
FairyGM |
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Good evening sinisier brothers and sisters. I originally was going to run a campaign set in either the Dark Sun or Forgotten Realms settings I thought about the Way of the Wicked and how much fun it was. Since I plan on running a game for a few years I might as well enjoy it right? Everyone gets to play an evil character for once, and I get to play good guys for a change. If all gos well I might still run the Dark Sun campaign. But it won't be for awhile.
I have been playing for a long time. As I posted in another thead I've been roleplaying for 27 years. Most of those were GMing. I tend to be somewhat unusual in my style. I like to throw stange things at my players.(ie. Like an ogre thinking he's Santa Claus and getting stuck in a villagers chimney). I also like to hand out treasure. Not all of which is usful in an adventurer sense. I aslo don't mind questions. If you have one please as away.
Now this will be my first play by post so I might make a mistake or two. If you notice me making one please point it out. I will correct it at that time. If I can't, I will do my best to correct it in in future encounters.
For a post rate I think one a day on weekdays will be sufficient. Unless all players selected want to post on the weekend I am certainly willing. We just all need to agree on it before hand. I will be checing the site twice a day, once when I get up and once when I get home. Sometimes that is pretty late. Just a heads up.
I completely understand life doesn't care about the game and will sometimes take you away from you computer. In those instances I will claim you character is ceased by an infernal presence and I will fight for you if you are gone for two days or more. You will not die during these tines no matter what the dice roll. Or if you can't continue with the game I can write you out. Either way a heads up would be appreciated. From what I have been told this game will run for three years or more so be prepared for the long haul.
Now let's get to what you really want to know. Recruitment will last at least two weeks. Maybe more if people are struggling.
2. The players guide can be found Here
3. All characters must be evil. Preferably lawful evil. This is not the campaign for chaotic loners or freespirited vagabonds. You can be chaotic or neutral if you come up with a very compelling reason. Because...
4. At some point in this adventure path every character is going to have the chance to join an evil organization and swear allegiance to the master of that organization and its patron – the lawful evil god Asmodeus. All characters must be willing to follow the path of evil set forth by Asmodeus. You will be conquering an entire contry by duplicity and murder.
5. We will be using the focus and Foibles rules. Those are as followes: You automatically receive and 18 and a 8. The other four, roll 1d10+7 four times. There are no rerolls. Arrange them how you wish.
6. Only humanoid races will be allowed. You must at least be able to pass as human using the spell Disguise Self.
7. All classes are permitted except the Paladin. Paladins do not walk the Way of the Wicked. See the player's guide for more information.
8. All antipaladins must take the Tyrant archetype.
9. Divine casters are strongly urged to worship Asmodeus.
10. Everyone has two more skill points per level. They can be placed pn any skill.
11. Everyone gets twoo traits. No drawbacks. You will recieve an additional trait in the campaign at 6th level.
12. Every one must take a crime trait with one of their traits. Those will be posted later.
13 Everyone will receive the Leadership feet at 7th level as a bonus feat.
14 Other bonuses will be granted for certain actions.
15. Dont bother with wealth rolls or picing equipment. You start with nothing, no material possessions besides tattered, dirty prison clothes. And no animal companions of any sort either. All this will be gained during the campaign.
16. Please have your characters come from Daveryn or the surrounding area. If you really, really want to come from somewhere else we need to discuss that because...
17. Please leave a character hook that I can write a quick side adventure for. Make sure it's in Daveryn as you will be spending some downtime there and I would like to have some personal quests to fill out the adventure.
18. After so many years I just assume everyone will min/max. So i plan accordingly. If you want to have an easier campaign just say the word and ill tone it down.
19.If you want a template to formate your character info I will post the one I use at request.
You have willfully started a fire that destroyed property. To be sent to Branderscar, you didn’t start just a minor little trash fire. Your act of arson threatened a major town, city, church or castle and likely cost someone their life. You’ll be punished for your crime by facing the fire yourself.
Punishment: Death by burning
Benefit: Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your damage roll. This bonus is a trait bonus.
Attempted Murder
You tried to kill someone and botched the job. To be sent to Branderscar Prison, you did not try to kill just anyone. You likely assaulted someone of great importance and prominence.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to confirm critical hits
Blasphemy
Either you have defamed the great god Mitra or you have been found guilty of worshipping one of the forbidden deities (who preeminent among them is Asmodeus).
Punishment: Death by burning
Benefit: +2 trait bonus to Knowledge (religion) and Knowledge (religion) is always a class skill for you.
Consorting with the Dark Powers (Witchcraft)
You have been found guilty of summoning an evil outsider. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was, “May Mitra have mercy upon your wretched, damned soul.” If only you could get a chance at revenge!
Punishment: Death by burning
Benefit: You receive a +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you.
Desecration
You have violated one of the churchs, cathedrals or holy shrines of the great god Mitra. To be sent to Branderscar this was no minor act of vandalism. Instead you have done something flagrant and spectacular to dishonor the Shining Lord.
Punishment: Death by burning
Benefit: You receive +1 trait bonus on all saving throws against divine spells.
Desertion
You have deserted from the Talirean military and been recaptured. To get sent to Branderscar this was not some minor or routine dereliction of duty. Instead, you abandoned your post during a time of crisis -- perhaps battle or while defending the Watch Wall. Regardless of the exact circumstances, your laziness and cowardness must have caused loss of life.
Punishment: Death by hanging
Benefit: You receive one bonus skill point per level that must be spent on the Profession (Soldier) skill. Profession (Soldier) is always a class skill for you.
Dueling unto Death
You have engaged in a duel to the death and mortally wounded an opponent. The opponent was honorable enough to say nothing before he expired. Alas that his family or companions was nowhere near so honorable. Dueling was once common in Talingarde before the House of Darius came to power. The House of Barca all but encouraged duels of honor. Now, dueling of any sort is punished severely. Dueling to the death is a sure way to be sent to Branderscar Prison.
Punishment: Death by beheading
Benefit: You gain a +2 bonus on disarm checks and feint checks
Extortion
