Ptolus Guide and Chat.


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INTRODUCTION TO THE CITY
You are a native of a port city called Ptolus, or you have recently arrived there. Native or not, you know a few things about this city—it is not without a reputation, to say the least. To call Ptolus a dynamic place with a strange and varied identity is to understate the situation greatly. Only now are explorers truly discovering
how ancient the city really is and unearthing details of its varied history. Ptolus is where that strange breed that calls itself “adventurers” congregates. It’s a place where people are as
concerned with what lies below the ground as they are with what’s above. This is like no place else in the world.

Ptolus lies in the world of Praemal within the bounds of a very old Empire unsure of whether or not it has toppled. Three different emperors claim the throne, and portions of the once great realm cleave off like icy shards from a melting glacier. This decaying society looks upon previous centuries and sees grander, more civilized, and
certainly better days. Progress seems on the decline—skills and lore that people possessed just a few hundred years ago are lost now.

But this is not a time to lose hope altogether. This civilization, older than our own real-world cultures, is more sophisticated than our own in some ways, but less so in others. A myriad of races and peoples have come and gone, creating an intricate (and sometimes confusing) amalgam.

Good struggles against evil, and law against chaos. But the shadows only threaten the light— they do not yet consume it.

Not so long ago, the first men and women who would one day be called “delvers” returned from exploring the catacombs below the city of Ptolus laden with gold and magical treasures. Today, hundreds of new would-be delvers pour into the city each month, hoping to strike it rich like others before them. Most never crawl up from the realms below, but adventurers keep arriving with dreams of gold and fame. Those who do emerge back into the light bring with them tales of surprisingly vast reaches of natural caverns and ancient hewn passages, perhaps dating back to the dark days when this area lay in
the thrall of the terrible Skull-King, Ghul, and the region was pocked with winding warrens and subterranean chambers created by his dark
armies.

They also tell of the horrors that dwell outside the life-giving reaches of the sun: unknown monsters and devious demon-minded
things with a cunning unknown to human-, elf-,or dwarfkind. In the city, entire industries have evolved quickly to service the needs of these adventurers. In the shadow of an unnaturally tall, ancient spire with a very dark past, a whole new form of economics, politics, and social structure struggles to be born.

Creatures and individuals (good, evil, and otherwise) that normally remain in the shadows are drawn to this large gathering of adventurers and magic. The needs of the delvers prompt renewed devotion to magic, science, and religion. As the Empire of Tarsis dies, Ptolus—for years a backwater town on the edge of civilization—is quickly becoming the center of something much larger than itself. Omens and prophecies of children born with strange birthmarks surface in the city with increasing frequency. No one yet knows exactly what, but something is happening in Ptolus.

Something new stirs in this city . . . and that something is very, very old.


I present Ulven Northman, recently come to Ptolus from the North, searching for his story, the epic that will define him to his people, who believe that the honored ancestors live on in such stories.


Welcome Ulven.

A little more information on the city. (As you will see, the climate is quite cold so you should feel at home.)

Ptolus is a major city of seventy-five thousand people. It is located in the land of Palastan near a large bay on the southern end of the Whitewind Sea. The place was established to serve as the port for an important fortress built at the time of the Empire’s foundation, a citadel called Dalenguard.
More significantly, however, it lies in the shadow of an impossibly tall (almost three thousand feet)and thin pinnacle of rock known simply as the Spire.
The Spire and its surroundings seethe with mysterious legends and rumors. These tales tell of ancient battles waged and cities erected on the site, of demons and dark lords, of forgotten kings and mighty wizards. Many such stories might be at least somewhat true, for recent developments have revealed vast complexes beneath the city.

Of late, Ptolus has become a city of adventurers. Treasure-seekers flock there to explore and plunder the labyrinthine structures beneath the streets, which they call the “Dungeon.” If the stories are
correct, these catacombs include the following:
1. The sewers of the city.
2.Vast stretches of subterranean passages and
chambers created by Ghul and his minions
3. The remains of an even older city
4. An abandoned underground dwarven settlement
called Dwarvenhearth.
5. And levels that plunge incredibly deep below
the present urban area.
Ptolus lies in a cool, rainy coastal region with harsh winters. It serves as an important port on the Bay of Ptolus off the Whitewind Sea and belongs to the Empire of Tarsis, although a growing faction in the city feels that Ptolus should declare itself independent.


Female Human (Sarcosan) Fighter 2/ Chaneller 3

Details soon to follow


Female Human (Sarcosan) Fighter 2/ Chaneller 3

Are we using traits?


