Friday 18 May 2012

The Adventures!


This is the tale of four heroes, adventuring by mistake. For although they had their own hopes, plans, dreams and expectations, destiny invited them to walk another path . . .

. . . this path sets them 'gainst powerful foes, fearsome obstacles, untold mysteries, unknown histories and, worst of all, invites reflection 'pon themselves to consider who they are, what they are, thus what they shall choose to do.

Why does this matter? It matters greatly, for destiny has chosen them to seal the fate of but one friend, yet through her, the fate of nations . . .

Read of Tsumi, Avarizia, Kankai and Morvius. Know them, know their past, to understand now their future adventures.


Content Warning

A gentle warning. The content of the blog will evolve but at present running some of the pages through another site that rates blogs has suggested this content (mostly through references to violence) is rated PG. Knowing our mature players, as adventures progress, this may well change upwards . . .


Spoiler Warning

This blog is a fansite that chronicles the group's adventures as the players roleplay through the Pathfinder scenarios of Paizo's superb Jade Regent Adventure Path, so contains specific details of what unfolded, inevitably this means disclosure of endless spoilers. If you're wishing to play through the scenarios, each session's adventure is listed here in chronological order so you can read what you wish, avoiding what you wish.

In truth, it's constructed as a site for the players to simply record and enjoy the events shared, roleplayed through weekends together. If anyone else enjoys their tale, so much the better!


Adventure Path Rules

Only core rules are used, if it's not within the Pathfinder Reference Document or campaign rules then it's not allowed. We use the Campaign Traits to bind the characters to notable NPCs. Differing alignment, attitudes, backgrounds and banter is fine and welcome, as long as everyone pulls together and gets along. But then, we've been roleplaying together for so many years, we kind of take that as a given! This has enabled players to explore atypical choices, even whilst being a "good" group, such as one character being a follower of Urgathoa but still maintaining party cohesion.


Adventures

The Brinewall Legacy
Night of Frozen Shadows
  • Into the North, played 22nd April 2012
  • A Gathering of Shadows, played 22nd April 2012
  • Assault on Ravenscraeg, played 19th May 2012
The Hungry Storm
  • To the World's End, played 19th May 2012
  • The High Ice, played 20th May 2012
  • A Darker Road, played 20th May 2012
Forest of Spirits
  • Ordu-Aganhei, played 9th June 2012
  • The Forest of Spirits, played 9th June 2012
  • House of Withered Blossom, played 9th June 2012
Tide of Honour
  • The Ronin and the Bandit, played 10th June 2012
  • The Shadows of Enganoka, played 10th June 2012
  • The Pearls of Sakakabe
  • The Honour of Sikutsu Itsuru
  • The Siege of Seinaru Heikiko
The Empty Throne
  • The Imperial City
  • Honouring the Past
  • Honouring the Future

Into the North

Night of Frozen Shadows
Into the North


The journey from Sandpoint 'cross the wilds of Varisia had taken weeks, the journey from Brinewall Village to Kalsgard would take a couple more. Travelling to the far North, from the Nolands through the Lands of the Linnorm Kings to Kalsgard was cautious but focussed for Ameiko sought to learn what had happened to her family's blade, Suishen, before venturing on to Minkai to claim her birthright.

Plans for Kalsgard made, the friends departed Brinewall Village at dawn, leaving through pale sunshine.

Sandru's caravan made good speed, Tsumi and Ameiko sharing time and laughter together, Morvius and Koya gifting magics and wisdom to one and all, Avarizia and Sandru sharing time together (and drink together) whilst organising and driving the colourful wagons, Kankai and Shalelu scouting ahead, keeping vigil.

It was Kankai's keen eyes that spied the massive raven, winging high above, following them day after day. She shuddered when she glimpsed the blood red "blood-feather" said by the fortune teller Koya to be an evil omen of one serving dark powers. Canny to always watch but dance just of of range of Morvius' magics or the party's bows, Kankai and Avarizia were unnerved by the cunning raven's scrutiny and days of observation.

Sandru brought his caravan to a halt at the mighty Thundering River, where it joined the furious waters of the Rimeflow River, camping by the sturdy ancient Skalsbridge crossing.

