Wednesday, September 17, 2014

Human Cleric

Human Basics:

Male Human Cleric
Humans are the most numerous civilized race of Golarion with a variety of ethnicities, and a stake in virtually every corner of the world.[1] Known for their adaptability and versatility, humans have throughout history been behind many of the largest and most prosperous of nations.[2]

No one truly knows what deity or creature first created the human race. According to aboleth wall carvings, they were responsible for humanity's creation, although this claim is impossible to prove conclusively.[3]

Distinct ethnic groups can be found throughout the world, each with its own unique culture and appearance. While mingling does occur, most humans fall into one of these groupings more prominently than the others.

Cleric Basics:


Female Human Cleric
Clerics are the warrior-priests of Golarion. They seek to spread their faith through conviction, words, and in some cases, war. Unlike the normal practitioners of religion, even regular priests, the cleric is actually connected to their deity through prayer and practice. They receive training in the basics of war at the same time they learn to channel the influence of their deity.

Religion is everywhere and likewise are the clerics. From the lowliest hamlet to the largest metropolis, all creatures maintain shrines and temples and have some modicum of faith. Where there is faith there is a cleric to maintain and spread that faith.

Only the most dedicated of clerics spread their religion beyond their home region. The call of adventure is a good way to spread word of ones faith, but is also a quick path to the grave. Most adventuring clerics are of good or neutral deities, seeking to combat evil or maliciousness wherever it arises. Evil clerics are more rare - a church founded on evil is rarely united, and chaotic evil churches even less so. Nonetheless, evil clerics are particularly feared throughout Golarion, if only as portends of the actions of much greater evil.

Half-Orc Fighter

Half-Orc Basics:


Half-orcs are the inevitable result when orcs clash with other humanoid races. Several orc tribes actively work toward breeding half-orc children for their greater mental capabilities. These half-breeds are despised by most of the world, however, which sees them as the spawn of violence or a filthy perversion.[1]


Half-orcs vary in appearance more than most other races, ranging from more orcish features such as greenish skin and protruding lower tusks to near-human with little more to distinguish them as half-orcs than prominent noses, jawlines and brows. Some of the offspring of orcs and human however have dominant human traits making them appear as if they were completely human.[2] Regardless of facial appearance, virtually every half-orc has a stature far larger than that of the average human. Their hair most often is dark, favoring shades of brown, gray, or even dark red, although black is the most common. Their eyes are often small and beady, while their ears are almost always pointed.[3]


Fighter Basics:




Fighters are the pinnacle of martial combat. Where mages learn to defeat their foes by wielding the powers arcane, and others through the grace of their deity, the fighter survives through strength of arms alone. In Golarion, the life of a fighter is the primary recourse of a would-be adventurer. No study is needed, no blessings to be imparted–all one needs is a sword and the will to excel and become better.

Unlike the Warrior, the fighter is more than just someone familiar with the arts of war. They are beyond the ken of simple sword-wielding soldiers, often (but not always) having attended military academies or private schools, such as those in Brevoy. They are tougher, more skilled, and better prepared to face their foe. Their experience or training makes them excellent commanders on the battlefield and in the garrison. Although the military life is a suitable one, available in all nations of the world, it is not the only one afforded a fighter, nor is it always the most elegant. A fighter might be a mercenary, gang-member, or simply an adventurer.[1]

Halfling Rogue

Halfling Basics:


A halfling is a short humanoid and the smallest of the civilized races of Golarion. They tend to be around three feet tall, though mostly human in proportion, with perhaps rounder heads and slightly
Female Halfling Rogue

more childlike proportions. Their coloration is as variable as the locales they call home. Their skin tends to be somewhere between a rich almond color and a pale nut-brown. Many have brown hair, though quite a large proportion of them are as fair as the Ulfen. The eyes of halflings tend to be fair, with green and blue being the most common colors. Many, though not all, have variations in color that make them seem more similar to other humanoids, typically humans, who live in the region they share. All halflings have very durable feet, the soles of which are very tough. As such, they rarely wear shoes, though some wear 'spats'. Halflings have a fine growth of soft, warm hair on the tops of their feet to keep them warm.[1]