You have defrauded money from someone by holding information of their wrongdoing over their heads. To end up in Branderscar, this was no minor act of merely threatening to expose someone. Instead you ave attempted extortion against someone of great prominence and for exorbitant stakes.
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.
Forgery
You have forged documents issued either by the crown or by the Church of Mitra. Alas, that your forgery while competent was not entirely undetectable. To be sent to Branderscar, this was no minor finagling of paperwork. This forged document could have cost lives, undermined the reputation of the Church or endangered the security of the realm.
Punishment: Life at hard labor in the salt mines
Benefit: You gain a +3 trait bonus to Linguistics skill checks to commit forgery and Linguistics is always a class skill for you.
Fraud
You tried to bilk someone out of their cash. To end up in Brandescar Prison, this was no petty con job or penny ante racket. Instead, you brazenly tried to defraud someone important of a huge sum of money. And it almost worked too!
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you.
Grave Robbery
It is forbidden by sacred law to dishonor a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honor this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none.
Punishment: Death by beheading
Benefit: You receive a +2 trait bonus to resist disease.
Heresy
You have denied the supremacy of Mitra and been condemned for it. For this to be a crime, you were not content to keep your heresy to yourself. You tried to sway others. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was: “Mitra may forgive you yet for your lies. Talingarde will not.” If only you could get a chance at revenge!
Punishment: Death by burning.
Benefit: You receive a +2 trait bonus to Knowledge (religion) checks and Knowledge (religion) is always a class skill for you.
High Theft
You had a foolproof plan to steal some great treasure. Alas, the scheme had a fatal flaw and went horribly awry. To be sent to Branderscar prison, this was no ordinary robbery attempt. You tried to steal something of great value or religious significance.
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +1 trait bonus to Stealth checks.
High Treason
You have willfully worked to bring down the current Monarch of Talingarde -- the beloved King Markadian V called the Brave of House Darius. To be successfully tried for High Treason you have done more than merely dislike the king, you did something tangible to undermine his rule. Alas, that you failed at your plot and are now headed to Branderscar Prison. Treason is the only crime that is still punished by the gruesome ritual of being drawn and quartered. Your stay at Branderscar will be brief.
Punishment: Death by drawing and quartering
Benefit: You receive a +1 trait bonus to Diplomacy checks.
Kidnapping
You have abducted someone perhaps to ransom them or do unspeakable things to them. Unfortunately, you were caught and your victim was rescued (if they weren’t rescued -- you would be guilty of murder instead). To be sent to Branderscar Prison, you must have abducted someone of great importance or in a particularly gruesome manner.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.
Murder
You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgiveable act. You may also have killed someone with powerful friends. Note: You are not allowed to have killed someone in the royal family of Talingarde. You may have tried (his would instead be High Treason -- see above) but ultimately they are too well protected.
Punishment: Death by beheading
Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.
Piracy
You have been caught in the act of piracy on the high seas. This is a rare crime these days since Markadian I called the Victorious burned the last major pirate fleet to threaten these isles. Still the crime is punished harshly. Likely you are the sole survivor of your ship.
Punishment: Death by hanging
Benefit: You may select either Bluff or Intimidate. The selected skill receives a +1 trait bonus and is always a class skill for you.
Sedition
You have attempted to covertly stir up rebellion against your rightful sovereign. This differs from high treason in that you attempted to convince others to make war against Talingarde instead of taking direct action yourself. A subtle difference to be sure. But it is the difference between receiving the swift justice of the axe instead of the slow suffering upon the rack.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you. Further if you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.
Slave-Taking
Slavery is illegal in Talingarde and a very rare crime. Still, once in a great while, slavers from the mainland will foolishly make an incursion into Talirean protected territories. When they are captured alive they are always made an example of.
Punishment: Death by beheading
Benefit: You receive a +2 trait bonus to attacks inflicting nonleathal damage.
Slave Trading
Slavery is legal in other parts of the world and it can be tempting to the most decadent of Talingarde’s nobility to acquire a “souvenir” when traveling abroad or to purchase the object of their desire from a less reputable merchant. However you ended up trading slaves in Talingarde, you were caught red handed and now you will lose more than simply your freedom.
Punishment: Death by beheading
Benefit: You receive one bonus skill point per level that must be spent on the Appraise skill. The Appraise skill is always a class skill for you.
2. Talingarde is a lawful good nation. Talingarde is a place of law and order. Violations of the law are punished severely but fairly. Talingarde is also a place that reveres the ideals of goodness. Clergy tend to the sick, often for no pay. Knights seek to protect the weak. Paladins are fabled individuals often featured in stories and songs. Talingarde might be, in all the world, the nation most committed to the ideals of law and good.
3. Talingarde is a monarchy. It is ruled by good king Markadian V called the Brave. Markadian is a much beloved ruler from a well-established royal family known as the House of Darius.
4. The King has no son. He does however have a daughter, the beautiful princess Bellinda who is twenty years old and still unmarried. The king and the princess are the only full-blooded members of the royal family, though they have lots and lots of cousins and more distant family. The King’s wife Lucinda died in child birth and he has never remarried.
5. The Victor was the first Darian king. Markadian V is actually the great grandson of Markadian I called the Victor who established the House of Darius and defeated the former royal house, the House of Barca, at Battle of Tamberlyn. The Victor remains beloved in Talingarde even decades after his death and you still see statues of him everywhere.
6. The only gods you are allowed to worship in Talingarde are the Trinity, Iomedae, Sarenrae, and Desna. Once other gods were worshipped, but that all came to an end under the House of Darius. Worship of Asmodeus, arch-enemy of the Trinity, is outlawed and punishable by death by burning. Worshipping other nonevil gods is technically allowed but highly discouraged and very rarely seen.
7. The Trinity are the ladies of Light. The Trinity each have their own aspects. A leader and protector, Iomedea. A guide and mentor, Desna. And healer and living flame, Sarenrae. The Trinity are benevolent goddesses and the arch-enemy of the First Tyrant, Asmodeus.
