Tag: Mabsrath

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  • Demonologia Sexualis

    *Using the Tome:* Anyone in possession of a copy of the _Demonologia Sexualis_ can reincarnate a deceased character as a Demon (regardless of class or level). It takes one hour to consult the tome to devise the proper ritual. Each ritual requires the …

  • Apalachee Scrollbook

    h3. Unique Spells [Pathfinder Rules] h4. *Mad Bear's Cobrabolt* *School:* Transmutation *Level:* Antipaladin 1st, Bloodrager 1st, Druid 2nd, Ranger 1st, Shaman 2nd, Sorcerer/Wizard 2nd, Witch 2nd *Casting Time:* 1 standard action *Components:* V, …

  • Adventure, The Sixth

    *August 11, 1720 -- Night* [[File:706143 | class=media-item-align-right | 156x159px | Oleg_Leveton.jpg]]After being let into the [[Swift Run Gap Trading Post | Trading Post]], our heroes finally got a good look at their host. The man certainly did not …

  • Adventure, The Seventh

    *August 12, 1720* After the incident with the Tuscarora trying to burn down the gate, the night passed uneventfully. With the morning came the difficult decision of what to do next. Tess and Rhodri, independently and almost simultaneously, came up with …

  • Adventure, The Tenth

    *August 15, 1720* After a late night running from werewolves, Thond and Siclare were awakened by the sounds of someone approaching their camp not-at-all stealthily. Siclare rolled over, waving her arms ineffectually, and mumbling something about not …

  • Adventure, The Fifth

    *August 10, 1720* The party awoke the next morning to the rich smell of roasting bear meat -- or was it turkey? Despite having slain and skinned an owlbear the night before, it took an unusually long time for their minds to equate the horrible …

  • Adventure, The Thirteenth

    *August 19, 1720* Once the dragon's enforced laughter died down and the will-o-wisps had been driven off, Tess went strait to the warrior on whom the wisp had been feeding. While she was unable to find any apparent wounds or other obvious damage, the …

  • Adventure, The Second

    *August 3, 1720* The "Zen-Topple barn":https://www.google.com/maps/d/u/0/edit?mid=193QNkfmOW7jDglR3_DPOT9JKLbM&ll=38.371284661787115%2C-77.79230116313477&z=13 was dark and crowded. Built to house the family's single cow, tools, and hay and fodder for …

  • Adventure, The Ninth

    *August 14, 1720* After returning to the trading post and getting a good night's rest, Tess pulled out "Bokken's map":http://golden-horseshoe.obsidianportal.com/items/elisha-bokken-s-map and broached the important question to the others: "Do we trust …

  • Adventure, The Eleventh

    *August 16, 1720, Midnight* Our heroes reached Oleg's Trading Post less than a half-hour ahead of the Tuscaroran raiders. As the gate slammed behind them, Tess and Rhodri ran up onto the walls, shouting alerts for everyone to wake up and the musketeers …

  • The Courts of Faerie

    _An excerpt from the Diary of Henrye Allingham_ "... Four ships, two each for the Seelie and Unseelie courts constantly circle the island at a slow steady pace, never deviating from their courses. The two amorphous, rainbow-hued ships of the …

  • Adventure, The First

    [[File:684915 | class=media-item-align-center | 0d472d1beaf58f726e086a588c9aaa46.jpg]] ---- *August 3, 1720* It was a big day in Germanna. Count Spotswood had called the slave auctions, normally only held in larger colonies such as Williamsburg …

  • Regarding Slavery

    Slavery is a common institution throughout the known world. Wealthy Imperials, both at home and abroad in the colonies, commonly keep slaves, as do the Hapsburgs, the Ottomans, the Chinese, various Native American tribes, the Lords of Faerie and others. …

  • Adventure, The Third

    *August 5, 1720* While the forests west of Spotsylvania were not particularly dense, with numerous game trails running through the underbrush, navigating at night, with a new team of oxen and the long train of escaped slaves, over hills crossed by …

  • Adventure, The Fourth

    *August 5, 1720* After loading up the five large deer carcasses, the group backtracked half a mile and pitched camp on the banks of the Rocky Branch. Vicious, the pony, informed them that the carcasses needed to be dressed out soon, and that they would …

  • Adventure, The Eighth

    *August 13 1720* Waking up early the next day, Rhodri suggested that they try _again_ to find the old hermit their host had told them about. Tess, Liadan, Siclare, and Sara agreed to accompany him -- the men being total wimps as usual. Then Tess …

  • Adventure, The Twelfth

    *August 17, 1720* After yet another very late night, the party woke late the next morning. Not wanting to waste time, they quickly gathered up their things and went to find Bittercress. They found her and the other Tuscarora warriors just outside …

  • Adventure, The Fourteenth

    *August 20, 1720* Their interview with Shaking Snow finished, our heroes returned to the chieftain's longhouse and, finding him still passed-out drunk, bedded down for the night. The next morning... _Sorry I'm several weeks behind on this, life …

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    notextile.