Sexual dimorphism in halflings is similar to that in humans, with males being slightly larger and heavier, though many of the larger races do not notice this difference which seems much more obvious to the small folk. Males generally only grow facial hair as sideburns, and tend to be a good two to three inches taller. Females are slimmer and shorter, appearing much like a human woman of half size, though both sexes typically have pleasant round faces, and big cheery smiles.[1]

Their small size allows adventurous or guileful halflings to get into some rather tight spots, and they use their cunning and uncanny luck to get out of just as many, if not more, tough situations.
Thief, vagabond, scout, con man. These are just some of the terms that might refer to a rogue. They are the clever tricksters of the world, the consummate professional criminals, or even the highly trained informants and spies. Where fighters rely on their martial training,wizards on their mastery of arcane power, and clerics on the grace of their deity, the rogue relies on training of the body and mind to overcome obstacles. They are any combination of athletic, cunning, shifty, convincing, learned, and crafty. They augment their training with a precise working knowledge of anatomy: where to deliver a knock-out blow when the situation requires.



Male Halfling Rogue

Rogue Basics:


Thief, vagabond, scout, con man. These are just some of the terms that might refer to a rogue. They are the clever tricksters of the world, the consummate professional criminals, or even the highly trained informants and spies. Where fighters rely on their martial training,wizards on their mastery of arcane power, and clerics on the grace of their deity, the rogue relies on training of the body and mind to overcome obstacles. They are any combination of athletic, cunning, shifty, convincing, learned, and crafty. They augment their training with a precise working knowledge of anatomy: where to deliver a knock-out blow when the situation requires.


Tuesday, September 16, 2014

Introduction

Greetings, adventurers, and congratulations!

The spring is upon us and with it comes another graduating class of would-be heroes and heroines from the hallowed halls of the Pathfinder Society's Youth Chapter of Heroic Explorers, eager and willing to explore the great world of Golarion and all that comes along with it -- mostly, treasure, fame, and evil in need of smiting!

This year, as with seemingly every passing year since the start of the Age of Lost Omens, the number of graduates has dwindled to a mere 20. Rumors around the city have begun circulating that the world outside the walls is just too dangerous to submit youths to -- the monsters have become too powerful in the wake of Aroden's death, the animals themselves growing larger and more resolute in their ownership of the wilds, and rumors of evermore chaotic and evil forces rising from long-forgotten places. Only a paltry few remain who even know of the Pathfinders' academy, and fewer still who talk about its purpose in a glowing light. You, young fortune-and-fame seekers, are proud to count yourselves among those few. While most of your schoolmates have gone into apprenticeship in the workforce, trying to carve out a living as cobblers, blacksmiths, shopkeepers, etc., you've joined the ranks of those who one day hope to consider themselves Pathfinders.

Of course, no matter the size, 10-10,000, any group has its outcasts. This, friends, is where you find yourselves. A group of five, united by fate, separated from the rest of your class for various and sundry reasons, whether it be due to your age, your height, your skin color, or the prejudices others have learned from their parents about your heritage. Some of you may feel this pressure actively such as Raiden, (Rogue name), (Sorcerer name), and (Ranger name), others passively (Cleric name), and have, in the past, expressed your feelings toward this in your own ways. Over the course of your education at PSYCHE, though, you've come to recognize counterparts and cohorts in the other adventurers in your social group, and have learned to stick together in and out of class.




This brings us to the present. It is currently one week prior to your graduation ceremonies, an increasingly modest affair, no longer met by trumpeting throughout the main thoroughfares and streamers but instead a warm gathering of those closest to you, and your teachers from the Society wishing you well on your adventures. In the lead-up to your ceremony, the campus of the academy is closed in preparation for the graduation. Although the public may not take as much pride in the Society as they once had, the Society itself is a proud organization, and is prepared to pull out all the stops for its newest members. Because of this though, your lot finds itself a bit restless. Four days ago, the gods seemed to echo your restlessness with a strong earthquake north of the city in the Cairnlands.