8. The Church of the Trinity is everywhere. No town in Talingarde lacks a church of the Trinity. The priests are almost always important men in their community. Women are also allowed to become priestesses but few do. The second most powerful man in the kingdom is the High Cardinal of the Church, Vitallian of Estyllis. There word is not law but it is heard and respected and ignored only infrequently. The House of Darius and the Church of the Trinity are allies dedicated to keeping Talingarde the bastion of goodness, law and devotion that it is today.
9. Asmodeus is the enemy of the Trinity and Talingarde. Only one faith is banned and punishable by death within the kingdom of Talingarde – the faith of the devil-god Asmodeus, the lord of the Nine Hells. Before the House of Darius rose, Asmodeus was part of the pantheon of Talingarde. Asmodeus was not loved, but he was feared and respected alongside the other gods. Markadian IV called the Zealot outlawed the faith and unleashed the Inquisition against it. In the Asmodean Purges of the twenty years ago, every temple and high priest of Asmodeus was burned. The Temple of Asmodeus never recovered.
10. Talingarde is defended by the Knights of the Alerion. The Knights are a storied and legendary order of warriors who uphold the right, protect the weak and work to see justice done. They are a religious order and everyone has sworn oaths to the Trinity. Uniquely, they are not all nobles. Even those of common blood may become a knight if they are deemed worthy. Not every Knight is a paladin, but their order has produced more paladins than any other.
11.Talingarde has six regions. The Island of Talingarde has six parts – The Cambrian Ports, The Heartland, the Borderlands, the Caer Bryr, the Savage North and the Lands of the Yutak. The Cambrian Ports are the three large cities of Talingarde that sit upon the Bay of Cambria. The Heartland is the farms and rural parts of Talingarde. The Borderlands are the northern reaches of the kingdom protected by the Watch Wall. The Caer Bryr is a great forest inhabited by the savage Iraen. The Savage North is a wasteland of ice ruled by monsters. And the Lands of the Yutak are scattered small northern islands
inhabited by strange men very different from the men of Talingarde (or Talireans as they are sometimes known).
12. Talingarde is protected by the Watch Wall. Twelve fortresses mark the northern border of the kingdom of Talingarde. These fortresses control every point of access from the Savage North and each holding an enchanted stone that wards that defend the land from incursion by the bugbears and other monsters that live there. Markadian V called the Brave earned that name defending the Watch Wall.
13. The game starts on the 7th of Sarenith 4713 (June in our world). Three days before Asmodeus's holy day "the Darkness Eternal".
13. Talingarde is at peace. But will it last?
What is Talingarde?
Talingarde is the most virtuous, peaceful, noble nation in the world today. This land is ruled by King Markadian V called the Brave of House Darius. He has only one heir – the beautiful princess Bellinda. This benevolent monarchy is heavily intertwined with the Church of The Trinity, the Shining Goddeses. You are from Talingarde. This is your home. You have lived here your entire life. And if they gave you half a chance, you would have your revenge on all of them.
Who is the Trinity?
The Trinity, the so-called Shining Godesses, are the god of the sun, bravery, honor, justice, charity and other such pusillanimous rubbish. The Church of the Trinity is the preeminent religion of Talingarde these days. The Knights of the Alerion, the elite warriors of Talingarde, are a Trinity order. The monks of St. Macarius, who travel the land healing the sick and the helping the needy, are also a Trinity order. The House of Darius, the royal family of Talingarde, are devout followers. It wasn’t always this way. Before the Darians took over, Talingarde worshipped an entire pantheon of deities. Preeminent among those deities was Asmodeus, Prince of Hell, Lord of Ambition and Order. Now it is forbidden to worship Asmodeus. To do so is to be condemned. The devoted followers of the Trinity destroyed all the Asmodean temples and burned his books and priests. There are no followers of Asmodeus anymore in Talingarde – at least none you know of. Devout Mitrans will not say the name Asmodeus. He is simply “The Fallen” or “The Enemy”.
The Six Regions of Talingarde
The Cambrian Ports
This is the center of the nation of Talingarde and the apex of its culture and power. This region is defined by three great metropolises – the capital Matharyn, the northern city of Ghastenhall, and the western port of Daveryn.
The Heartland
This is where most of the population of the nation of Talingarde lives and works. Seemingly one quaint village after another, this is a land of endless farmlands broken up only by small stretches of well-managed forest. Those who truly understand the nation understand that the Heartland is Talingarde’s strength. The cities may create its riches and culture, but without the stalwart yeomanry, country knights and hearty folk of the field, Talingarde would be only a dream.
The Borderlands
Located between the Heartland and the Savage North, this border region represents the limits of Talirean power. Unable to fully conquer the north after centuries of incursion and brutal conflict, it was King Accarius IV of House Barca called the Architect who constructed the first version of the Watch Wall. In more educated circles it is still called the Accarian Line. Accarius constructed nine castles guarding the border. Later Markadian I called the Victorious would add three more and called upon the priests of the Trinity to use their divine power to protect the people of the south. They constructed the Ward stones effectively prohibiting access to the Heartland from the North. The Watch Wall was intended to protect the Wardstones repeling monsters and savages so that eventually the rest of the isle could be conquered and pacified. It was never meant to be the permanent measure it has become. The success of the Watch Wall has bred complacency. Why invade the north when the south is so prosperous? The Watch Wall does such a fine job of repulsing the illled assaults of the barbarous humanoid invaders. Thus today, the Watch Wall is little regarded as a pressing military concern. The twelve castles are garrisoned and maintained but little is done to capture the Savage North.
The Caer Bryr
The Western frontier of the island is dominated by the massive forest that gives this region its name. Small Talirean border towns flourish in the less wooded south, but the north remains a land of mists and legends. The Caer Bryr is reputed to be haunted and filled with monsters. There are tales of dragons and ancient evils that still haunt the woods. The only ones who are able to travel here with impunity are the barbaric Iraen, a primitive human tribe that reveres the spirits of the woods. The Iraen neither revere the Trinity nor pay homage to the king, instead preferring their own crude animistic faith and barbaric chieftains. Worse, in times of hardship the Iraen can be quick to turn to banditry against Talirean settlements. Thus their relationship with Talingarde is strained at best. Still, beside the occasional raid or skirmish, there has never been large-scale warfare between the Iraen and the Talireans.
The Savage North