I'd say no to traits, mainly due to the fact that Ptolus was designed as a test bed for the original 3rd edition rules. So none of the npcs feature traits.


Female Human (Sarcosan) Fighter 2/ Chaneller 3

Makes sense, any other character creation specs? Starting gold standard? Max?


Starting gold as well as hp is max. Other than that the only thing I will say is that everyone should be new to the city.


RULERS
The city is ostensibly ruled by a council, at whose head sits the Commissar, a representative of the Empire of Tarsis. The other main council members are Kirian Ylestos (the Prince of the Church) and
the Mother Superior of the Sisterhood of Silence (see below). Other City Council members (with less influence) include guildmasters, the heads of the noble houses, and a few wealthy merchants.

People of the town often refer to this body as the “Council of Coin,” because money is a powerful and influential force among its members.
Guildmaster Delver Sorum Dandubal, also a council member, is quickly becoming another force to reckon with—almost a fourth main member—but the three forces controlling the council dislike and oppose him.

Truth be told, the real ruler of the city is the Commissar, Igor Urnst. The City Watch operates under his direct command from Dalenguard, a historic fortress that still stands in Oldtown.
Urnst’s group of advisors in charge of the city’s defense and protection is called the Twelve Commanders. These include Lord Dorant Khatru of House Khatru, Aoska of the Malkuth (a halfcelestial),
and other local luminaries.

THE AUTHORITIES AND THE LAW
To police the streets, the Commissar of the city commands a force of more than eight hundred troops and City Watch guards, including a few
dozen elite individuals (captains, mages, clerics, etc.). While the constables in many of the Empire’s cities are considered glorified street-sweepers with little competence or desire to actually enforce the law, this is not true of the experienced and wellequipped
guards of Ptolus, particularly those known as the Commissar’s Men.

Nevertheless, this well-trained and well-paid force has its hands full maintaining order in the city. Helping to enforce the law is a special order of monks called the Sisterhood of Silence. These nonspeaking female monks patrol the streets and apprehend criminals, even though they are not— strictly speaking—sanctioned to do so officially. A
male eunuch always accompanies a small unit of the Sisters of Silence to speak on their behalf.

However, neither the city guard nor the Sisterhood of Silence is willing to go down into the Dungeon and fight monsters. Nor are they
likely to help against such well-known and influential noble families as House Vladaam or House Sadar, or such powerful groups as the Church of Lothian or the technophilic Shuul. Of course, those groups would never break any laws, so there’s surely nothing to worry about. . . .

THE FORCES OF LIGHT
Aside from the law-enforcing authorities, both official and self-appointed, Ptolus benefits from the presence of various forces of munificence.
Orders of knighthood such as the Keepers of the Veil, Order of the Dawn, and Knights of the Pale uphold such concepts as benevolence and nobility.
There are even angelic beings in Ptolus—more than any place else in the world—from aasimars to half-celestials to true angels. Many of these beings congregate in a place called the Pale Tower and call themselves the Malkuth. Paladins and clerics of good deities such as Lothian, Gaen, and Navashtrom help Ptolus stand against the darkness
as well.

And in Ptolus, the dark is deep.

THE DARK SIDE
Like every city, Ptolus has a dark side. Here, criminal lords command veritable armies of rogues and assassins, and war amongst each other as
well as against the law. These criminals deal in extortion, smuggling, gambling, usury, and prostitution.
Chief among these criminals are Menon Balacazar, leader of the oldest criminal syndicate in the city, and the newcomer Kevris Killraven.
They are bitter enemies. Depraved assassins called the Vai hunt victims for money and to fulfill their own bloodlust.

But worse things lurk in Ptolus than simply criminals. Dwelling among the crypts of the city’s graveyard are the death-loving Forsaken, so called because the rest of society finds them so abhorrent.
Worse still, chaos cultists—in league with terrible inhuman things—plot the destruction of the city and, in fact, the entire world to sate their lust for destruction. Lastly, and strangest of all,
Ptolus is home to actual demons from the lower realms: Some are merely demon-blooded tieflings, but others are full-blooded fiends that call themselves the Fallen. These beings dwell alongside the Forsaken in a place called the Dark Reliquary.