Shortly following the last of the aftershocks, your innate curiosity gets the best of you, and you all decide that it'd be best if (Rogue name) poked around the academy to see what (he/she) can find out. Meanwhile, (Cleric name) asks (his/her) clergy if they know of any disturbances beyond the walls that your crew might handle. Your team is able to find a few things out in this:

  1. The earthquake mostly affected the Cairnlands, and luckily no one within the city was harmed.
  2. There were a few old ruins affected by the quake, including a ruin called the Fallen Fortress, rumored to have been sealed by magic centuries ago to keep whatever was entombed within it. Now, the whole front of the fort has caved in, allowing entrance... and exit.
  3. Three days ago, one of the Pathfinder Society members entrusted with your education, a wily bard by the name of Balenar Forsend, had been sent out to find out what he could about the Fallen Fortress, and has yet to return, despite the trip being only 10 miles roundtrip, hardly a full-day's journey. Members of the Pathfinder Society are trading whispers of something befalling him, but also express a cautious optimism, and seem resolved to give Balenar a week to return before setting up a search party.
Fearing that the worst possible fate could have befallen Balenar, Raiden makes the suggestion that he may need assistance, and rather than waiting the week recommended by the Society, this would be an excellent opportunity for you to make your mark as a successful, new Adventurers Guild.

Our story picks up here, with our heroes and heroines sitting in a pub near the edge of the Wise Quarter.

Pathfinder Society



The Pathfinder Society is a globe-spanning organization based out of Absalom, the world's largest city. The membership consists primarily of Pathfinders, adventurers who travel throughout Golarion, usually inconspicuously, and explore, delve, and otherwise experience the lesser-seen parts of the world. They send journals back to their venture-captain, who also assigns them new missions and suggests new places to explore. The most exciting and illuminating of these journals are compiled in the Pathfinder Chronicles, an ongoing series of books which collect the history and mystery of Golarion for their membership.



Contents

1 History
2 Leadership
3 Training
3.1 Field Commissions
4 Members
4.1 Notable Members
5 Sites
6 Pathfinder Society Expeditions
7 References

History


The Pathfinder Society was founded in Absalom in 4307 AR by a group of adventurers as a means to share stories and resources. [1] The first meeting place was a bar in Absalom called the Wounded Wisp; the meeting locations changed frequently over the next decade. The incredible stories shared among members at these early meetings became popular forms of entertainment among the public as well.[2]

In 4317 AR, a sage (whose name has been lost to history) offered to publish the best of the Society's stories in book form. The first edition of the Pathfinder Chroniclesbecame wildly successful and began the Society's tradition of publishing the best of its members' exploits. In the nearly four centuries since, members of the Pathfinder Society have aspired to undertake adventures worthy of publication in the Chronicles.

In 4320 AR, the Society's Grand Lodge was founded in Absalom, utilizing a manor house donated to the Society as a home base.[3]

Leadership


The day to day running of the Pathfinder Society is managed by the venture-captains. These are usually older or accomplished Pathfinders, or long-time allies of the organization, who have settled down, and claimed a Pathfinder lodge for themselves. They direct Pathfinders in the field towards new and interesting locales, and receive the regular reports that will eventually become part of the Chronicles.

They receive their instruction from the Decemvirate, a secret body of ten masked individuals who pass messages along to the captains in subtle and silent ways. Little is known about the Decemvirate, not even their ultimate goals for the collection of the endless data the Society receives.
Training

The Pathfinder Society is willing to accept members of all backgrounds, creeds and morals. Any applicant who does well enough overall on the initial tests is allowed to take the oath and become an initiate. Training is overseen by three deans, the Master of Swords, the Master of Spells and the Master of Scrolls. The final test, Confirmation, is taken after 3 years as an initiate (although ambitious or gifted initiates may persuade the deans to allow them to take the test earlier). The test is effectively the initiate's first mission; those who pass become Pathfinders and those who fail are discharged from the Society (but often remain on good terms with it afterwards).[4]

Field Commissions


Those rare few non-members who manage to significantly change the course of history may be offered full Pathfinder status by the Decemvirate as a “field commission”.