    Dormin

    _"There is only one god, and his name is Death. And what do we say to death? 'Not today.'"_ [[File:604561 | class=media-item-align-center | hqdefault.jpg]] Dormin, the "Godking of the Colossi", is a mysterious shadowed entity, living on the " …

  • The Drowned

    _"Enlightened rule by the dead is preferable to the misguided failures of the living."_ All beings die, and, when they die their are only two options: Rot or Drown (or so people say). Any sentient being that perishes while submerged in the strange …

  • An Alternate History of World Religion

    *The Church of Cultural Appropriation* One religion has dominated the entire history of the western world (no, not Judeo-Christianity) -- Cultural Appropriation. The Egyptians, the Greeks, the Romans -- all of these shared a tendency, not to …

  • Players Primer

    h4. *Frequently Asked Questions.* *Quick Topics:* * [[Story So Far | The Story So Far]] * "The World":#world * "Races":#races * "Religion":#religion * [[Character Creation]] * [[Currency | Imperial Currency]] ---- h4(#world). *The World:* …

  • Life, Death, and What Comes After

    _All beings die, and, when they die their are only two options: Rot or Drown (or so people say). Any sentient being that perishes while submerged in the strange waters of the world will return as one of the [[The Drowned | Drowned]]. The only intelligent …

  • Character Creation

    Questions about the setting? Check out the [[Players Primer | Player's Primer]]. All races, classes, feats, equipment, etc. (including third-party options) on the "Pathfinder SRD":http://www.d20pfsrd.com/ are allowed, as are certain "Homebrew Classes …

  • Currency

    h4. *Some Reasoning:* *"Skip to the Money":#coins* In an attempt to use real-world sources as a basis for this game, we will also be using real-world currency standards of the time (roughly 17th-century England)...which are much stranger and less " …

  • Shields Shall be Splintered

    [[File:604811 | class=media-item-align-center | Splintered-Shield.jpg]] It is a given among D&D players that, with the rules as written, shields are underpowered. It doesn't get the prestige it deserves. There's a reason it was a staple of the …

  • Custom Feats

    _Being a collection of feats which are reference on "d20pfsrd":http://www.d20pfsrd.com/ but not provided in full as well as new feats unique to this campaign world._ *See also:* [[Vow Feats | Vow Feats]] *Favorable Indecision* (General) * …

  • Expanded Fighter Weapon Training

    The array of armaments available to archers, armigers, assassins, and the like has grown considerably since Paizo first published the fighter and the categories of weapons used in the class's weapon training ability. Ultimate Combat, Ultimate Equipment, …

  • The Alice

    An archetype for the *"Rogue":http://www.d20pfsrd.com/classes/core-classes/rogue* class _based on the *Alice* class from the "Lamentations of the Flame Princess":https://www.lotfp.com/ "A Red and Pleasant Land":http://www.drivethrurpg.com/product/141032/A …

  • The Gourmand

    In the remote reaches of the world, hidden in swamps and underground enclaves, can be found schools of the Way of Gourmand. Here secluded master chefs teach their students to pursue one goal, the search for that which most pleases their tastes. Gourmands …

  • Warlock

    _This is an adaptation of the "Warlock":http://www.d20pfsrd.com/classes/3rd-party-classes/adamant-entertainment/warlock class published by Adamant Entertainment Group, itself an adaptation of the D&D v3.5 Warlock class which appeared in +Complete Arcane+. …

  • The Tovenaar

    Initially presented as an Archetype of the "Magus":http://www.d20pfsrd.com/classes/base-classes/magus class, the Tovenaar has sufficient mechanical differences that it seems appropriate to make it a class in its own right, with archetypes of its own. …

  • New Spells

    h4. *Creature Loresight* *School:* Divination *Level:* Bard 1st, Druid 1st, Inquisitor 1st, Occultist 1st, Psychic 1st, Ranger 1st, Shaman 1st, Sorcerer/Wizard 1st, Witch 1st *Components:* V, S *Casting Time:* Standard action *Range:* Touch * …

  • Family and Campaign Traits

    In addition to the traits automatically granted by each [[Character Creation | Playbook]], the playbooks also allow you to select a single Family or Campaign trait at character creation. Certain traits may be made available depending on the specific …

  • Playbook: Apprentice Court Sorcerer

    Born to a noble family, your desire was not to learn the ways of war or rulership as the other noble children did, but to study the arcane arts under the venerable court sorcerers of The Empire. You took to the difficult studies well, and are now ready to …

  • Playbook: Assistant Beast Keeper

    The old witch in the village took a liking to you when you were still young, and you now keep her animals for her. While what you do may seem inconsequential, the witch seems to consider you to be vitally important, and favors you above all others. You …