A quick overview of the city

Ptolus lies between the Spire and the sea. The highest portion of the city, the Nobles’ Quarter, is built on the base of the Spire. From there, the level of the city drops down a sharp cliff to Oldtown, and then down again into Midtown.
The final cliffs at the edge of Ptolus drop into the bay, with the only area of dry land at the bottom of those cliffs occupied by the city’s docks. Wellworn paths connect the various elevations and
help make Ptolus very defensible (although the city has never been attacked).
The King’s River flows through the city, spilling into an eroded chasm in the northwest corner and flowing down to the Bay of Ptolus near the docks. The bottom of the chasm, called the King’s River Gorge, is eighty feet below the level of the ground on its north side, but more
than two hundred feet below on its south side.
The south side still holds the old city walls and fortifications. A bridge built upon two massive pillars, themselves erected atop natural rock columns, stretches across the King’s River Gorge at a steep angle, leading into the area of the city known as Oldtown. Another bridge stretches across the chasm to join Oldtown with the
Rivergate District. Although Oldtown is higher, the difference in elevation between these two districts is not steep, so the slope of this bridge seems far less noticeable than that of the other.

The Docks: Far below street level, the Docks rest on a narrow
strip of land at the bottom of the city’s eastern cliffs. The wooden buildings here sit slightly askew from one another, because the entire small district is built upon slowly sinking sand. Even the streets are sand. A dozen or more ships moor in the deep waters here at any given time.
This is a particularly rough area of the city, thanks to the influx of sailors and its isolation from other districts. A single winding road provides access up a steep incline to the city proper.
The Docks area is full of warehouses, shipyards, hostels, and taverns, all catering to sailors and merchants. Isolated from the rest of the city by the cliffs, sometimes it seems as though the Docks area has had to become its own little community.
Many Ptolus residents live their whole lives without going there—but, of course, they probably haven’t been to the Nobles’ Quarter, either.

The Guildsman District: Ptolus teems with guilds. Every type of artisan, smith, or other professional belongs to a guild of similarly trained and employed individuals. These guilds enjoy a strong voice in the City Council.
This district in the south end of the city holds many tanneries, smithies, foundries, textile houses, grain mills, paper mills, brickmakers, bookmakers, woodworkers, and other production
facilities, as well as warehouses, granaries, coalhouses, stockyards, and similar storage sites.
Not surprisingly, this district has a distinct odor.
Unless one works here, a local rarely finds a reason to visit, although this district sports a few taverns and other businesses catering to the working class.
The Guildsman District’s rough reputation prevents most people from frequenting the area at night. Those who live there often join a
guild for protection.
Just a few of the guilds in this district include the Drapers’ Guild, Goldsmiths’ Guild, Herbalists’ Guild, Ironworkers’ Guild, Masons’ Guild, Silversmiths’ Guild, Tanners’ Guild, Weaponsmiths’ Guild, and Woodworkers’ Guild.
The Sages’ Guild, Shipwrights’ Guild, Warriors’ Guild (the Order of Iron Might), and a few others are headquartered elsewhere in the city.

Midtown: As the central area of the city, Midtown is both
a commercial and a residential hub. It is also where one finds many local entertainment offerings, in the form of pubs and taverns as well as theaters, dance halls, gambling dens, and more.
Visitors looking for a place to stay usually find themselves directed here, as most of the city’s temporary lodgings are in Midtown.
Midtown is home to both Tavern Row and Delver’s Square, where many employers seeking to hire adventuring parties can post their
announcements. It also has a few shops and plenty of residential areas, such as Emerald Hill, where most elves choose to live, and Narred, a centaur neighborhood.
Besides the Delver’s Square shops that adventurers frequent (Rastor’s Weapons, the Bull and Bear Armory, Ebbert’s Outfitters, and Myraeth’s
Oddities), those in the know also appreciate Saches clothiers on Yeoman Street and, of course, the Row Bathhouse. Potions and Elixirs’ Midtown branch offers a large stock of potions for sale.
The most popular adventurer hangout is the Ghostly Minstrel tavern and inn in Delver’s Square. Many folks seem leery of both the Onyx
Spider (on Tavern Row) and the Black Swan (which is mainly for dwarves). Danbury’s, also in Delver’s Square, caters to spellcasters.

More on knowledge of Delvers Square, which a newly arrived character would know, will follow soon

The Necropolis: A city several centuries old tends to have a large graveyard, and Ptolus is no exception. The vast Necropolis in the city’s northeastern corner sits on a few rolling hills, now completely covered with mausoleums, crypts, and graves. The entire
Necropolis is surrounded by a wall, with guards posted at each of its four gates. These guards’ primary duty is to warn people not to stay in the Necropolis after nightfall and to watch for grave robbers. Most people know that undead roam the Necropolis, but various churches and holy orders, such as the Keepers of the Veil, do their best to
contain the menace.