More commonly, anyone who makes a discovery and elects to report it to the Society may sometimes be offered the chance to join as an initiate, and to have the initial discovery count towards his final Confirmation. Depending on the individual, he may then be asked to report to the Grand Lodge for further training, or invited to attempt the remaining task(s) required for Confirmation.[5]

Members

A Pathfinder's Wayfinder

Members of the Society are loosely affiliated adventurers, who are not required to interact. However, they are forbidden direct conflict against each other, but this does not stop the more unscrupulous from leading rival parties into dangerous situations and dead ends. Most are issued a wayfinder[6], which is a type of magical compass, and taught to recognize the signs indicating a lodge. Other than that, they are largely free to be and do what they please. This allows for a very varied membership, with a Chelaxian devil-binder and a Garundi rogue easily finding themselves sharing a night in the same lodge in the far north of Avistan.

See also: Category:Pathfinders

Pathfinder Society Expeditions

See full article: Pathfinder Society Expeditions


The Pathfinder Society collects knowledge and artefacts from all over Golarion. The nature of their expeditions is based on the personalities of the Pathfinders involved, and the conditions in which they have to work. As such, no two expeditions are the same.[8]

Absalom



For more than 4,000 years, Absalom (pronounced AB-sah-lahm)[1] has been the City at the Center of the World, a metropolis-sized showcase of the greatest treasures in all Golarion. The importance and influence of Absalom upon theInner Sea and the whole of Golarion can not be overstated. The city not only holds a key strategic position for both commercial and military endeavors in the region, but encompasses the site of the ascension of four deities and claims to have been founded by none other than the Last Azlanti, the god Aroden. It is not without reason that the passage of time throughout the Inner Sea region is counted in Absalom Reckoning.[2]

Economy

Absalom's great wealth is driven by trade, so the city's rulers strive to craft policies favorable to commerce (and their own interests), but otherwise take a relatively laissez-faire approach to regulation.[3] Taxes in the city are very light, although Siege Taxes during wartime may be significantly higher. There are no property taxes, although the city charges for access to roads, sanitation, and other public infrastructure. Modest taxes on foreign merchants, fees for pilots through the Flotsam Graveyard, and docking fees, are generally sufficient to supply the city's needs.[3]

Absalom's economy can be divided into three basic parts: craftsmen, who manufacture goods; traders, who buy and sell physical goods; and laborers, who provide services. While craftsmen and laborers are organized into guilds that provide legal and illegal products and services, traders are prohibited from organizing to prevent collusion and price-fixing.[4] The city's laws require that goods to be sold must be owned by a single merchant, who may operate a single commercial outlet for them.[4] Absalom's currency consists of pennies, silver weights, crests, gold measures, and platinum sphinxes.[4]

The city is a major hub for commerce on the Inner Sea, and its most common trading partners include Almas, Cassomir,Katheer, Niswan, Okeno, Oppara, Oregent, Ostenso, and Sothis.[5] However, Absalom has varying relations with and regulations concerning trade with these cities: for example, Almas views Absalom's ships as unwelcome bullies, while Vudrani traders from Niswan are celebrated, and ships from Oregent must prove they carry only glassware and silverware or face a 100% tariff.[5]

Due to Absalom's size and scale, beasts of burden are important elements of the city's commerce and transport. Regular bench-wagons allow commoners to ride around town for a copper, and halfling porters with dog travois can be hired for a similar price.[6] Horses are rare on the Isle of Kortos, since the centaur tribes regard them as invaders and the harpies like to eat them.[6] Consequently, the most prominent beast of burden is the camel; farmers use them for agriculture, drovers use them to pull wagons and chariots, and many district guards field a camel cavalry.[6] Camel barding is more commonly available than barding for horses in the city.[6] After camels, axe beaks are most common mount and beast of burden, faster and better able to defend themselves than camels.[6] Dogs, lizards, elephants, and monstrous centipedes are also found; before the establishment of Hackamore House, much saddle and tack had to be custom made or ordered from dozens of shops due to the diversity of animals used in the city.[6]