  • Playbook: Beached Tar

    While young, you are a sailor in the Imperial Navy. Your first voyage escorting settlers to the colony was a long one, but your first "shore-leave" has been even longer. Damaged by a storm, your small ship has been in port undergoing repairs for more than …

  • Playbook: Devout Acolyte

    While your childhood was that of an ordinary villager, something miraculous happened when you came of age. After a dramatic event, you felt the call of the "gods":https://golden-horseshoe.obsidianportal.com/wikis/players-primer#religion, and now serve one …

  • Playbook: Drowned Patron

    You were among the first colonists to arrive here, and the first to die. Luckily, you were one of those destined to die by water, your lungs filled with the mystic waters of the world's seas. You returned as one of the drowned and have enjoyed a position …

  • Playbook: Dungeon Delver

    You were a common villager like any other. One day, however, you discovered an underground complex near the village filled with ancient gold and many dangers. You made it out with your life, newfound wealth, and a fabulous story. You have an inkling that …

  • Playbook: Dwarven Adventurer

    The lands of your own people in the hills and mountains are no longer a home for you. You have journeyed to the lands of men to find your fortune and make your own way. Somehow, you have made strange friends in places where you expected to find only foes. …

  • Playbook: Exiled Puritan

    You are a [[Dormin | Puritan]]. While you are not necessarily evil, your faith is criminalized throughout both The Empire and the Kingdom of Hapsburg. You are shunned and hunted everywhere you go, a "hostis humani generis":https://en.wikipedia.org/wiki/ …

  • Playbook: Experimental Alchemist

    You were always a bright child, and loved stories about the latest scientific discoveries. Unfortunately, there was no one around to teach you such things. In fact, sometimes you wondered if the stories from the mainland of houses lit by burning gases or …

  • Playbook: Fae Foundling

    -You were found in swaddling clothes beneath an ancient standing stone near the village, a fae token on your breast. Some of the villagers were kind and took you in to raise you as their own. You have a natural gift with magic and, while some are still …

  • Playbook: Fae Mentor

    From the distant home of your people you have come to the lands of men, peddling your wares as you go and living a life of freedom. For some reason, you picked this village to settle in. You don’t even like it. To make matters worse, there are these …

  • Playbook: Fae Outrider

    Back in the Faerie realm, you were one of the warriors of your people. You patrolled the borders of your homeland on your trusty pony, watching for bands of marauding giants, dark fae, and lost humans. Now you have journeyed far from home on adventures of …

  • Playbook: Fae Ranger

    You are a remnant of one of the hidden communities of the fae. The forests and wilds are your home, and you wander freely within them, watching communities of men, tracking destructive pirates, and protecting the wild places of the world. Now you live …

  • Playbook: Foreign Diplomat

    You come to The Empire from a "foreign land":http://golden-horseshoe.obsidianportal.com/wikis/players-primer#world (such as Russia, China, the Kingdom of Hapsburg, the Ottoman Empire, the "Hanseatic League":https://en.wikipedia.org/wiki/Hanseatic_League, …

  • Playbook: Forgotten Child

    With so many other children in the family, you never really found your place. Your siblings spent their time learning to be great leaders and rulers, or doing other important things, and you were mostly left to your own devices. You spent a lot of time by …

  • Playbook: Future Warlord

    As the eldest of your family, it has fallen to you to learn to rule, to lead men in battle, and to inspire your people. While you have only been tested once, you proved yourself well, and are now ready to earn the right to take your father’s place. * …

  • Playbook: Gifted Dilettante

    You are not the eldest in your family. You are not the greatest warrior of your many siblings, or a diligent student of the arcane arts. Rather, you have a broad range of abilities, a sharp mind, and a winning smile. You’ve also dabbled in some things you …

  • Playbook: Heir to a Legend

    Your father has always told you stories of how great a hero he was. Many of the other villagers scoff at his stories and pity you for being raised by such a liar, but you know that he is true and honest. Now you will make a name for yourself to make him …

  • Playbook: Highborn Fae

    The border between the mortal realm and the realm of faerie is quite permeable. The Empire has been accepting of Elves, Gnomes, and other descendants of the fae since it was still only the isolated kingdom of England. While your people are more scarce now …

  • Playbook: Initiated Magician

    You learned the secrets of the cosmos from a secretive order of powerful magicians. Members of your order are few and scattered, but lay upon themselves the task of defending the world from darkness and teaching truth to the willing. Who better for you to …

  • Playbook: Landless Noble

    Your family fell from grace and lost its lands and fortune. Now you stay in another great house at the pleasure of the colonial governor, a situation of some embarrassment to you. Still, there are many young people about, and how better to teach them than …

  • Playbook: Learned Tutor

    In your youth you were the sixth child of a noble house. With nothing much to do, you took to education and learned everything your tutors could teach, then read more and more and more, until you were one of the most learned people in the land. Now you …