Beyond the Watch Wall lays the Savage North. Often this land is said to be nothing but an empty waste of ice and monsters. This is a complete fiction. The north is dominated by forests and plains rich in life. Here dwell three peoples long demonized or ignored by the more civilized folk of the south – the brutal burabar (the name the bugbears call themselves), the naatanuk (intelligent polar bears) and the mysterious ice elves. Though little is known about the North, this is certain – it is largest unexplored region on the island. Many a Talirean king has dreamt of conquering the North. So far, those dreams remain unfulfilled...
The Lands of the Yutak
This chain of islands is inhabited by the Yutak, short swarthy black-haired humans. These islands are cold, inhospitable places unsuited to farming or grazing, so the Talireans have left the Yutak to their own devices. Where the southerners see wastelands, the Yutak see oceans teaming with fish and seals. In their one-man kayaks and larger umiaks, they ply the open oceans hunting for fur and blubber. Occasionally, several small bands will unite to hunt a whale. Rarely, an umiak will appear out of the mist loaded with ivory and furs. These Yutak umiaks will sail into one of the western ports (a few have made it as far south as Daveryn), conduct their business and then disappear once more. The Yutak never trade for gold instead prizing steel, leather and strong drink. Wise merchants keep a stock of steel harpoon heads in case they encounter a Yutak trader. The Yutak will trade much ivory for a finely made harpoon.
Few Talireans speak the strange musical Yutak tongue and few Yutak understand common. The Yutak, much like the savage Iraens of the Caer Bryr, have their own gods and their own way of life. Still, where the Iraen are secretive and xenophobic, the Yutak are a gregarious people. Travellers along the western coast tell tales of Yutak who without invitation join Talireans around a campfire. The Yutak share their seal meat and sing strange but beautiful songs with strangers with whom they share no tongue. It is said that if you are polite and share your own food, the Yutak may leave a gift to mark their passing.
Major Settlements
Matharyn: Matharyn is the capitol of Talingarde. Out of the three great cities it has the largest population. To understand the history of this great city, you must understand the history of Talingarde itself. Every major civilization on the island has claimed this place for its own at one time or another. Matharyn is the oldest human settlement in all of Talingarde. Located at the southernmost reaches of the island – it enjoys amild climate. By the sea and the bay, the fishing is legendary. The promontory here commands entrance to the rich Cambrian Bay beyond. And the land upon the nearby peninsula is rich and arable. The only surprise about Matharyn would be if it were ever uninhabited. The first civilized settlers here were dwarves and they likely took it from the bugbears that once spread across this entire island. The old dwarven fortress controlled access to the bay and guarded against threats to the wealthy dwarven mountain holds within the inner kingdom. The old dwarvish word for ‘gate’ is ‘maat’ and likely that is where this place first got its name. When the first humans came – the Iraen – they settled here and in when the dwarves fell from prominence, the fortress fell into the hands of the barbarians. What name it bore then, none now know. Exact timelines become difficult throughout an age of illerate barbarian warlords. Exactly how many claimed lordship and how long they reigned is a matter of conjecture for scholars. However, the town was little more than a hill fort built from crumbling dwarven ruins surrounded by hovels when the Chelaxians arrived. Through the following years, what was once a single village had split into two, because of the squabbling of ancient chieftains. And so it was the Iraen who gave the city the second part of its name. Ira Annoch Araen (Ear-ah An-knock Ae-rain) meansroughly ‘the place of great lordship over all the people’. Of course foreigners could make little sense of such a complex and unpronouneable title, and so the second village was often simply called ‘Araen’.The twin villages of Maath and Araen were amongst the Chelaxians first conquests. The Iraen were caught off guard by the foreign invaders and unable to defend against their superior military might and unity. Maath-Aryn (this being the invaders’ best attempt at pronouncing the old Iraen words) was born under the Barcan kings of old. It became their capital. Then they built the sister city of Aath-Aryn. Though Aath was lost in a disastrous earthquake and now lies at the bottom of the sea, legends of lost Aath persist to this day. In time the Barcan kingdoms unified after a grueling civil war and the nation of Talingarde was born. By then, the name of Maath-Aryn had shifted to its modern spelling Matharyn and the city began to take on its more modern character. At first, it was a small city by the standards of the kingdoms of the mainland. The isle of Talingarde was always regarded as a remote backwater by more established kingdoms and Matharyn was scarcely known outside of the realm. It was only under the reign of the Victor that the city truly exploded in size and influence. The Victor, always a confident ruler, swept away the xenophobic isolationism of the Barcan regime and opened up trade with the mainland. Even though much of that trade ended up going through Ghastenhall, some went to Matharyn and the king taxed it all. The city grew rich and prosperous. From across the land, settlers moved to live near the shining court of the Victor. Matharyn doubled in size and doubled again. It became a true metropolis by the end of the Victor’s fourty-six year reign.
Ghastenhall: One of the three great cities of Talingarde, Ghastenhall is by the far the most cosmopolitan and liberal. Compared to the orthodoxy of Matharyn and the rigid legalisms of Daveryn, Ghastenhall is a hub of trade, art, theater, learning and culture. Ghastenhall is a city with one foot in
the past and one foot in the future. The duke is the last gasp of the old Barcan nobility that used to rule this island. His grandfather marched to war against the Victor. Of course, the old duke was also wise enough that when defeated he swiftly swore fealty to the new king. Still there is a lingering wound there that has never entirely healed. But at the same time, Ghastenhall is at the forefront of Talirean art and culture. Virtually every newbook and play written in Talingarde comes from this city. Most new music and fashion are born here. Almost anything truly new in the kingdom likely originated here. If you know what’s happening in Ghastenhall, you know what’s happening in Talingarde. Most trading vessels come to Ghastenhall to trade and spend their liberty at the infamous Red Quarter.
Daveryn: Daveryn is the last of the great cities of Talingarde and the smallest. The Port city has 13 districts each known for making their own unique brand of liquors. Otherwise the city is in the shadow of Matharyn and Ghastenhall but otherwise it was a thriving port city ruled by a less than competent Duke. Therefore it is a haven for organized crime.
Farholde: Farholde is the northernmost colony of Talingarde. This small city is a backwater, largely isolated from its parent nation by distance and danger. No King of Talingarde has visited Farholde since the Victor sat upon the throne. And yet, Farholde is a keystone of the realm’s defense. Without control of the delta that feeds into Lake Scardynn (pronounced SCAR-den) there would be no credible defense of the Borderlands.