Breaking out fine Chelaxian brandy with Avarizia, Sandru relaxed, listening to Ameiko's cheery tales, the friends huddling around camp fires to ward against the frozen mists and chill night air.

After animated, lively storytelling, the party slept.

Although keeping watch, none heard or saw the ambush. There was alarm and dread when an Ulfen throwing axe flew through the heavy darkness, hurtling from the mists to thunder into a caravan's wooden frame. Moments later the viking host were upon them, hulking warriors in armour, hefting massive round shields and brutal ugly axes. No noble knights or chivalrous soldiers, these viking warriors skulked through the night with axes, bringing tools of base butchery, planning to hack and slay the party in their sleep.


Tsumi and Kankai, sleeping in their armour, both grabbed their magical blades and charged into the mists together, seeking to arrest what ever foes charged towards them before they fell 'pon their friends within the camp. Avarizia and Morvius stood tall, both drawing in and commanding crackling magics around themselves as divine energies and arcing electricity lit up the night's gloom, crashing over the metal arms and armour of the Ulfen warriors.

Battle was vicious, furious, brutal.

Blood flowed, curdling screams pierced the night, through the mists and darkness and confusion it was impossible to measure how the battle fared as it raged through the camp. Tsumi and Kankai battled together, Tsumi's twin katanas slicing effortlessly through the chainmail armour, Kankai's dual wakizashi's piercing the foes with grim precision, dropping them swiftly and silently. Moving through the camp the battled calmly with swift, ruthlessly effective melee, mindful of the magics exploding around them as Avarizia commanded her skeletal companion to fight whilst she was draining the strength from groups of Ulfen, lit up by Morvius' bolts of glowing magics and blasts of electrical orbs of crackling magics.

Scores of Ulfen warriors fell to blades and magics, as battles raged it emerged that some forty or fifty warriors had set upon them, but fortune favoured the heroes that night, with victory falling firmly their way. As Koya and Avarizia healed those within Sandru's caravan, bloodied and battered by the raid, all Ulfen were noted to have golden armbands of a lion's head. Padding down to the water's edge, Kankai found an Ulfen longship, rading in Skald the name Aril's Hammer on her prow.

After what was clearly a planned, coordinated ambush, the friends pondered over who was aligning against them, how they had orchestrated such a strike and what adversaries would now scheme against them within Kalsgard . . .

Thursday 10 May 2012

Ruins of Brinewall

The Brinewall Legacy 
Ruins of Brinewall


Arrival and exploration of Brinewall Village was a sombre affair, the original excitement and curiosity tempered both by the collapse of Ameiko into magical slumber and by the abandoned, ruined corpse of a village, left shattered and without life.

The valiant Tsumi and courageous Kankai carefully scouted ahead, ghosting through deserted long halls, collapsed and ruined buildings, all devoid of the warmth or family life that once flourished within, long ago. Exploring the village, nested beneath the ancient stone keep, they both felt oddly ill at ease. More than the eerie environment, both felt wary, both felt they were being watched.


They found the cemetery to be unusually well maintained, clearly tended by someone devoting time and care. It was Kankai's keen eyes that spied the goodly lyrakien flitting cautiously through the graveyard, warily weighing up the party and judging their intent. After animated discussion, with Avarizia's skills of diplomacy, the graceful lyrakien was persuaded to visit Koya and discuss aid they may be able to offer Ameiko. Unfortunately despite the two wise Clerics of Desna discussing causes and magics to aid Ameiko, sharing ideas and collaboration, casting various magics, the Clerics sadly still failed to rouse her. Fearing the cause must lie within the Brinewall Keep, as Sandru, Koya and Shalelu also suspected, the lyrakien agreed to keep vigil with the others whilst Tsumi, Kankai, Avarizia and Morvius explored the mysteries of the keep, seeking both the lost lore or wisdom within, but also the cause and remedy of Ameiko's unnatural slumber.