Government

Main article: Government of Absalom

Absalom is ruled by the Grand Council which is chaired by the primarch, a position currently held by Lord Gyr of House Gixx. The Council has twelve high seats (including the primarch's) and a variable number of low seats. Most of the city's administrative positions are filled by members of the Council, the more sought after titles going to members of the High Council. The position of primarch is held for life and decided upon by the High Council. It has additional privileges unique to the position granting the holder considerable power over the Council, and by corollary, the City at the Center of the World itself.[7] Much of the day-to-day administration are handled by the district councils of Absalom. The district councils are headed by a nomarch, who is appointed by the Low Council with the approval of the primarch.[8]
A map of Absalom

GeographySituated on the southern coast of the Isle of Kortos, Absalom is the largest city in the Inner Sea region and quite possibly the entire world. The ice-capped peaks of theKortos Mounts are among the highest known in the world, stretching high above treeline.[9] Countless abandoned siege engines and constructions of war from the numerous failed attempts throughout history to take the city by force lie scattered throughout the surrounding countryside in what has become known as the Cairnlands[10] and the wreckage of armadas of unsuccessful attempts on the city from the sea all but block the wide harbor in a mass known as the Flotsam Graveyard.[11][12]


The city itself is enormous: it stretches more than seven miles from the Starwatch Keep to Azlanti Keep and more than five miles from Westgate to Eastgate, and Absalom has three times as many residents as the capital of Cheliax, Egorian[9]
DistrictsMain article: City districts of Absalom

A city the size of Absalom could not function as a single cohesive unit, thus it has been divided or split naturally over time into a handful of distinct districts, each a city unto itself both in terms of sheer population and overall atmosphere, and each having its own district council to run its day-to-day affairs. From the high-class havens of the Petal and Ivy Districts to the dangerous and destitute districts of the Puddles andPrecipice Quarter, Absalom's neighborhoods run the gamut of both the economic and social spectra. Additionally, austere monuments of historical and spiritual significance draw thousands of people to Azlanti Keep, the Ascendant Court and Wise Quarter on a daily basis.[13]

Holdings


More than just a city, Absalom controls holdings in and around the Isle of Kortos (though much of the isle remains wilderness). Although still under the control of the city-state, they function as independent communities.

Diobel, the smaller of the two settlements, is a bustling port town located on the western coast of Kortes. The town is a center of trade in its own right, acting as a hub for fishermen, traders and smugglers wishing to bring illicit goods into the City at the Center of the World via overland caravan instead of through the closely watched harbor of Absalom proper. Because of its important position as an alternative shipping route into the city, control of Diobel is very valuable and rising factions wishing to gain power in Absalom can often be seen first across the Isle in Diobel. The city is currently ruled by Scion Lord Avid of House Arnsen, a rival and childhood friend of Absalom's own Lord Gyr.[14]

Escadar is a vital military town located on the Isle of Erran off Kortos's northern shore. Originally founded as a shipyard and warehouse to aid Absalom against naval blockades, the town quickly grew as workers and naval officers moved to Erran. Beyond its continuing function as a reserve navy for times of siege, the fair-sized military base operates throughout the Inner Sea and as far south as the Obari Ocean in constant efforts to hamper piracy in the region. Escadar's governing body, theLesser Council of retired ship captains and young relatives of members of the Absalom Grand Council, has also been known to grant letters of marque to civilian ships committed to fighting piracy in the waters around the Isle of Kortos itself.[14]
Shadow Absalom