Monkeygod |

I was considering the Legendary Sorcerer with the Diabolic bloodline. Would eventually take levels in the Infernal Disciple PrC.

The Harlequin |

Character Name
Lady Zallena Rol-Jackaroon {lesser Noble Trate}
IMAGE HERE
Race: Tiefling
Class : LE Legendary Cleric-Fiendish Vessel {Asmodeus}
Mythic: way of the Bound
TRAITS
Lesser Noble {Regional/Family}
Rich-Parents{Slave Traders}
heirloom-weapon {A bloody Big sword}
DRAWBACKS
Infamous{Fellow Nobles}
Paranoid{Just because your Paranoid it doesn't mean they are not out to get you!}
Family Ties {The Rol-Jackaroon Noble Family}
Crime : Murder {She poisoned a fellow Noble, who had connections she was unaware off, a political misstep that's all, just a misunderstanding }

Seth86 |
1 person marked this as a favorite. |

Character Name
Lady Zallena Rol-Jackaroon {lesser Noble Trate}
IMAGE HERERace: Tiefling
Class : LE Legendary Cleric-Fiendish Vessel {Asmodeus}
Mythic: way of the Bound
TRAITS
Lesser Noble {Regional/Family}
Rich-Parents{Slave Traders}
heirloom-weapon {A bloody Big sword}DRAWBACKS
Infamous{Fellow Nobles}
Paranoid{Just because your Paranoid it doesn't mean they are not out to get you!}
Family Ties {The Rol-Jackaroon Noble Family}Crime : Murder {She poisoned a fellow Noble, who had connections she was unaware off, a political misstep that's all, just a misunderstanding }
We aren't using drawbacks. Also you have to take a crime trait (which is a campaign trait) and 1 additional. For a total of 2 traits