Kankai discerned the secret passages into the brooding keep, guiding the party deep within the bowels of the castle, skulking into the chill gloom of harsh stone dungeons where troglodytes and the hulking birdlike dire corbies raged 'pon them. The wise and powerful Avarizia wielded her magics and commanded her skeletal ogre, with the enthusiastic Morvius' mighty jolts of crackling electricity, thwarted most assailants 'til a fearsome ogre joined the melee, terrifyingly wieling a massive club, bashing and bruising bones, almost shattering Avarizia with one swipe. It was bold Kankai's flashing wakizashi blades, with Tsumi tenaciously battling with her twin katanas, that found purchase through his defenses and dropped the dread brute, to then tend Avarizia before cautiously exploring the dungeon the ogre so vigorously defended.

Caged within was a wary young woman, Kankai spoke kindly with her in Skald, then Avarizia spoke with her calmly and warmly, enticing her to share her name, Kelda Oxgutter.

Returning her arms and armour to her, healing her from the numerous wounds inflicted through her cruel torment, the party battled with her 'gainst more troglodytes and dire corbies before reaching Brinewall Village and then, outside, Sandru's bright caravan.

Kelda's gratitude extended to offering her blade to guard the caravan, brightening immeasurably when later she learnt of intentions to journey further North . . .

Returning to Brinewall Keep, the party advanced through the dungeons, facing many adversaries before encountering a hideous other worldly fiend that effortlessly shrugged off every spell Morvius cast at it, furiously tearing in to the party without mercy, until Kankai and Tsumi's blades finally slew the monstrosity.


It was Kankai, learned in local lore, who recognised one of the restless dead. A wraith, brooding with potent menace, had risen up before them. She recalled seeing the portrait of this person, Rokuro Kaijitsu, Ameiko's grandfather, within Ameiko's house. Speaking words of gentle kindness to him he recognised the words and name Kankai voiced, understanding and peace passing through him before he disappeared into naught but dust and silence.

Deep within the keep were lost treasures amounting to both crude coin and items ensorcelled with powerful magics, but the stone dragon statuette changed everything, once found. Incredible, unbelievable magics raged with urgency from the Amatatsu Seal artifact, washing over the four friends and gifting them potent visions of the past and of the future, or of a future, that may come to be whilst binding the four of them to Ameiko and her destiny, through awaking within them an affinity with Ameiko's royal lineage and claim to the royal House. Truly, they were now bound to Ameiko and her fate.

Returning to find Ameiko awake and well, the news was shared around warmth and wine, musing over what this means and what next to do. Knowledge was shared from the Amatatsu Seal that Ameiko's family's sword Suishen was lost, when sold within the viking city of Kalsgard, and a guide from there must be found to guide them over the arctic wastes if Ameiko is to venture to Minkai. Knowing this, after a night's rest and comfort and shared company, Sandru's caravan took stock and left Brinewall, and Varisia, heading North the next morn towards the Lands of the Linnorm Kings, and Kalsgard.

Monday 7 May 2012

The Legacy's Lure

The Brinewall Legacy 
The Legacy's Lure


Ameiko's frustration was intense. Despite endlessly reading the letter, penned some 24 years ago by her grandfather, in the elegant and still comprehensible Tien script, the meaning of it totally eluded her. What did it mean?

Consumed with curiosity, Ameiko brought together her friends to plan a bold venture, to this Brinewall Keep in the cold Varisian North, to uncover what truths her grandfather had concealed there.

Ameiko sought out Tsumi, arranging with her dear friend to leave their tavern, The Rusty Dragon, in the safe hands of Bethana Corwin, so the two of them could travel North with their friends, uncovering the hidden histories hinted at within Rokuro's cryptic letter. They shared the warmth of an evening, together within The Rusty Dragon, before asking Morvius for his aid in Ameiko's venture, seeking his mighty magics to defend them on the journey but too his keen mind and knowledge of arcane lore to penetrate the mysteries they may unearth at Brinewall Keep.

The scouting and keen intuition of Kankai was sought, both for her skill with blades in battle, but also her understanding of locks and traps and perils that may be needed to delve the depths of Brinewall Keep, safely. Ameiko would not travel without inviting Avarizia to her company, seeking her potent magics, powerful healing and mighty skeletal companions to keep her, and those she cared for, safe from harm.