The Nobles’ Quarter: Ptolus has no shortage of wealth or wealthy
people. Technically outside the city’s walls, the Nobles’ Quarter, with its row upon row of manors and estates, climbs the city’s western cliffs abutting the Spire itself. Travelers can enter the area only via a single avenue that runs up from Oldtown through the fortress of Dalenguard before reaching the Nobles’ Quarter. The heights
where this district now sits were easily defensible in the city’s younger days; originally, all Ptolus residents could gather here in times of emergency, secure behind Dalenguard’s stout gates. However,
as time passed and the city grew, members of the elite class claimed these enviable heights for their residences, leaving the less wealthy to expand into the lower quarters.
The largest estates in this section of town belong to the ten noble families that have held power in the area—to one degree or another—for
centuries. In addition to the homes of the wealthy and the services that cater to them, this district houses the Holy Palace, where the Prince of the Church lives; lately he is joined by his father, the
Emperor of the Church, visiting from his eastern capital.
The Nobles’ Quarter holds the Crown Theater opera house, the Imperial Academy of Music, fabulous eating establishments and theaters,
a floating apartment building, and other luxuries and sites of interest.

North Market: When one enters the city from the north, one
is greeted with the sights and smells of a busy marketplace. Well-worn cobblestone streets are packed with vendors occupying wooden booths,
pushing carts, or simply hawking wares they tote in massive baskets on their backs. Fresh foods of all kinds—fish and shellfish from the sea, fruit from the orchards to the north, and local breads and pastries being favorites—are available in any quantity. Other goods are for sale in small shops, tents, or from the backs of wagons. The City
Watch patrols this busy area to keep thieves and pickpockets from running rampant. Rumor has it that the guards employ sorcerers to patrol the area invisibly, using spells to keep an eye out not
only for traditional thieves, but for magically aided ones as well. They watch for invisible robbers, overt use of charm or compulsion magic, and similar tricks.
If you’re looking for tasty baked goods, try Tavoh’s Bakery; a good clothier, try Endle’s Finery; for a fair weapon shop, go to Mitoren’s
Blades, although Rastor’s Weapons in Delver’s Square (in Midtown) is probably better for traditional arms. A small firearms emporium called the Smoke Shop opened recently as well.

Oldtown: Ptolus was founded three centuries ago as a small
community surrounding a fortress called Dalenguard. The fortress’ original purpose was to keep the area clear of evil creatures drawn by the power of Jabel Shammar, the citadel at the top of the
Spire. It also sought to watch over Goth Gulgamel, the fortress halfway up the Spire built by Ghul, the Half God.
Dalenguard was constructed more than seven hundred years ago, just after the defeat of Ghul, to serve as a symbol of the union of elves, dwarves, and humans in that war.
Over time, the community grew into an important port, and the need for Dalenguard as a wilderness bastion waned. Today the old fortress
is still used by the Imperial-appointed ruler of the city, the Commissar, and the area surrounding it on the city’s near west side is known as Oldtown. It sits atop a ridge higher than most of the rest of Ptolus, but still lower than the Nobles’ Quarter.
The stone and marble buildings of Oldtown reflect a grander, earlier age. Graceful columns, majestic entrances, tall stone towers, and buildings of three or even four stories are common sights
here. Yet all bear the signs of age and wear.
Today many of these buildings house the bureaucracy the Empire forces upon the city. Still others are museums or homes for the wealthy (those not quite wealthy enough to live in the Nobles’ Quarter).
There are wonderful theaters, auditoriums, and even a grand Arena in this large district of the city.
The Arena provides a spot for tournaments, fairs, and sporting games of all sorts. Nearby, the Inverted Pyramid mages’ guild sponsors a magical ball sport simply called “the Mage Game,” held in
a large indoor coliseum in Oldtown.
This is where citizens go to get licenses, like those needed to carry a firearm. The City Courts are located here, and as are the City Council’s meeting chambers. Both the Delver’s Guild Library and Maproom (but not the guild’s main office) and the City Library are here. Oldtown has a fair number of parks, monuments, and other touches of class and beauty as well.

Rivergate: Strictly a residential area, the Rivergate District
is as close to a “middle class” neighborhood as Ptolus gets. It is located on a rise of land, surrounded by cliffs on all sides except the
northeast, where a steep slope mostly free of buildings and covered in trees rolls down to the North Market and the main North Gate. Its
residential cul-de-sacs—called “burrows” by those who live here—each boasts its own unique architectural identity.