The Harlequin |

Thanks Seth86, was in so much of a rush, I forgot that.
Will alter PC outline.
Ok then
Lady Zallena Rol-Jackaroon {lesser Noble Trate}
NEW IMAGE HERE
Going to Give her these race trait, I really like the idea she was mistaken for a Aasimar when born, looking like one, but then her true nature started to kick in.
Pass for Human
Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren’t often noticed unless the tiefling points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits). This ability alters the tiefling’s type, subtype, and languages
Race: Tiefling
Class : LE Legendary Cleric-Fiendish Vessel {Asmodeus}
Mythic: way of the Bound
TRAITS
Trait: Crime, Dual unto Death {She skilled a fellow noble when they uncovered the truth about her Tiefling heritage}
Trait: Lesser Noble {Regional/Family}
Born to a Noble family, she could not stop her feelings towards Evil, her world was larfull yes, but the frustration of having to always be good, when the fight against Chaos was do dire. It started with her collecting forbidden books on the hells and its faith, its ruler. Slowly and in secret started to play to Asmodus. Nothing was said back, no one came from the pits, but she felt power, and reading the text, she leaned to use that power. That was until someone found out her secret and she too action to shut their mouth forever... Now she sits in rags in a cell, for Killing a fellow noble in a duel, waiting for the Executioner's sword to fall. But each day she prays her her lord and master of the Hells. Biding her time
18
7 + 1d10 ⇒ 7 + (8) = 15
7 + 1d10 ⇒ 7 + (4) = 11
7 + 1d10 ⇒ 7 + (8) = 15
7 + 1d10 ⇒ 7 + (6) = 13
08

Two-Hands |

Would you be OK if a complete PBP newbie threw in an application? I've just started running my own game on here, I think I can handle running a PC alongside it. If you're open to it, I'll put my application up sometime over the weekend!
Here are some rolls just in case :)
Roll: 1d10 + 7 ⇒ (8) + 7 = 15
Roll: 1d10 + 7 ⇒ (6) + 7 = 13
Roll: 1d10 + 7 ⇒ (7) + 7 = 14
Roll: 1d10 + 7 ⇒ (6) + 7 = 13

Malleck of Alerion |

Malleck
Male human (Chelaxian) fighter (armor master) 1 (Pathfinder RPG Ultimate Combat 44)
NE Medium humanoid (human)
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
--------------------
Statistics
--------------------
Str 17, Dex 13, Con 14, Int 8, Wis 13, Cha 18
Base Atk +1; CMB +4; CMD 16
Feats Exotic Weapon Proficiency (falcata), Shield Focus, Soulless Gaze
Traits desertion, steel skin
Skills Climb +7, Craft (armor) +1, Handle Animal +8, Intimidate +10, Profession (soldier) +5, Ride +5, Swim +7
Languages Common
--------------------
Special Abilities
--------------------
Soulless Gaze Otherworldy dread infuses your gaze.
Traits
Steel Skin
Desertion

Lady Zallena Rol-Jackaroon |

@Harlequin
You will lose out on the extra 100gp as we start with nothing. Just making sure you understand that part :)
Good point, ok then lets go with
Noble {Regional Traits}You are a scion of one of the warring noble houses and are well versed in maneuvering though the cutthroat world of politics.
Benefit: You gain a +1 trait bonus on Knowledge (nobility) and Sense Motive checks.
I am going with the Noble gone bad background. Looking like an Aasimar yet acting like a Devil. Its how she hid she she truly was for sooo long.
More a PC maker than a Min-Max'er and I like to have an idea of who my PC is.

Malleck of Alerion |

FairyGM |
I was considering the Legendary Sorcerer with the Diabolic bloodline. Would eventually take levels in the Infernal Disciple PrC.
I'm completely fine with the Legendary classes. They are a little more powerful but like a said I'm used to that at my gaming table.

Grumbaki |

18 = 18
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (2) + 7 = 9
8 = 8
1d10 + 7 ⇒ (4) + 7 = 11
Interesting.
18/17/11/9/8/8. Two really good stats, 3 bad stats, 1 mediocre stat. Not the easiest thing to work around...
Race: Probably Faultspawn Tielfing
Stats: Str (9) Dex (20) Con (17) Int (8) Wis (13) Cha (6)
Legendary Shifter Legendary Shifter with
Elemental Nexus Archetype
Might take mystically trained as well.
Lvl 1 Feats: Improved Unarmed Strike (class), Weapon Finesse (level)
I think that the plan will be to rush mythic weapon finesse for dex to damage with unarmed strikes. It seems interesting. I love the kineticist powers, but dislike having to deal with burn. I also love the elemental shifter, but dislike how wild shape is worthless. This combination fixes both of those problems.

FairyGM |
Would you be OK if a complete PBP newbie threw in an application? I've just started running my own game on here, I think I can handle running a PC alongside it. If you're open to it, I'll put my application up sometime over the weekend!
Here are some rolls just in case :)
** spoiler omitted **
Beginners are welcome. As I said in the OP it's my first time running a PBP too.

Lady Zallena Rol-Jackaroon |

GM I would like to give my PC this Feat at 1st level
helps her hid who she is, As I love the idea she is a devil-spawn tiefling who look like an Aasimar and when anyone tries to find out her aliment it comes back as inconclusive.
Damnation feat - mask-of-virtue

Seth86 |

GM I would like to give my PC this Feat at 1st level
helps her hid who she isdamnation feat - mask-of-virtue
I'm also going that route. I just started with the Intimidation one
Do we all get to reroll lowest one? ;)
Also. Do we START with mythic? I don't think so, but I am just checking

Jolene. |

So mythic but not Gestalt... Probably rules out Jolene a character I made for this AP a few years that sadly didn't get far, but I'm somewhat taken with the idea of an Arsonist... I'll see if I get inspired :)
1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (5) + 7 = 12