She also called to her friends Koya, Shalelu and the master of his caravan, Sandru, to aid her in this.


They charted a course to the far North of Varisia, plotting a more discreet route avoiding the city of Riddleport, entertaining a journey of some 500 miles or so, to reach Brinewall Keep. Sandru told of how Brinewall used to be a great port but is now lost and said to be cursed, or haunted, or both. A little ill at ease, but still enthusiastic and curious, the 8 friends set out from Sandpoint along the Lost Coast Road , through the villages of Galduria, the Wolf's Ear within the Churlwood, to the town of Roderic's Cove, passing between Riddleport and the Stony Mountains to head on through the Velashu Uplands, in to the Nolands and, eventually, to Brinewall.

The journey started well. Clear roads, clear skies, the caravan made good time. Avarizia and Sandru would ride at the front, chattering and laughing together, Sandru sharing fine drink with the appreciative Cleric. Shalelu and Kankai would scout ahead of the caravan, combining roles of both keeping the caravan on the best route and avoiding quagmires and uneven grounds when the road was lost, but too they sought out perils and kept the caravan aware and alert for dangers. Tsumi and Ameiko also took turns as guards and scouts, Tsumi's skills and patience as a tracker rivalling even the elven Ranger, Shalelu, but more often than not Ameiko and Tsumi were together cooking and entertaining within the caravan, sharing time and laughter and even exchanging gifts found and traded on their journey. Morvius and Koya worked as fortune-teller and spellcaster within Sandru's caravan, spending time together discussing matters of magic, free will, chaos and destiny.


Many hours and many miles passed favourably for the heroes, a time of good will and good cheer. The roads from Sandpoint were clear and busy enough to share gossip, banter and a meal around campfires with traders, with no real risk or challenge. From the villages of Galduria and Wolf's Ear they traded, finding gifts for friends to share whilst snuggled together on long watches through the chill evenings, with Sandru re-provisioning supplies for the caravan and sourcing some remarkably find Korvosian brandy to share with Avarizia, "Just to keep the cold away, my dear!"

From the village of Wolf's Ear things became harsher. The landscape shifted from plains to woodland, with wild roots and twisting branches snagging the caravan, forest gloom dampening the caravan's cheer and cold rain echoing this misery. Worse, visibility through the woods and rain was poor, the noise of the horses being wrenched this way and that, around roots and mud that would throw or sink a wheel, when Kankai noted the charge of foes.

From the dappled light filtering through the trees above, hidden by the bouncing rain 'til almost 'pon the caravan, were 4 mighty ogres, charging straight at Sandru's caravan! Avarizia commanded her skeletal companion to advance, which it did, only to be smashed apart in one blow of a massive tree trunk. The ogre, using this tree trunk as a weapon, then turned to Morvius and Avarizia, grinning broadly. Raising the massive trunk to swing at them, Morvius took sight and blasted bolts of magic into the ogre, sending it reeling backwards. Moments later Avarizia called down the powers of her dark mistress, petitioning Urgathoa for aid, her chill magics draining life from the ogres ahead of her.

Kankai and Tsumi had charged another ogre, dancing to each side of it, evading the massive trunk it also wielded, seeking to club them into pulp. As Tsumi wielded her twin flashing blades, gaining the ogre's attention, Kankai deftly stabbed and slashed with her twin wakizashi with deadly precision. In moments the brute fell to the Rogue and the Ranger, they kicked it once to make sure then charged on to aid their friends.

Little aid was needed. With the magics of Morvius and Avarizia the ogre battling them was staggering and fell just as Kankai and Tsumi arrived to offer aid. Spinning around they all sought out the other ogres to see Ameiko, Koya, Shalelu and Sandru and the caravan guards, bringing them last two down, too. They fell with huge crashes, their massive forms splattering the mud and rain as they smashed to the forest floor. Koya checked the guards and friends, praying softly and healing those who needed her aid, whilst Avarizia strode over to an ogre and looked at the body with peculiar interest. She asked Sandru if she could take them, he didn't have the room or the will to haul ogre corpses around but Avarizia persuaded him to take but one for her. After a few days prayer it was clear why, for the ogre rose as a mighty skeleton, serving her to protect the caravan.