  • Playbook: Local Performer

    You grew up obsessed with ancient stories and songs, the oral history of your people. As a child, the stories told around the hearth at the inn and by traveling minstrels seemed more real to you than your own daily struggles in the village. Now that you …

  • Playbook: Nihonese Exile

    You and your family have been exiled from your home in Nippon following the "Shimabara Rebellion":https://en.wikipedia.org/wiki/Shimabara_Rebellion. Your family struggled with the harsh journey and eventually settled in the Imperial colonies. Many shunned …

  • Playbook: Nobleman's Wild Daughter

    You were never quiet and demure, as some would have wished you to be. You grew up on tales of heroes, mighty deeds, and great battles. You learned the ways of war in secret and can now best any lad in the castle. *Prerequisites:* Must be female. * …

  • Playbook: Novice Templar

    One of The Empire's chivalric orders has accepted you into its ranks, and you have sworn to protect the weak and oppose darkness. The gods bless your blade and give you great prowess in battle. While you have been vested by these knights, you are still a …

  • Playbook: Outspoken Abolitionist

    You are a strong opponent of the practice of slavery, which is common throughout the Empire and its colonies. While yours is a minority opinion, you see yourself as part of a growing movement and do whatever you can to help the plight of those enslaved by …

  • Playbook: Rebellious Slave

    Slavery is common in the Empire, especially in the colonies, with free laborers captured and shipped from all over the world--prisoners of war, natives of colonized lands, and tribesmen from Africa. You are one such slave. Years of mistreatment and back- …

  • Playbook: Retired Veteran

    You’ve had your fill of war. When you were a younger man, you served in the Imperial Armed Forces, campaigning far from home. Now you have settled in the village, ready for a quieter life. There are these kids around though, and someone has to teach them …

  • Playbook: Reformed Bully

    You grew up picking on the weak and the outcast, but lately things have changed. You’ve seen the errors of your ways and have forged a strong friendship with the other villagers. *Prerequisites:* None. *Starting Stats:* You were a very tough kid, but …

  • Playbook: Self-Taught Mage

    You were always a bright child, and loved stories of ancient wizards and sorceresses who mastered the arcane arts. Unfortunately, there was no one around to teach you such things. In fact, sometimes you wondered if the stories of magic were even true. …

  • Playbook: Shrewd Pactmaker

    While other children were playing, you were learning to strike a deal. When you came of age, you were presented with the opportunity of a lifetime, a chance to strike a bargain with a power from beyond the mortal realm. Whether you should have is still a …

  • Playbook: The Cursed

    Somehow you’ve gained the ire of the witch that lived just on the outskirts of the village. In the dead of night she placed a diabolical curse upon you. You woke up to find yourself changed into an anthropomorphic animal.[1] How have you coped with such a …

  • Playbook: Untested Thief

    Some young would-be adventurers get by with their sword arm or with words of power in the language of magic, but you need neither. The world is full of things to see and enjoy, and your fingers are more than quick enough to let you have what you like. …

  • Playbook: Village Hero

    While you are still young, you have made quite the name for yourself in the village. The common folk look to you to solve their problems and protect them from dangers. *Prerequisites:* None. *Starting Stats:* You are sturdy and well-built. Your …

  • Playbook: Village Monster

    You are, literally, an inhuman monster, savage and _other_. You come from far beyond the civilized lands of The Empire, but, for some reason came to the village long ago and have slowly gained acceptance among the Imperial colonists living there. You can …

  • Playbook: Witch's Prentice

    Every great mage was a student once. Some say the true heart of magic is the simple, practical work of the village witch. Your village, like many, had its own crone who tended the sick and blessed the fields. She chose you as her apprentice. * …

  • Playbook: Would-be Knight

    You grew up sitting wide-eyed round the fire, listening to stories of knights and heroes who slew dragons and saved The Empire. The other children liked those stories as well, but you lived for them, and you promised yourself that you would grow to be a …

  • Playbook: Young Woodsman

    Hunter, gatherer, or guardian, it takes a brave soul to wander the woods. You go where few in your village would dare, and, moreover, you feel at home in those places. You know every twig and leaf for miles around, and all your friends look to your …

  • The Blue Mage

    _An archetype for the *"Wizard":http://www.d20pfsrd.com/classes/core-classes/wizard* class based on the *Blue Mage* class from the "Final Fantasy":http://finalfantasy.wikia.com/wiki/Blue_Magic series._ [[File:665042 | class=media-item-align-center | …

  • Germanna Colony

    *"Check out the map":https://drive.google.com/open?id=193QNkfmOW7jDglR3_DPOT9JKLbM&usp=sharing* Germanna was the first German settlement in the Colony of Prosperia, settled in two waves, first in 1714 and then in 1717. Lieutenant Governor Alexander …

  • The Aerial Corps

    [[File:669925 | class=media-item-align-right | 283x394px | aerial-corps.jpg]]Run by the Aerial Command, the Corps is the branch of the Imperial military which engages in combat and other duties with dragons. Around the time the Dragon Plague was ravaging …