South Market: To locals, the North Market is simply “the
Market,” while this area is the “South Market.”
Unlike its counterpart, the South Market is not an open-air marketplace. It has fewer vendors dealing out of carts and more established shops and places of business. Goods usually cost more in the South Market, but a buyer is far more likely to find trustworthy and reliable salespeople here.
This is also where one finds the city’s commodities markets and the headquarters of large merchant organizations, such as the Rogue Moon
Trading Company. As in the North Market, many of those who work here also live here; the district has substantial residential sections.
The South Market is newer than the North Market and has more artisans and industry than its counterpart. You’re more likely to get something
made to order in the South Market, because the store selling leather goods, for example, is probably also a leatherworker’s shop
(such as Donnel’s, a friendly dealer in leather goods). Nonstandard races or those with special physical needs when it comes to clothing should check out Maran’s Odd Sizes. Navaen Bowcraft
is a fine place to buy bows or arrows, and those looking for a real treat should stop by Ramoro’s Bakery.

The Temple District: Although the worship of Lothian, the official Imperial deity, is the dominant religion of the city,
Ptolus’ cosmopolitan residents revere hundreds of other gods as well.
Temples, churches, shrines, and small monasteries fill this district in the north central part of town, with the Street of a Million Gods (a bit of an exaggeration) running through it from north to south. Even the Blessed Bridge across the King’s River here has small shrines built upon and into it.
The district stretches east and west from the Street of a Million Gods. Notable sights include St. Valien’s Cathedral for worshippers of Lothian and the Priory of Introspection, where the Sisterhood of Silence is based. Although clerics are the most common representatives of the many gods, a number of temples support monks and paladins as well. The Temple District has a single bar, Taggert’s, which is also a temple to Ollom, God of the Keg.

The Warrens: The Warrens in the eastern part of town is a terrible slum sick with poverty and crime. Rumors say that the City Watch won’t go down into the Warrens. The streets here have no names, and most of the buildings aren’t marked—the place is not friendly to outsiders. Some visitors may have experienced a little theft or crime in the city, but it’s nothing compared to what goes on in this district. Some place the headquarters of the Vai within the Warrens. Others whisper of a crime lord named Jirraith and his gang of young
thieves called the Pale Dogs who really run the place.


Female Human (Sarcosan) Fighter 2/ Chaneller 3

As per beta standard would the Arcane attunement spells be "at will?"

Wait.....we can have guns!?!?


Male Tabaxy Paladin 2

I have come from the savannas to this den of stone called Ptolus.


Male Silver Dragon

I am just posting here for the dot so I know to pay attention to this thread. I was busy today. My character will be ready tomorrow. Sorry about the delay.


Ilona Ebonblade wrote:

As per beta standard would the Arcane attunement spells be "at will?"

Wait.....we can have guns!?!?

Oh Yesssss!!!!


Sharoth wrote:
I am just posting here for the dot so I know to pay attention to this thread. I was busy today. My character will be ready tomorrow. Sorry about the delay.

Thats ok. I probably wont start the adventure till weekend anyway, so that i can get everything together, and answer any questions you may have.

In the meantime i'll post some details about Delvers Square, the area of the city that the pc's will first find themselves in, shortly.


Female Human (Sarcosan) Fighter 2/ Chaneller 3
Jack, the Salty Sea Dog wrote:
Ilona Ebonblade wrote:

As per beta standard would the Arcane attunement spells be "at will?"

Wait.....we can have guns!?!?

Oh Yesssss!!!!

Yippeeekiiiyaaayymotherfu......

Dark Archive

I have a question. Several, in fact. 1) Do I use Beta Paladin, or Paladin from the article that James published after Beta? 2) I'd like to modify my Litorian a bit. I'd like him to be an albino, so -2 CON and +2 CHA, and perhaps some other weakness if that's ok with you?


nightflier wrote:
I have a question. Several, in fact. 1) Do I use Beta Paladin, or Paladin from the article that James published after Beta? 2) I'd like to modify my Litorian a bit. I'd like him to be an albino, so -2 CON and +2 CHA, and perhaps some other weakness if that's ok with you?

To answer these...

1 ) Either is fine with me.

2) I like the sound of that. Possibly an aversion to bright light?