Avarizia's friends knew of her use of skeletal aids, with Ameiko speaking of how her grandparents' homelands spoke of the land being alive, of spirits and the departed living with us, unseen, where service beyond death was not uncommon. Still, Avarizia knew how folk in Varisia saw Clerics raising the dead, how fear and evil dread consumed folk, so oft times she hid them in robes and covers. This far North, in the deserted wilderness, there was no need for such subterfuge, Sandru felt it served well to scare off those who may otherwise threaten the caravan, so their journey continued through the Churlwood forest without incident.

Further North, upon the rolling plains of the Velashu Uplands, the weather turned even more chill with a frost in the morning and mist clinging through 'til noon. Leaving lush verdant lands behind them, the lands grew harsher, with Sandru driving the caravan from grasslands through hardy gorse scrub and wild heathers. On these plains a group of bandits sought the wealth of the caravan, seeking to frighten and raid the party, but the magics of Morvius and Avarizia, with the intimidating effectiveness of Kankai and Tsumi again paired up in melee, swiftly disuaded the bandits who fled after moments.

The watches through the nights, around the camp's flickering fires, were long and cold. Watching in pairs, couples huddled together through the night, sharing in equal measure the company of their friends and the dutiful vigilance over their sleeping charges. Ameiko and Tsumi snuggled up by the fires under a blanket together, listening and whispering through the hours, sometimes waking other with their giggles and laughter. Kankai and Shalelu would huddle briefly but then would scout the border together, shadows in the night, owning the darkness together. Koya and Morvius would huddle, "Keep an old woman warm, dear!" whilst talking of magics and mysteries through the long hours together. Sandru favoured fine sherry or brandy, served in sparkling crystal, with Avarizia. Although she may p'raps have drunk it all, he always was mindful of his duty to keep watch, sharing enough to feel cheery but not enough to fall drunk. Still, on finding the two of them embraced under blankets, drink upon them, did invite the question of just how effectively they really were keeping vigil!

16 days later, Sandru's caravan arrived within the silent community of Brinewall. Excitement was high, answers were now close at hand, from days of travel it was now time to turn thoughts to action. Or so everyone had felt, 'til Ameiko's enthusiasm turned to listless restlessness, then to confusion and agitation, then sleep. Unrousable, her friends tried every skill and spell to aid her, uncovering that a magical force was causing this unnatural slumber. Shalelu, Koya and Sandru pledged to watch over her, keep her safe, seeking for Avarizia, Kankai, Morvius and Tsumi to aid Ameiko through rushing to confront who or what had invoked this magical sleep 'pon her.

Excitement lost to anxiety and dismay, the friends set out from so many days of hard travel to now explore a forgotten, ancient keep, a 24 year old letter tempting Ameiko here to now find her grasped by magics . . .


Fires over Brinestump

The Brinewall Legacy 
Fires over Brinestump


It started with happiness. A jovial, cheery evening in Sandpoint, within The Rusty Dragon, Ameiko and Tsumi serving food and drink to the tired, the young, the old of Sandpoint, to all who sought to while away some of the chill evening within the tavern's glow. The flickering lights, the heat of the crackling fire, the tales and joyous laughter . . . heroes will recall that night, that place, as a time of warmth.

It was the needs of Sheriff Belor Hemlock that forged the party, for Licktoad Goblins once again troubled his community. Seeking out those he knows has battled the goblins successfully, those who have aided Sandpoint in the past, he asked of them to venture deep within the Brinestump Marsh to defeat the Licktoad Goblins and their leader, Chief Gutwad. Restoring the old "goblin bounty" he generously offered the sum of 10 GP for each goblin slain, proof through presenting their left ear, with 300 GP for the head of Chief Gutwad, but in truth Tsumi and Kankai were keen battle the bold goblins, bringing harm and pain to the people of Sandpoint, 'fore any bounty or claim of reward was made.

Morvius and Avarizia sensibly planned what might be needed for such a venture, packing food and water (and plenty of fine wine, in Avarizia's case), warm clothes and lantern oil before readying themselves through meditation and prayer, setting off along the Lost Coast Road to the swamps . . .