  • Playbook: Tribeless Native

    You are a native of one of the lands colonized by the empire. Somehow, whether by force or choice, you have become separated from your own tribe. A man without a people, you have latched on to the colonial village, integrating yourself as best you could …

  • Swift Run Gap Trading Post

    [[File:699190 | class=media-item-align-right | 320x182px | tumblr_lnx9wl0zGc1qdt6jzo1_1280.jpg]]The Trading Post at Swift Run Gap is located at the crest of the Blueridge Mountains. Owned and operated by a stern and somewhat unimaginative man named Oleg …

  • Ayam Cemani

    Originally from Indonesia, this breed of chicken has quickly spread throughout the known world thanks to Dutch traders, who refer to it as the "Svarthöna". These chickens take ‘dark’ into an entirely different realm. Their feathers are black. Their skin …

  • Shenandoah

    *Quick Links:* | "Major Locations":#geography | "Dramatis Personae":#people | "Cultures":#polities | "Bestiary":#bestiary | ---- h4(#geography). *Significant Geographic Locales* [[Swift Run Gap Trading Post | Swift Run Gap Trading Post]] …

  • Unusual Spells of the New World

    *Cantrips:* [[New Spells | Sotto Voce]] *1st-level Spells:* [[New Spells | Creature Loresight]] "Mad Bear's Cloud of Disappearing Smoke":http://golden-horseshoe.obsidianportal.com/items/apalachee-scrollbook [[Neural Networked Spells | End Wall]] …

  • Nullify Weapons

    h4. *Nullify Weapons* *School:* Conjuration (calling, teleportation) *Level:* Bard 2nd, Druid 3rd, Occultist 1st, Sorcerer/Wizard 2nd, Summoner 1st, Witch 2nd *Casting Time:* 1 standard action *Components:* V, S *Range:* Close (25 feet + 5 ft./2 …

  • Buffalo Soldier

    Buffalo Soldiers are members of the personal guard and army of Razh Jah, the king of [[Pulau-Razh]] and the god of the [[Jahans | Jahan]] faith. Combining expertise in mounted combat with unwavering faith and divine power from Jah, these warriors are a …

  • Blitzer

    Sports are a common and popular entertainment across the world. Most of these are fairly mundane: races, wrestling, various things involving throwing or catching balls. One sport though stands out from the crowd. *_Blitzball_*. Recently introduced in …

  • Intro Page -- Deprecated

    notextile.

    Playbook: Awakened Mind

    While magic and the occult are things long practiced in the Empire, the powers of the mind are much less well understood. Increased trade with the East and the scientific pursuits of the enlightenment have started to reveal such "psionic" powers in some …

  • Pneumat

    notextile. Pneumat CR 3 [[File:723374 | class= …

  • Bug Collecting

    The "New World" of North America is filled with all manner of unusual creepy crawlies. Most of these are generally harmless to humans and their ilk, and don't really qualify as monsters, and thus are generally beneath the notice (and feet) of most …

  • Story So Far

    *_While all of the adventures of our intrepid band of heroes are recorded in detail in the "Adventure Logs":http://golden-horseshoe.obsidianportal.com/adventure-log, this page shall stand as a quick-reference/summary for those that are new here..._* h4 …

  • Neural Networked Spells

    h4. *Moss Healing Word* *School:* Transmutation *Level:* Druid 2nd, Ranger 2nd, Shaman 3rd, Witch 3rd *Casting Time:* 1 swift action *Components:* V, S, M (a few spores from any moss, mold, fern, or fungi) *Range:* Close (25 feet + 5 ft./2 levels) …

  • Vow Feats

    *DEVOTED VOW* [Vow] You have willingly given yourself to the service of a powerful deity or cause, denying yourself an ordinary life to better serve your ideals. *Benefit:* You gain a +2 sacred (if you serve a good cause) or profane (if you serve an …

  • The Cephalovore

    *An Archetype of the [[The Gourmand | Gourmand]] class.* While Gourmands are notoriously un-picky eaters, the Cephalovores are quite the opposite. Cephalovores specialize in the consumption of one thing only -- brains. Specifically the brains of …

  • The Butcher

    *An Archetype of the [[The Gourmand | Gourmand]] class.* [[File:744044 | class=media-item-align-right | 300x225px | Butchers-Cleaver-Art.jpg]]_The Butcher is a master of carving meat from bone, an artist with a blade. No uncouth eater of flesh, he …

  • Sacred Cannibal

    *An Archetype of the [[The Gourmand | Gourmand]] class.* [[File:744046 | class=media-item-align-center | 01-marco_polo-cannibalism-1076x588.jpg]] Sacred Cannibals eat the dead not out of any inherent viciousness, nor epicurean curiosity, but rather …