FairyGM |
Lady Zallena Rol-Jackaroon wrote:GM I would like to give my PC this Feat at 1st level
helps her hid who she isdamnation feat - mask-of-virtue
I'm also going that route. I just started with the Intimidation one
Do we all get to reroll lowest one? ;)
Also. Do we START with mythic? I don't think so, but I am just checking
I'm ok with Damnation feats. I don't like them for my characters but if you want to use one be my guest.
I was going to just let Grumbaki reroll one, but sure everyone get's to reroll the lowest rolled ability score.
No you don't start mythic but will become mythic around level six.
I also forgot to mention to everyone that I will be using milestone leveling. so no XP

Amalrus Almuric |

Rebuild done. Minor edit for the reroll and done.
Crime - Desecration (but really he committed oh so many crimes on that fateful night is one really all there is to talk about?)
As he got older so did his parents and they were able to travel less and less. Still, having moved about so much his knowledge of the ins and outs of the Kingdom were considerable. His siblings grew older and moved out and away to various places in the Heartlands. His parents, tired but finally somewhat well of, moved to Ghastenhall that Amalrus might pursue a trade much more lucrative than that of the traveling jeweler, Master of the Arcane.
Charismatic and Brilliant, Amalrus excelled at University. There he focused on the Arcane Arts in the service of course to Mitra. That is until he met Celeste. A fellow Acolyte, she was from an influential Noble Family in Daveryn. Amalrus was smitten in a way he had never been before. Celeste used Amalrus’ obvious lust to deliver him to her secret Lord Asmodeus. Soon enough Amalrus was not only in love with Celeste but with her Master who seemed to be so much more and yet so much less than what the Mitrans portrayed him to be.
A life of leisure and comfort were Amalrus’ for the taking, the Mitrans puritan teachings began to grate of the young man who longed for the freedom that Asmodean teachings and beliefs could provide.
Soon enough, his schooling was over and Amalrus was ready to defend the Realm from those who would seek to do it harm, or so he pledged anyway. Of course he lied, before leaving University, he pilfered scrolls of forbidden art and made his way to Daveryn, the home of Celeste. Though when he arrived there he simply could not locate her.
There he used his Charisma and powers, especially his unique powers to change his appearance, to begin to grow a small cell of Asmodean followers. His family upbringing served him well as he was able to fashion several Holy Symbols of Asmodeus, many that could be shifted to resemble those of Mitra! Though not a proper Cleric, he knew that providing such items to followers could spark the divine in one of his own flock. As the years went by his numbers grew modestly and his powers were held back by the lack of Wizards besides himself in the Borderlands.
He was still “young” but getting no younger, Amalrus decided to take drastic action. He would use those scrolls he had stolen several years ago to summon a minions dedicated to his Dark Lord. In exchange for loyalty, he would have power, even if it meant selling a piece of his soul to get it. With little to go on quite “how” to do so, after all, Asmodean chapbooks were in short supply!, Amalrus decided that he needed to do something to gain the attention of one of Asmodeus’ netherworld creatures.
Two months ago, with his cell of cultists, those remaining serious about that afar and not using it as an excuse for an orgy, traveled with Amelrus in the dead of night to one of the local Churches in the Borderland. There they took the priest and his altar boys unawares. The boys were gutted but the priest was the ingredient he really needed. Upon Mitra’s own altar did the cult sacrifice the old priest, bathing the altar in his blood, the pearly white became crimson red. Just as the man was going to his God, Amalrus cast the summoning. One he should never have tried.
Something came alright, something fiery alright, an Asmodeans’ damned Angel! It glared and slayed and glared and slayed the entirety of the cell. Amalrus tried to flee but the thing captured him at the doors just as the sun was rising knocking him unconscious to, “pay for your sins black hearted mortal” was the last thing Amalrus remembered hearing.
He woke next in prison. His family ashamed of what he did having turned their back upon him, he used the remaining amount of his personal wealth to locate Celeste to aid him but she could not be found. Still, he would not cower or show fear to these Mitrans! In his “trial” such as it was, Amalrus remained defiant, insisting that the altar looked much better blood red than pearl white. He did manage to convince the Magistrate that he did not kill the priest, just directed the use of his Blood to Desecrate the Church. For all the good that did! The damn sentence was death regardless.
Now Amalrus waits in Brandescar, lamenting what could have been and beginning to realize that his life would soon be over, with Mortality staring him in the face, Amalrus is almost ready to crack, almost. He prays to Asmodeus three times a day, asking for “divine” intervention”. So far little has come of his pleas…

FairyGM |
I assume this is going to use 1e, but want to make sure. You know how those lawyers are, always check the fine print, right Asmodeus?
Sorry I missed you. Yes. this is 1e.
@Everyone sorry for all the mistakes. Everyone should be aware of the fact Mitra will not be used in this campaign. Instead we will be using the Trinity of goddesses, Iomedea, Desna, and Sarenrae.

Storyteller Shadow |

akododani wrote:I assume this is going to use 1e, but want to make sure. You know how those lawyers are, always check the fine print, right Asmodeus?Sorry I missed you. Yes. this is 1e.
@Everyone sorry for all the mistakes. Everyone should be aware of the fact Mitra will not be used in this campaign. Instead we will be using the Trinity of goddesses, Iomedea, Desna, and Sarenrae.
As you read Amalrus' background feel free to insert "the Trinity" wherever I mention "Mitra", if selected I'll fix that in my profile backstory.