Delvers Square
Comprising the square itself and the area surrounding it in a five- or six-block radius, Delver’s Square lies near the center of Midtown,
on Center Street between Tavern Row and Lower God Row. It serves as a central focus for adventurers who come to the city. Originally called Runihan Square, the place was named after the heroic fighter Abesh Runihan, who slew the evil ghost-lich Kagrisos as it was about to loose a terrible plague upon the city. A fourteen-foot statue of Runihan stands in the center of the square before a round fountain. Aside from hosting a number of businesses, most of which cater to adventurers, Delver’s Square also contains the main entrance to the Undercity Market: a wide staircase right behind the statue.

BULL AND BEAR ARMORY
Hirus and Sholum Feek, the two brother blacksmiths who operate the Bull and Bear,don’t forge anything fancy. They buy and sell armor brought to them and create armor to order.

DANBURY’S
Danbury’s bar caters to arcanists. Most of the customers are mages who come in to be with kindred souls. Here they conduct business and trade secrets and spells. An agent handing out tokens for the Dreaming
Apothecary is virtually always present, handling paperwork at a table right in the pub. Tabor Danbury serves as the proprietor; Oron Bridgemaster is the bartender.

EBBERT’S OUTFITTERS
Ebbert Boltcrafter, a rotund, goodnatured dwarf, runs a business designed specifically with the adventurer in mind. Those entering his shop will find spools of hundreds and hundreds of feet of rope,
barrels and barrels of torches, and tools ranging from a simple spike and mallet set to the most intricate of lockpicks. Ebbert pushes odd equipment that a new (or even not so new) delver might not think to take along, like chalk to mark passageways. He also sells signal whistles along with a short, free list of easy-to-use codes to help a
group communicate underground while out of sight of one another. He even has some equipment he created himself. Ebbert sells neither weapons nor armor, and he doesn’t buy used merchandise. For these needs, he recommends Rastor’s, the Bull and Bear, or Myraeth’s, respectively. Members of the Delver’s Guild enjoy a 10 percent discount
at Ebbert’s Outfitters.

THE GHOSTLY MINSTREL
An inn, a pub, and a restaurant all in one, the Ghostly Minstrel is the adventurer’s meeting place of choice. It has earned a reputation
as the central feature of Delver’s Square and the focal point in the world of the delvers who plumb the depths below the city.
On its second and third floors, the inn has a total of thirty guest rooms. Vard Hillman, the owner of the Ghostly Minstrel, keeps a low profile. Although he is there most days, he spends his time in the
kitchen or in his makeshift office in the back of the third floor storeroom. The “faces” of the Ghostly Minstrel are Tellith Herdsman, a pretty young woman with reddish-brown hair who works the front
desk, managing the inn portion of the establishment, and Zade Kenevan, a bald, skinny, and gruff bartender who remembers virtually everyone that comes in. In recent weeks, about every other night a minstrel
named Tarin Ursalatao entertains taproom customers. Tarin is quite an amazing draw, particularly to the female clientele—he has a magnetic sort of charm in addition to his fabulous good looks.

MYRAETH’S ODDITIES
Myraeth Tuneweaver bills his shop as a place to buy and sell the strange trinkets and “oddities” found below the city, but in fact his shop is much more than that. It is, quite literally, the place for adventurers to sell what they recover on their adventures below the streets. From brass candlesticks to gemstones to antique spoons, Myraeth will assess and buy virtually anything.
The important thing, however, is that Myraeth buys and sells magic items of all kinds. A visitor to Ptolus might find it odd that this is a unique aspect—one might expect the city to have a dozen such shops.
Nevertheless, with the exception of a couple places that sell potions or scrolls, Myraeth’s is the only store of its kind. The elf’s ever-changing stock of magic items makes his shop extremely popular with
the local adventurer population.

POTTER’S
You get what you pay for. Winistar (Winnie) Potter is the proprietor of this low-rent hostel that caters mostly to downon-their-luck adventurers and up-andcoming wannabes who have spent what little money they had on equipment. Winnie inherited the place from her father, Delbart, about fourteen years ago. In days long past, Potter’s was much more upscale, but time has taken its toll, and adventurers are hard on a place. Winnie herself is only in her mid-thirties, but she appears much older and always tired.

RASTOR’S WEAPONS
Rastor is a massive litorian with beads tied into his mane. He is well known in the district for his impeccable honor and incredible
dignity, as well as his great skill with weapons. Having worked with armaments for years, Rastor can look at any weapon, heft it, swing it a few times, and tell its exact enchantment bonus without need of a
spell like identify. He gives customers his assessment of a weapon for no charge. Since he buys arms of all kinds, Rastor has a number of masterwork weapons and almost always has some magic weapons for sale.
While used, they are always in good condition. Rastor does not make weapons, he only buys and sells used ones.