  • The Taste-Tester

    *An Archetype of the [[The Gourmand | Gourmand]] class.* [[File:744064 | class=media-item-align-right | BlindtastingSmall.jpg]]Taste-Testers are the best of the best when it comes to having a refined palate, easily able to distinguish even the most …

  • The Confectioner

    *An Archetype of the [[The Gourmand | Gourmand]] class.* These lovers of sweets are also tempters, seducing or tricking others into joining them in their sugar-laced cannibalism, either as fellow partakers or perhaps as the main course. *Consume:* …

  • Monster Chef

    *An Archetype of the [[The Gourmand | Gourmand]] class.* _“I swear to be a true and faithful artist—to never compromise my vision because of petty traditions or banalities, and to accept and learn from the mistakes I place on the plate. I will not …

  • High Handcrafter

    h4. High Handcrafter The so-called high handcrafters are the leaders of the Golemworks, the core of Magnimar's magical construct industry. Although all high handcrafters recognize the Foreman as the central leader of the organization, the Golemworks …

  • Pathwarden

    h4. The Pathwarden All "Pathfinders":http://pathfinderwiki.com/wiki/Pathfinder_Society are explorers of uncivilzed frontier lands and are familar with the dangers it poses to travelers. However there are those among the Pathfinders who go beyond a mere …

  • Witch Priestess

    [[File:749753 | class=media-item-align-right | Astarte_Syriaca_Rossetti.jpg]]To a witch religion and witchcraft are the same thing and worship is a fairly private affair; it is something she does with (or even without) her Patron in her own way. To the …

  • Waelcyrie

    While the witch is perfectly capable of defending herself and her own, sometimes it becomes necessary for arms to be taken up in defense. This defender of the coven is known by many names but all are generally known as "Waelcyrie" or "Witch Guardians". …

  • Hellfire Adept

    Hellfire Adepts are a secretive group of specialist [[Warlock | warlocks]] who have mastered hellfire, the dangerous soul-burning energies of the underworld. By selling their souls to Devils, these characters learn to infuse their eldritch blasts and …

  • Crone Disciple

    No one knows from whence the enmity between "witches":www.d20pfsrd.com/classes/base-classes/witch/ and [[Warlock | warlocks]] originates. Some claim it is a basic philosophical difference between the vague god-like patrons of the witches and the quite …

  • Eldritch Theurge

    Most of those who find themselves blessed (or cursed) with magic burning in their fiendish blood become warlocks, but a rare few study formal magic to better understand and control their powers. The result is the eldritch theurge, a master of both spells …

  • Knight of Winter

    The Winter Knights are the primary agents of [[:queen-mab | The Queen of Air and Darkness]], the ruler of the [[The Courts of Faerie | Unseelie Court]] of the Fae. Both dedicated mortals and faeries may take up the mantle of the Winter Knight, though …

  • Faerie Godparent

    _No personal advantages will suffice without proper connections._ -- Charles Perrault Faerie Godparents are enigmatic fae beings who choose to act as mentor, protector, and benefactor to one or more mortals, in the role that an actual godparent is …

  • The Contractor

    Contrators, or Contracted Magicians, are ordinary people granted powers beyond mundane ken by an external force. This force might be a divine guardian or magical pet, or it may be a scheming extraplanetary being. No matter the source, the contracted …

  • Contractor Perks

    At 2nd level, and every four levels thereafter, a contractor can select a perk—an additional benefit she exacts from her contract. Unless otherwise noted, she can only select each perk once. Perks marked * apply to her beam attacks; she can only use one …

  • Alien Pact Contract

    You made a deal with an extraterrestrial. It promised you god-like powers, and you got them—at the price of your soul. *Barrier Effect:* Contractors with the alien pact contract can push their bodies further within their barriers. While within your …

  • Crimson Realm Contract

    You have made contact with the lord of another plane, and in exchange for doing his bidding you gain his ability to manipulate a particular element. *Barrier Effect:* Contractors with the crimson realm contract enhance their barriers with elemental …

  • Eidolon Contract

    You were in the path of a rampaging magical beast. Rather than attack you, however, it resonated with you, and you developed a special relationship. You ground it in the material plane, and it lends you its power in combat. *Barrier Effect:* …

  • Wish Contract

    You have been called upon to fulfill someone's wish. You may not even know it, but you have a special purpose in this world, and the strands of fate seem to rearrange themselves to allow you to complete your purpose. *Barrier Effect:* Contractors with …

  • Evolution Contract

    Your contract is one with the cosmos itself. The primal forces of evolution have manifested within you; your barrier separates the fit from the unfit and your beam decimates those who would defile the natural order. *Barrier Effect:* Contractors with …

  • Buster Device Contract

    You draw your powers from a sentient weapon. It feeds you its magical power and allows you to fight with it in exchange for your services and remuneration. *Barrier Effect:* Contractors with the buster device contract hone their combat ability. Within …

