy and design. Torag is never found without his silver hammer, Tor-Angol, in hand.
Dogma
Torag teaches the value of hard labor, honesty, dependability and vigilance. He encourages his followers to tackle their problems with vigor and persistence, like smiths hammering bits of metal into more desirable shapes. War and defense are to be treated in the same manner that a craftsman forges a blade, with careful planning and attention to detail. His followers are expected to fight in defense of home and country, and to be skilled in the arts of peace as well as war. It is the duty of all his followers to be vigilant and watchful of threats that may come to their borders.
Clerics of Torag
Cleric class variant: Lose Knowledge (Arcana)
Gain Spot
Torag’s clerics are active in civic life, tending to the needs of families and the community as advisors, judges, and arbiters of disputes. They see to the education of the young and especially to the training of apprentice smiths and craftspeople. They also sponsor works of craftsmanship that will have some value to the community and its defense. They are rooted in the realities of daily life and often toil alongside their flock. His clerics bless new homes and consecrate the forges and workshops of worshiper’s. They are strong, capable people with quick wits and combat skills. They train themselves and others in the arts of war, and especially self defense.
The Church of Torag
Temples of Torag always include a forge which is kept perpetually lit. Often there is a ceremonial forge in the sanctuary with a working forge elsewhere in the compound. They are usually on the edge of their community and include a watchtower in there design. His temples are simple yet strong, and offer some defense to the community. Often unassuming decoration or furnishing will have a dual purpose not apparent at first sight, greatly adding to the hall’s defense. On Oathdays, the Halls of Torag sponsor training in the arts of war to any within the community whom seek it. There are often hidden armories within the Temple, also, that can be accessed at need.
Visitors to Torag’s temples find the comfort of a warm, dry place to rest and regain ones strength. Those truly in need find that the cleric’s courtesy and generosity are bounded only by a desire to see the supplicant become self-sufficient and therefore a benefit to the community as a whole.
One of my players was looking for something a little different than what was offered in the RotRL players guide. This is what we came up with. Thought I would share it, and get some thoughts.
( my version of Varisia is tinged with anglo-saxon and celtic influences, more flavor than crunch.)
Bestla
Shieldmaiden of the Golden Hall, Hearthguard
Lesser Goddess of Home, fertility, wisdom, skill, and vigilance
Symbol: White Mare’s Head
Alignment: LG
Portfolio: Hearth, Family, Fertility, Wisdom, Skill-at-arms, Watchfulness, and Horses
Worshiper’s AL: LG, LN, LE, NG, TN
Cleric’s AL: LG, LN, NG
Domains: Community, Good, Law, Protection, War
Favored Weapon: Shield
The wife of Erastil, Bestla is the goddess of the household and family. She blesses weddings and grants fertility to continue family lines. She is wise in all things and values greatly common sense and tradition. Bestla is charged with the protection of the Golden hall, and as such values skill-at-arms. She keeps a watch whenever Erastil leaves for a hunt and has had to protect the Golden Hall from incursions on many occasions. Bestla is aided in her charge by a host of the honored dead, those who died bravely in battle, and by celestial mares of the purest white. The mares act as sentries and also come to the material plane to lead or carry the souls of the honored dead to the golden hall to join her host. It is said that all the horses on Golarion are descended from these mares and followers treat horses with the utmost respect.
Dogma
Bestla teaches that the family is the strongest tie between individuals. This view is extended to the community which she sees as a form of large family. Procreation and the continuation of strong family lines are the world’s best defense against the decay or destruction of the community. Bestla expects her followers to uphold the traditions of their home and family, and to always act with wisdom and reason. Her followers are expected to fight in defense of home and country, and to be skilled in the arts of peace as well as war. It is the duty of all her followers to be vigilant and watchful of threats that may come to their borders.
Clerics of Bestla
Cleric class variant: Lose Knowledge (Arcana)
Gain Knowledge (Local), Spot
Bestla’s clergy is predominantly, but not exclusively, female. They are active in civil life, tending to the needs of families and the community as advisors, judges, and arbiters of disputes. They are teachers of local customs and sponsor works of art and craft. They are rooted in the realities of daily life and often toil alongside their flock. The clerics bless new homes and consecrate the hearth alters of worshiper’s. They are strong, capable people with quick wits and combat skills. They train themselves and others in the arts of war, and especially self defense. Her clerics always carry a shield, often emblazoned with a white mare’s head, as a symbol of their role as protectors and guardians. Bestla’s clerics hold horses in high esteem and will not abide abuse of such creatures. When they travel abroad, they often adopt their traveling companions as family members, and consider these bonds as sacred as those of blood relatives.
The Church of Bestla
Bestla has no temples of her own, but she has a place of honor in all Erastil’s temples. Every hearth fire that burns in temple or home is an altar to Bestla. Her shrines are simple and small, yet strong, and offer some defense to the greater hall. Often unassuming decoration or furnishing will have a dual purpose not apparent at first sight, greatly adding to the hall’s defense. On Oathdays, the Halls of Erastil are turned over to Bestla for training the community in the arts of war. There are often hidden armories within the hall, also, that can be accessed at need.
Visitors to Bestla’s shrines find the comfort of a warm, dry place to rest. For the halls of Erastil are welcoming indeed. Those truly in need find that the cleric’s courtesy and generosity are bounded only by a desire to see the supplicant become self-sufficient and therefore a benefit to the community as a whole. Those who come carrying weapons openly can expect to be challenged by the clergy and members of the church to single combat. Such challenges are generally fought to first fall or first blood, and are intended solely to discover if the visitor knows how to use the weapon they carry. Those refusing the challenge are treated with disdain, or outright ignored, and are greeted with suspicion in the community.