ST. GUSTAV’S CHAPEL
One of two churches of Lothian in Midtown, St. Gustav’s is a small chapel run by Brother Fabitor Thisk. It seems dingy and run down compared to other temples in the city, particularly Lothian’s. The common wisdom is that St. Gustav’s exists to give adventurers
a place to go so they don’t come to St. Valien’s Cathedral. The non-adventuring populace likes it that way, particularly the nobles
and wealthy citizens who contribute heavily to St. Valien’s coffers. Brother Fabitor is earnest and well meaning. Moreover, he is
extremely sincere in his beliefs and his desire to help those in need. St. Gustav’s contributes to the overall Church’s coffers through the
sale of curative potions and by providing services like restorations, disease removal, neutralizing poison, and other healing.

Dark Archive

Jack, the Salty Sea Dog wrote:
nightflier wrote:
I have a question. Several, in fact. 1) Do I use Beta Paladin, or Paladin from the article that James published after Beta? 2) I'd like to modify my Litorian a bit. I'd like him to be an albino, so -2 CON and +2 CHA, and perhaps some other weakness if that's ok with you?

To answer these...

1 ) Either is fine with me.

2) I like the sound of that. Possibly an aversion to bright light?

1) Then I'll go with the article.

2) Sure. What form it would take?

Dark Archive

What about racial skills? Do I treat them as class skills or what?


Female Human (Sarcosan) Fighter 2/ Chaneller 3

Background and description done


nightflier wrote:
What about racial skills? Do I treat them as class skills or what?

Class skills is fine. As to the light aversion... how about a -1 to searching, attacks etc in bright daylight? I'll let you come up with exact specifics.


Ilona Ebonblade wrote:
Background and description done

Cheers for that.


I would like everyones character to be returning to the city, as part of a trade caravan heading to Ptolus from the coastal towns of Palastan. Some of you are returning home whilst for some it is your first visit. The caravan is made up of 11 wagons carrying silk cloth, spices and wine. If you can come up with reasons for being on the caravan it would be handy.


Male Silver Dragon

I am almost done with my character. I will begin to transfer the info to her later on today.


Sharoth wrote:
I am almost done with my character. I will begin to transfer the info to her later on today.

Thats great. We should begin in the next couple of days then or when eveyone is ready.


Ulven could have joined the caravan to earn some coin on the way to Ptolus. Plus, there's safety in numbers in this barbaric land, you know.

Dark Archive

My character is all done, except background. Background to follow later today.


Male Tabaxy Paladin 2

Background finished and added.


Excellent. I will be starting a new thread on the pbp page etitles simply Ptolus. Should have the first post on soon, say the next 2-3 hours.


Ulven and Sharoth; just to let you know that we have started. Feel free to join in guys over on the Ptolus thread.


Still no word from Sharoth. I will give it a couple of days and then advertise for another player if we hear nothing back.

Dark Archive

Jack, the Salty Sea Dog wrote:
Still no word from Sharoth. I will give it a couple of days and then advertise for another player if we hear nothing back.

I've sent him an e mail. Perhaps one of us could create another character to stand in for Sharoth's and them leave game when he shows up?


Male Silver Dragon
Jack, the Salty Sea Dog wrote:
Still no word from Sharoth. I will give it a couple of days and then advertise for another player if we hear nothing back.

Sorry! It has been a very busy week and past weekend. ~grumbles~ I am still interested unless someone else wants my spot.

Edit - OTOH, my next paycheck will be nice. yay for on call weekends. I loose the weekend and gain some money.

Dark Archive

Sharoth wrote:
Jack, the Salty Sea Dog wrote:
Still no word from Sharoth. I will give it a couple of days and then advertise for another player if we hear nothing back.

Sorry! It has been a very busy week and past weekend. ~grumbles~ I am still interested unless someone else wants my spot.

Edit - OTOH, my next paycheck will be nice. yay for on call weekends. I loose the weekend and gain some money.

Speaking just for myself, gaming in Ptolus can be little difficult with just 3 PCs, so it would be nice for the 4th to join sooner rather than later. That said, I'd very much like for that player to be you.


Male Silver Dragon
nightflier wrote:
Sharoth wrote:
Jack, the Salty Sea Dog wrote:
Still no word from Sharoth. I will give it a couple of days and then advertise for another player if we hear nothing back.

Sorry! It has been a very busy week and past weekend. ~grumbles~ I am still interested unless someone else wants my spot.

Edit - OTOH, my next paycheck will be nice. yay for on call weekends. I loose the weekend and gain some money.