Every major city on Golarion has its dark mirror opposite on the Plane of Shadow, and none are greater than Shadow Absalom. Inhabited by fetchlings, various other humanoid races, and intelligent undead, the city is a thriving community of both natives from and visitors to the Shadow. The mirror opposite of the Ascendant Court holds a permanent portal to the Material Plane, making Shadow Absalom a popular destination to those trapped on this plane. The city is ruled by Argrinyxia the Shifting Lady of Ebon Scales, a powerful umbral dragon.[15]

History


Full article: History of Absalom

The busy harbor of Absalom
Founded in 1 AR by the god Aroden when he raised the Starstone from the depths of the Inner Sea, there is nothing ordinary about Absalom's history even from its very first day in existence. Its whole-cloth creation allowed for a quick inhabitation and Aroden tasked the best and bravest from throughout Inner Sea region to protect the Starstone and prevent any from moving it.[16]

But given Absalom's tactical position in the middle of countless trade routes and its undeniable influence, many ambitious nations or greedy warlords have set their sights upon the walls of the city over the millennia, and the guarding of the city and the Starstone within has never been easy. For the past four millennia, the city has been besieged by one army after another, in an attempt to bring Absalom to its knees and wrest control of it from all others. Despite the relentless onslaught, the city has never fallen. Relics of these ongoing wars still litter the plains of the Isle of Kortos surrounding the city (known as the Cairnlands) and sunken warships clutter the harbor.[16]

Inhabitants


For a complete list, please see: Category:Absalom/Inhabitants, Houses of Absalom

More so than anywhere else on Golarion, Absalom plays home to every conceivable type of inhabitant. While primarily a human settlement, members of all races, religions and homelands can be seen in (and under) the streets of the City in the Center of the World. The specific demographics of each individual district vary greatly, but there are few (if any) peoples who are not represented somewhere within the city, even the mysterious gillmen of ancient Azlant and travelers from other planes.[16]

The earliest inhabitants of Absalom were wise and brave nobles, merchants and adventurers from the lands nearest to the Isle of Kortos, thus the influence of the nations of Andoran, Cheliax, Osirion, Qadira, Taldor and Thuvia remain most pronounced in the city to this day.[16] Due to influence of nearby Osirion and Qadira, many of the city's inhabitants speak Kelish or Osiriani in addition to Taldane.[16]

Halflings are the second largest racial group in the city after the humans making Absalom one of the main halfling settlements in the Inner Sea region. Halflings from many countries come to Absalom joining the indigenous community. The main halfling districts are the Coins, Eastgate and the Foreign Quarter; few halflings live or travel to the Puddles where the height of the water can be dangerous for them.[17]

Elves are relatively uncommon in Absalom, mostly consisting of adventurers or outcasts; more common are their half-elven descendants, many of whom can be found around the Pleasure Salon of Calistria.[18]

Many of Absalom's residents organize themselves into houses, which are similar to clans organized by national origin.[19]

Religion


The most common faiths in Absalom are, of course, those of the four ascended gods: Aroden, Norgorber, Cayden Cailean and Iomedae. In addition to these churches, temples and shrines to Abadar, Nethys, Sarenrae, Calistria, Irori and Shelyn can be found throughout the metropolis.[16] Abasalom is also the only civilized city where the worship of Norgorber is tolerated.[20]

Symbols


Absalom's many centuries of immigration have provided it with a dizzying array of guilds, houses, religious and martial orders, and other organizations, each with their own symbols.[21] Absalom as a whole, however, has a number of common symbols. The city's colors are golden yellow (for the Starstone) and green (for the sea and the island's lush pastures).[21] Absalom's mascots are the hippocampus, representing the island's naval power and Sea Cavalry, and the mother-sphinx, imported fromOsirion.[21] Absalom's mother-sphinx is typically presented as a winged lion with a female human head and upper body, and occasionally shown pregnant, astride a wave, or with human hands holding a scale and scepter or scroll.[21] The city's motto is "Ex Prothex", which is interpreted to mean "From the First" or "First Among Equals".[21] Absalom's hybrid nature and long history are reflected some of the in the foreign names for it: the Patchwork City, or the City of Buried Treasures.[21]