  • Dainty Musketeer

    Despite the dark nature of her contract, the dainty musketeer holds her chin high and perfects an elegant and deadly combat style. She moves through her barrier with grace, a string of guns following in her wake, and dances as she mows down line after …

  • Contracted Guardian

    Not every contractor is a walking tactical weapon. Some eschew traditional flashy beam attacks, instead supplementing their magic with straightforward defensive combat ability. The guardian uses shields, and uses them well, as well as being able to single …

  • Main Page

    [[File:714612 | class=media-item-align-right | 1961092.jpg]]*Quick Links:* [[Players Primer | Player's Primer]] [[Character Creation]] [[Germanna Colony | Regarding Germanna Colony]] [[Shenandoah | Regarding the Shenandoah Valley]] "Map of Relevant …

  • The People of Freedom

    *Return To:* [[Main Page | Main Page]] *Quothe [[:tess-wilberforce | Tess]]:* "We are the People of Freedom. We will free the people. First thing our tribe needs to do is liberate the rest of this tribe. We'll find our sisters sold into slavery and …

  • Count Alexander Spotswood

    Alexander Spotswood was born in the Colony of Tangier, Morocco, about 1676 to Catharine (née Maxwell, c. 1638 - December 1709) and her second husband, Dr. Robert Spottiswoode (17 September 1637 - 1680), the Chirurgeon to the Tangier Garrison. Through …

  • Sir John Fontaine

    John Fontaine is an author of some fame, primarily because he documented Count Spotswood's 1716 Transmontane expedition expedition, and is a founding member of the Knights of the Golden Horseshoes. The expedition across the Blue Ridge was far better …

  • Líadan

    Until five years ago, Líadan was one of the Unseelie denizens of Faerie. Accompanying her mother as an envoy to the Seelie court for some small matter regarding the unicorn population that Liadan never bothered paying attention to, she was enamored with …

  • Isaac Edward Leibowitz

    Leibowitz is an eccentric. A German mathematician and inventor, descended from the tribes of Israel, Leibowitz was brought to Germana colony by Count Spotswood to develop advanced technologies to be used in the mines and foundries. Despite his currently …

  • Veer Alamy

    [[File:682959 | class=media-item-align-right | 183x183px | GW366H366.jpg]]On establishing Germanna as the seat of his new County, Lord Spotswood wrote to Rome requesting a priest to oversee the citizens. What he got was Veer. Hailing from the Punjab …

  • Kwabená Mǎnu Antó Adusei

    "Tuesday", as he is known to the Germanna colonists, is a former slave of Count Spotswood. After beginning his life of slavery in the mines, and later as a taskmaster of other slaves, he served as Spotswood's personal valet for many years, and even …

  • Adalbert Cornelius Brombach

    Adalbert Brombach is a free tenant farmer who tends the lands owned by [[:sir-john-fontaine | Sir John Fontaine]]. His major claim to fame in Germanna, beyond his prize-winning turnips, is his ability to acquire just about anything, for a price and given …

  • Thond Grubsmith

    This surly old hill-fairy works as a cook at Zimmerman's Tavern. A nomad at heart, his house is little more than a lean-to of scrap wood and tarps, easily assembled and just as easily torn down and bundled into his pack. One of your forefathers slew a …

  • Amos Fortune

    Once a slave of Sir George Mason, Amos was brought along on the first Transmontane expedition to pitch tents and dig latrines for his master. While returning from the expedition, he burst his chains and fled into the wilds, stealing a beautiful African …

  • Zibbler Zen-Topple

    An educated, experienced, and initiated Imperial Wizard, Zibbler recently returned to Prosperia colony from gallivanting across Europe when he received news that his aging (ancient in fact) father and mother had both taken ill. He has worked for the last …

  • Sir George Mason III

    Mason was born in 1690 at Chopawamsic plantation in Stafford County, a day's ride north-east of Germanna. A man of prominence in the county, even at a young age, he was invited by [[:count-alexander-spotswood | Spotswood]] to join the Transmontane …

  • Pierre Tabeau

    A French trapper who spends more time in Zimmerman’s Tavern than out checking his traps. He can’t resist a game of chance and often attempts to goad patrons into joining him in one. Once drunk, his accent becomes so thick his words are incomprehensible. …

  • Jeremiah Pinkerton

    An 11 year old orphan the town has taken to watching after. He has a good heart, but always finds himself involved with some sort of shenanigans. Whether it’s playing pranks by loosening the bolts on wagons or stealing a freshly baked pie out of Rachel’s …

  • David Deas

    David and his brother John are co-owners of the Dembia, a slave ship which regularly runs shipments from Sierra-Leon to the auctions in Williamsburg. They gambled bringing their most recent shipment to Germanna, to sell directly to the local land-owners — …

  • Best Girls

    These ten adolescent girls were taken from their homes in Sierra Leone to be sold into slavery in Virginia. Of the groups of slaves rescued by the party, they are the quietest and most self-isolating. They were taken during the early part of their …