Speaking just for myself, gaming in Ptolus can be little difficult with just 3 PCs, so it would be nice for the 4th to join sooner rather than later. That said, I'd very much like for that player to be you.

~GRINS~ Me too. Work has been Hell today. I had my character 85% written up on paper (at home). I will transcribe her to here tonight after I am done at midnight / 1 AM. Sorry about the delay and thanks for the patience.

RPG Superstar 2009 Top 16

As per Pathfinder beta would my 0-level spells be unlimited?


Mark Thomas wrote:
As per Pathfinder beta would my 0-level spells be unlimited?

Yes, thats fine with me.


Sharoth, dont worry, I know what lifes like.

Im quite happy to let things progress and let you come in when you are ready. Things should be quite safe for the pcs till you arrive !!!!


I know we have a duskblade and a paladin but i'm wondering whether its worth posting a request for a cleric and a rogue. I did originally only want 4 players but I think I could stretch to 6. Any comments?

Dark Archive

Jack, the Salty Sea Dog wrote:
I know we have a duskblade and a paladin but i'm wondering whether its worth posting a request for a cleric and a rogue. I did originally only want 4 players but I think I could stretch to 6. Any comments?

We could use a cleric and a rogue for sure. I'm new to this pbp business, but I think that this kind of gaming tolerates parties with more members a lot better than gaming in 3d. In fact, the more the merrier seems to me. If you can't find new players, I'd be interested to try to play two characters. I have an idea for Lizardman druid.


Male Silver Dragon

~wicked grin~ A Rogue Cleric or a Rogue/Cleric? ~GRINS and runs~


OK guys, im ok if anyone wants to play two characters. Let me know.

Dark Archive

There's one guy in recruitment thread who wanted to join the group. Perhaps you should ask him what would he like to play. Than some of us could roll another character, depending on group needs.

RPG Superstar 2009 Top 16

I'd do another character if one's needed

RPG Superstar 2009 Top 16

Mark Thomas wrote:

I'd do another character if one's needed

I can have a rogue, monk, or fighter ready in a day. Just reducing or retooling a few old characters.

Dark Archive

I have a Lizardman druid all done up. I could reconfigure him to cleric if needed.


I have asked Dune, on the connections thread to come on board, either as a Rogue or Cleric. We'll see what happens and then maybe have you guys create an additional character. I think a rogue and a Cleric are gonna be pretty essential anyway.

By the way, when it comes to combat, i'll have everyone roll there own initiative.

I will post the basic combat stats of any opponents as ell to make things a bit more simpler.


A few more details you may pick up asyou move around the city....

LIVING IN PTOLUS
What does the average Ptolus resident know about his or her community?

Here are some basics:
• Humans are by far the most common
race in the city.
• The Ptolus year has 364 days, with
twelve months and a seven-day week.
• The Ptolus climate is cool, with many
overcast or rainy days.
• Commoner men typically wear white
shirts and vests, sometimes with a widelapeled
coat. Hats are frequently worn.
Men usually keep their hair short and
their faces clean shaven.
• Commoner women wear dresses, often covered with an apron. They wear their hair long,
sometimes styled up.
• The typical commoner earns 1 to 3 sp per day. A silver piece is often called a “shield”
or a “shiny.”
• There are no banks, as such, but you can rent out a small personal vault to store your
valuables at places such as Hammersong Vaults in Oldtown.
• Buildings have glass windows that hinge open.
• Most buildings, but not all of them, have indoor plumbing, including privies that pump water
in via hand pumps and drain it away into the city sewers.
• You can hire a messenger to carry notes and packages anywhere in the city. This typically
costs 1 sp per delivery. There is also a magical messenger service.
• Carriages are widely available for hire to take you wherever you want to go. This service costs
about 1 sp per trip.
• While no stranger to magic or monsters, the typical Ptolusite fears the undead rumored to stir
in the Necropolis. Even more real, however, are fears of thieves, fire, and plague.
• The Ptolus City Watch is extremely competent. Despite this fact, the city has a terrible crime
problem.
• Ratmen live in the sewers.
• Rumors speak of Cults of Chaos finding new members about the city these days.
• Imperial law requires that everyone carries identification papers. Written law favors citizens
over noncitizens, but practical law favors the upper classes over the lower.
• Spells that make people do things they normally wouldn’t, like charm person, are illegal in
Ptolus. So are spells that create undead or spread plague.
• Most shops and places of business stay open as long as the sun is up, which means that business
hours are longer in the summer than in the winter. Many are open seven days a week.

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