The swamp was a frightful place. Tsumi and Kankai scouted ahead through the relentless drizzling rain, the cold brackish waters lapping around their ankles (or shins, for Kankai), the dense mists concealing all as spectres bleached of colour, swirling from the sea breeze of Sog's Bay, the insects and animals skulking through, unseen, set against the eerie silence. Uneasy, Kankai sought aid from the local Ranger of the swamp, Walthus Proudstump, but on finding him within his weathered shack he seemed preoccupied and evasive. Avarizia's keen eyes glimpsed a glamour upon him, Kankai then noticing the illusion rippling over him, but on challenging him he showed his true hidous form and, snarling, sought to rip and rend the brave heroes! Magic and mettle swiftly defeated the creature, bolts of magic ripping into it from Morvius' fingers. Kankai carefully searched the shack, finding Walthus hidden away. After a decent meal from fare gathered from the swamps (or Avarizia's own fine rations and wine), a night's rest and the wisdom Walthus shared, at dawn the party advanced 'pon the Licktoad Goblin village.

The village was silent, the but not through gifts of peace and tranquility. Kankai sneaked cautiously up onto the raised walkways then along into the goblin huts, with Tsumi creeping along too, but found it quiet because, mostly, the whole village was now but an open grave . . .

The party searched through the village, finding Chief Gutwad who fought bravely, but briefly, with fireworks being recovered from him. Although these explosives were the cause of the goblins' newfound recent confidence, Avarizia was concerned where they and come from and questioned the goblins on what had unfolded. They spoke freely with Kankai, who has an uncanny knack to pick up languages and dialects and chatter with folk, explaining how skeletons had ruthlessly reclaimed the treasures they had found.

Tsumi tracked the skeletons, their unsual tracks to the goblin village then heavier tracks back leaving a trail she could follow, past the ruined ships Kaijitsu Star and Kaijitsu's Blossom and on to the Brinestump caverns. Avarizia's lantern flickered and glowed, throwing hints of shadows moving worryingly as she advanced, finding deep within the caves the restless dead. Old Minkai arms and armour clad the skeletons, testimony to some once proud lineage they served, with one battling with ferocious skill, his magial blade glowing softly as he fought the heroes. Morvius blasted him with endless magical bolts and orbs of electricity, Avarizia called down magics and healing as Kankai and Tsumi battled the mighty skeletal champion. His defeat unearthed treasures worth far more than crude coin, with Kankai reading of valuable tales of the past, tales of a legacy, long lost.



Returning to Sandpoint, the victorious heroes had much to share with Ameiko.

Sunday 6 May 2012

Kankai

Kankai, a tengu, was oft times persecuted, as many of her race endure. Fleeing to the quieter wilderness of Varisia, Kankai had to learn skills of stealth and cunning to survive. She lived on the fringes of society, quite literally, sneaking around Sandpoint and thwarting the nearby goblins of Brinestump Marsh. On one occasion, moving through their swamp, she was caught. Her end at the hands of the Licktoad Goblins was certain.

But then all changed.

Shalelu, the elven Ranger, battled calmly but with ruthless efficiency, slaying all that stayed to face her as she sought to rescue the young tengu. Since that day, much changed for Kankai. Travelling with someone else who was different, someone else who was an outsider, someone else who travelled the wilds with stealth and steel, she learnt and shared much at the side of this curious elven warrior.

But after such years on the margins, such years clinging within the shadows, her time has come to stand openly, for whole nations to see. Stealth and discretion may be her tools, her comfort, her past . . . but destiny has set a new and different future before her . . .


Game Mechanics

Female tengu Rogue from Kwanlai
Dual wields with two wakizashi's
4'4" tall, 75 lbs
17 years old
Blue hair, brown eyes
Alignment : Neutral Good

Levels :
Fires over Brinestump : 1 Rogue
The Legacy's Lure : 2 Rogue
Ruins of Brinewall : 3 Rogue
Into the North : 4 Rogue
A Gathering of Shadows : 5 Rogue
Assault on Ravenscraeg : 6 Rogue

Avarizia


A Cleric of Urgathoa, Avarizia enjoys life's excesses, especially when shared with her friend, Sandru.