Therenger |

I am intrigued and have monk with a character background that would be perfect for this - got his parents killed when he was a child and went further off the rails from there. The DM for that recruitment said it was "dark," probably too dark.
But... I've done something like this before on pbp and my experience is that some players conflate evil with selfishness, and have no qualms about threatening other PCs to the point of belligerence, which I think is just really annoying. Though the GM was a very good storyteller and extremely patient teaching the system, there was no conversation about how evil PCs should play together. The campaign chewed through many players and eventually fizzled out. Will there be guardrails for this campaign? LE seems like a good start - having some kind of code to stick by... What are your general thoughts for player conduct? I would love to be in an evil game that works.

FairyGM |
2 people marked this as a favorite. |
I am intrigued and have a character background that would be perfect for this - got his parents killed when he was a child and went further off the rails from there. The DM for that recruitment said it was "dark," probably too dark.
But... I've done something like this before on pbp and my experience is that some players conflate evil with selfishness, and have no qualms about threatening other PCs to the point of belligerence, which I think is just really annoying. Though the GM was a very good storyteller and extremely patient teaching the system, there was no conversation about how evil PCs should play together. The campaign chewed through many players and eventually fizzled out. Will there be guardrails for this campaign? LE seems like a good start - having some kind of code to stick by... What are your general thoughts for player conduct? I would love to be in an evil game that works.
You make a good point. Everyone in this campaign will be offered a choice, move on into obscurely, or accept a deal with the devil. You will be signing a contract that has rules regarding loyalty to each other. Violating these rules will end in Hells wrath. This means each of those selected must act in the best interest for the group or go directly to hell. Make a new character.
For those who might be unaware of how a Lawful Evil should act, look over the following discussion here. If you still need guidance just ask in the discussion and someone will surly help.

Therenger |

You make a good point. Everyone in this campaign will be offered a choice, move on into obscurely, or accept a deal with the devil. You will be signing a contract that has rules regarding loyalty to each other. Violating these rules will end in Hells wrath. This means each of those selected must act in the best interest for the group or go directly to hell. Make a new character.
For those who might be unaware of how a Lawful Evil should act, look over the following discussion here. If you still need guidance just ask in the discussion and someone will surly help.
Very good. I'll be submitting a character who is basically Evil Peter Pan, connected to a small army of gangster children. Though, I kinda think Peter Pan, in many ways, was lawful evil as written.

Brannin Dowtry |

To my surprise, Brannin as a character has really changed while building him. He is now an Aasimar who thinks he is a Tiefling. Mechanically, he will be going down a natural attack build. Starts with 2x primary attacks, will end up with 5x.
One would think that life would be easy for an aasimar in Talingarde. For Brannin, fate was not so kind. Born into a family infamous for having been loyalists to the House of Barca. At Battle of Tamberlyn nearly every male of military age perished, with the surviving family stripped of title and land. It was only by swearing allegiance and renouncing their fallen kin did the Dowtry line survive. But even then, they were hounded by rumors. Rumors of disloyalty, of not being pious enough, even of making deals with the infernal. For those who remembered them and their fall from grace, it was said that the line had only produced tieflings.
When Brannin was born, he seemed like a regular child. He was born a commoner, and had thought that he would grow up to be much like anyone else. That is, until he reached puberty. That is when his eyes began to change, becoming noticeably like that of a bird. With this came the ability to see in the dark...and then his arms began to change. His skin hardened, looking and feeling more like wood than flesh. His parents, terrified, went to a priest. Seeing within the boy outsider blood, a simple test was done to see what he was. For it was well known that a tielfing, having come from the damned hells, could walk through flame untouched. But an aasimar, coming from the high heavens, would be burnt. For young Brannin, his life took a decidedly dark turn when he found that he did not burn.
That was all of the proof that was needed. When word spread that he was a tiefling, it did not take long for everyone to remember his family's history. The years stretched on, and life became harder. His father's business dried up, and he took to the bottle. His parents' marriage became strained, leading to a divorce. His mother moved away, going back to her home town and her parents. She took Brannin's younger siblings with her. With her gone, his father all but ignored Brannin. The last thing he remembered before his father drank himself to death was him drunkenly admitting that his one wish was that Brannin had never been born.
Now an adult, Brannin was left with naught but bitterness, anger and hate. Bitterness at how his life had fallen apart. Anger at the shining glory of the crown, the hypocrisy of the priests, and the cruelty of the common man. And hatred for himself, for it was his tainted blood which had not only ruined his life, but that of his family.
This all came out one day, as after working as a laborer (the only work he could find), he had spent all of his coin the same way his father did. And once drunk he committed an unforgivable crime. When others came to taunt him, he went into a diatribe. He ranted and raved against the Gods and against the King. He did all he could to convince any who would listen that the King was not worthy of their loyalty. That he should be deposed. That the entire concept of monarchy was in and of itself ridiculous! By the time he was done the guards had arrived. And what did they find? A tiefling, from a bloodline that had fought against the crown, practicing sedition! It came as a surprise to none that he was sentenced to death.

Pasha of the Nightsands |

Let's see what the dice give me to work with and I'll figure something out from there.
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (10) + 7 = 17
Let's see what a re-roll for the lowest would look like...
1d10 + 7 ⇒ (4) + 7 = 11
Welp, that removes the possibility of something MAD. This will probably require some thinking on my part since I'm a fan of the more MAD classes like Monk, Paladin/Antipaladin, etc.