  • Best Boys

    † Because of their cultural association with chickens, their "Summon Minor Monsters":http://www.d20pfsrd.com/magic/all-spells/s/summon-minor-monster spells always summon 1d3 coal-black [[Ayam Cemani | Ayam Cemani]] ---- These fifteen were taken from …

  • Mothers of Misfortune

    *Available 1st-level Spells:* While they have been instructed by the party to prepare certain spells, they are still individuals with their own personal needs and inclinations. Each day roll 1d20 for the number of any given spell prepared: * _Cure Light …

  • Elisha Markus Bokken

    No story about the Misty Blue Mountains would be complete without a mention of the old hermit. Elisha Marcus Bokken is one of the most enigmatic individuals to wander these hills. Bokken was born in Kent, England in 1627. He taught briefly at "Tonbridge …

  • Owlbear Cub

    *Advancement:* * 1-3 years use stats of "Owlbear":http://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/owlbear with "Young":http://www.d20pfsrd.com/bestiary/monster-listings/templates/simple-template-young-cr-1 template * 4+ years use stats …

  • Svetlana Leveton

    The Trading Post at Swift Run Gap is located at the crest of the Blueridge Mountains. Owned and operated by a stern and somewhat unimaginative man named Oleg Leveton and his wife Svetlana, the trading post’s remote location and inconvenient distance from …

  • Oleg Leveton

    The Trading Post at Swift Run Gap is located at the crest of the Blueridge Mountains. Owned and operated by a stern and somewhat unimaginative man named Oleg Leveton and his wife Svetlana, the trading post’s remote location and inconvenient distance from …

  • Siclare

    In some tribes of Northern California, Silver Fox is a wise and benevolent Creator god. In other tribes, such as the Blackfoot and Apache, Fox is associated with fire and the sun, and according to some myths, it was Fox who stole fire to bring to the …

  • Hemp Wearers

    Followers of [[:chief-hancock | Chief Graceful Cock]], only thirty-seven of the original tribe still live after their disastrous war with Carolina colony nearly a decade ago, all of them men. Eight years of running, fighting, and scrounging have made them …

  • Chief Graceful Cock

    _Chief Graceful Cock is in a perpetual state of hangover or drunkenness, and as a result he is "sickened":http://www.d20pfsrd.com/gamemastering/conditions/#TOC-Sickened —his stats have been adjusted to reflect this (and as a result, his CR is 1 lower than …

  • Rel Ter

    While you are still young, you have made quite the name for yourself in the village. The common folk look to you to solve their problems and protect them from dangers. You are sturdy and well-built. Your father was an outcast, rightfully or not. Your …

  • Bittercress

    *Martial Maneuvers:* * Maneuvers Readied: 7 | *Maneuver* | *Level* | *Discipline* | *Action* | *Effect* | | -Sun Dips Low- | 2 | Thrashing Dragon | Immediate | The disciple opposes an enemy’s attack roll by making an Acrobatics check. If successful …

  • Shaking Snow (Hadawa'ko)

    The grandfather of [[:chief-hancock | Chief Graceful Cock]], Shaking Snow is an mean, spiteful old man, who, after centuries of witnessing the constant erosion of his tribe by the European settlers, has come to hate all things that are foreign, and has …

  • Plein-Vite

    [[File:731406 | class=media-item-align-right | Plein-Vite.jpg]]An [[The Aerial Corps | Imperial courier dragon]] with a taste for liquor and rather puerile sense of humor, Plein-Vite (pronounced 'plane-veet') was assigned to the colonies mostly because …

  • Drowned Tuscaroran

    Followers of [[:chief-hancock | Chief Graceful Cock]], these 11 warriors have, in the eight years since their defeat by the Imperial army in Carolina, chosen to embrace the waters to lighten the burden on their companions who were tasked with hunting and …

  • The Musketeers

    These fifteen were taken from their home in Sierra-Leon more than a year ago with the intent of selling them into slavery. Often forced to fight for the amusement of their captors (the adult men were never used for this purpose because of the perceived …

  • Rukor

    Leader and speaker for the [[:mothers-of-misfortune | Mothers of Misfortune]], Rukor (who's name means "First Initiate") is the Majo (or leader) of their "Sande":https://en.wikipedia.org/wiki/Sande_society. She has made a concerted effort to learn English …

  • The Star of Aslan

    Your father was a local merchant. You learned to name your price and charm your customers. You never met someone who didn’t like you. The sailors and fishermen took a liking to you and you swapped stories with them. You were born with the mark …

  • Achsaquareesey (“Wisest and Best”)

    Followers of Chief Graceful Cock, only thirty-seven of the original tribe still live after their disastrous war with Carolina colony nearly a decade ago, all of them men. Eight years of running, fighting, and scrounging have made them hard men — dedicated …