Avarizia Lussuria is of Varisian birth, born in the town of Sandpoint. Her mother died in childbirth, and Avarizia would have died too, if not for Koya Mvashti, whose use of divine magic managed to save her.

Koya continued to support and help Avarizia, and became somewhat of a mother figure for Avarizia in her early years. However, Avarizia's father was a travelling merchant, and took her away from Sandpoint, and so she lost contact Koya as she grew into her teenage years.

Avarizia's father was a poor role model for a teenage girl, often getting drunk and beating her. Avarizia eventually ran away from her father, fleeing from him for the city of Riddleport.

Tough for a teenage girl, she drank and partied hard with many of the rougher elements of the city. One night she met a charismatic stranger, the first woman she met who could out drink her. Returning to her rooms with her, both inebriated, they were attacked by some thugs. Surrounded and outnumbered, Avarizia could see no escape, but to her surprise, the stranger called on her deity Urgathoa, the thugs were suddenly wracked with pain and subsequently died writhing with agony. Avarizia was so impressed with the power of the stranger she wanted some of this power for herself. Soon after she was initiate in the religion of Urgathoa, revelling in the life of excess that comes with the religion, as well as being fascinated with the art of raising the dead.

Years later, with the power of Urgathoa running through her, she returned to Sandpoint searching for her father. She took her revenge for her childhood beatings out on her father by channelling the negative energy of Urgathoa into him.

Recalling her childhood mother figure, she sought out Koya, renewing her relationship with the woman, also growing close to her mother Niska. Avarizia still revelled in drinking to excess and became a regular at The Rusty Dragon. After being thrown out drunk on more than one occasion, she eventually became close friends with the owners Ameiko Kaijitsu and Tsumi.

With the influence of Koya, Niska and Ameiko, Avarizia tamed her wilder ways, but she was getting bored of Sandpoint, keen to seek her forture elsewhere. She is facinated by some of Ameiko's tales of adventure, and has been trying to persuade her to give up the Rusty Dragon to start adventuring once again.

Niska must have seen something in Avarizia that few others do, a few months ago she called Avarizia to her house one day and made her make a promise that if her daughter Koya ever went on a long trip then Avarizia would go with her to ensure her safety. Baffled by the request, Avarizia never the less agreed to the promise. A few weeks later the old woman died.

She remains fiercely loyal to her friends. Having survived the dangers of Riddleport, she is now savvy enough to know when fight and when to rely on her diplomacy and social skills. Or, sometimes, when to invoke the dread powers of her dark mistress 'gainst those who would position themselves against her . . .


Game Mechanics

Female human (Varissian) Cleric of Urgathoa (Variant Undead Lord, Variant Channelling - Undeath)
5'7" tall, 155 lbs
22 years old
Black hair, blue eyes
Wears a cloak, a breastplate only just covering breasts, and wields a heavy shield, leaving her other hand free for spell casting, or occasionally wielding a sickle or knife
Alignment : Neutral

Levels :
Fires over Brinestump : 1 Cleric
The Legacy's Lure : 2 Cleric
Ruins of Brinewall : 3 Cleric
Into the North : 4 Cleric
A Gathering of Shadows : 5 Cleric
Assault on Ravenscraeg : 6 Cleric

Morvius


Morvius has always enjoyed thunderstorms. Storms, the power, the energy and vitality have thrilled and delighted him, speaking to something deep within him.

Living within Magnimar, being schooled in magical lore, he never really mastered the tomes and grimoires and spellbooks the magi tutored him with, he never really felt adept with the study and learning and facts and structure and organisation and, well, the tedious boredom of the mages' studies.

He preferred instead the wild and free casting of magics and as he grew from child into man he awoke (or p'raps destiny awoke within him) the storm and chaos and energy within his blood. Calling lightning and electricity to him, channeling it through and around him, Morvius developed powers of sorcery at a frightening pace.

The wizards of Magnimar found his whimsical approach an affront, he parted ways after rather rash remonstrations (and still has never paid for the damage caused 'cross several classrooms, an ornamental garden and what used to be a rather impressive statue), settling in the town a few days to the North, within Sandpoint.

He became good friends with the mysterious fortune teller Koya, who has the uncanny (and unusual) knack of prophecy, foreseeing destiny that invariably must come true. Both had unusual and powerful magics, both were free spirits, both enjoyed travel within Sandru's caravan, both wandered far over Varisia.

Now, both are destined to travel with friends, chaging the destiny of nations . . .


Game Mechanics

Male human (Varissian) Sorcerer (Air Elemental bloodline)

Levels :
Fires over Brinestump : 1 Sorcerer
The Legacy's Lure : 2 Sorcerer
Ruins of Brinewall : 3 Sorcerer
Into the North : 4 Sorcerer
A Gathering of Shadows : 5 Sorcerer
Assault on Ravenscraeg : 6 Sorcerer


Tsumi


Tsumi has lived within the Sandpoint community, growing up in turbulent times that were not of her choosing. Her grandparents lived in Minkai, far away, literally 'pon the other side of the world. For reasons lost in time, they travelled with dear friends to these lands, family settling in Varisia.

It was her father who taught her the way of the warrior, handing down the traditions of his father, and those honoured warriors before him. Tsumi mastered the blade well, despite the amusement others shared as the teenager wielded this curved blade. "Curved blade!" they would scorn, "A curved blade?! Who would have thought of such nonsense! Dedicated soldiers wield straight longswords in Magnimar, elegant gentlemen wield straight rapiers in Korvosa, vile brigands wield straight short swords 'cross the secluded paths and roads, why even the half crazed Northern vikings of the Lands of the Linnorm Kings wield straight mighty two-handed swords, their claymores cleaving through arms and armour! And this wee slip of a girl prances about with a curved sword? What foreign nonsense!" As she grew older, her skill developing, her actions saving lives, few in Sandpoint then shared such scorn openly. Still, to wield a blade of Minkai design, a katana, marked her as unusual. Marked her as different.

Her father, descended from noble warriors of Minkai, married Tsumi's mother, a Varissian woman from Sandpoint, their marriage gifted them Tsumi and years of joyous love 'til travelling to Magnimar, past Brinestump Marsh, they were set upon by ferocious and desparate goblins. Her mother died there, cold and butchered in the misty marshes. Her father died weeks later, Tsumi never knew if it was the fever or the loss of his wife that consumed him.

Tsumi had always been conscientious, looking after The Rusty Dragon tavern which she jointly owned with her best friend, Ameiko, but also spent much time out in the wilds with the mysterious elf, Shalelu, mastering skills of battle and survival 'cross the wilderness of Varissia. Mastering the skills of a Ranger, tempering the anger she felt 'gainst the goblins, she learnt her art whilst meditating on one real focus . . . on revenge. She prayed to Calistria, devoting herself to the task of vengeance, then moved as a ghost through the marshes, with stealth and guile, slaying the entire goblin group that waylaid her parents' trading caravan.

Three years passed.

Now, age 20, she still patrols the wilds around Sandpoint, still exacts revenge for those who are wronged, for those the law does not protect, but the anger and hatred burning within the orphaned teenager dwindled as the years with Ameiko passed on, with shared work, shared parties, shared victories, shared adventure, shared fun. Shared life.

From this place, of who she is and where she is, Tsumi embarked on a journey, an adventure she believed she chose, for love and devotion to her friends. Maybe she did choose this path. Maybe destiny chose her. Time unfolds, winds blow, seasons change and her story now moves on . . .


Game Mechanics

Female human (Tian-Min/Varissian) Ranger of Calistria
5'4" tall, 140 lbs
20 years old
Black hair, green eyes
Dual wields katanas, wearing green leathers/clothing over armour
Alignment : Chaotic Good

Levels :
Fires over Brinestump : 1 Ranger
The Legacy's Lure : 2 Ranger
Ruins of Brinewall : 3 Ranger
Into the North : 4 Ranger
A Gathering of Shadows : 5 Ranger
Assault on Ravenscraeg : 6 Ranger