Age of Ice and Blood: A Pathfinder System Heroic Fantasy Quest

Voting is open
Not a lot of votes, would you guys like an interlude? I think one could fit in here reasonably well. It has been a while since I did a Zaia one on what he has seen.
Adhoc vote count started by DragonParadox on Jun 29, 2022 at 3:13 PM, finished with 35 posts and 8 votes.

  • [X] Thank Ansefu for his generosity, but ask to delay any reward we might have earned for another visit, be it in trade good and ships or something more esoteric like magic potions. We don't yet know the situation at the Straits, and if it remains blockaded by the forces of the Tin League we could face even greater difficulty slipping past them if we are encumbered with additional ships.
    -[X] Antonio probably wouldn't mind the chance to fill Marcella's cargo holds with trade goods without having to part with any gold the next time we make port in Apuku.
    --[X] And now is not the time for Ansefu to deplete his resources by rewarding us. Those goods and ships could play a vital part in helping to maintain the stability of his rule.
    -[X] Separate from any rewards or perceived obligations to us, we are interested in hiring a small number of additional warriors, no more than five at this time. They must be trustworthy beyond reproach and skilled in battle, and it would be helpful if they are willing to accept Olweje's blessing to become a Zentragt when we have need of it. We would of course pay them at the same rate we do our own armsmen. Any recommendations they can make would be appreciated.
    [X] As diplomatically and convincing as possible, any of the things we would like, in order of priority:
    -[X] From Ohun, potions for Zaia, spells for Esha, any applicable ley-line knowledge for Inge (she can make a vow to not reveal it to others unless it's required to oppose global threats), if we can't get it now, then the next time we are in Apuku.
    --[X] Arguments: we are standing against the darkness, the daemons and dragons and other foul things, and it's in our mutual interest to empower us with knowledge.
    ---[X] If that's not enough convincing, consider revealing some of relevant info of how daemons want us specifically and how dragons are probably now directly against us, with us killing one, being known as dragonslayers and having an attention of "one who means ill the world entire", who is we suspect is this dragon aiming to return the dragon age. Whatever knowledge they will give us, we will use against the darkness as the darkness is 100% against us. Our words when we spoke of these threats in the court weren't just for show, we are commited to opposing them.
    -[X] Help in recruiting up to 5 capable trustworthy warriors willing to fight as Olweje's metal beast, to serve with the company as long as they want (though the longer the better, of course) on our standard pay with the share of our income. On short notice now or when we return to Apuku next time, whatever is better.
    --[X] Same arguments.
    -[X] Any knowlendge on awakening Ripper? If not now, then next time we are in Apuku.
    -[X] And then, the last priority, offered trade goods and monetary reward, when we'll return to Apuku next time.
    -[X] An aside to Lina: if for whatever reason she would feel it would be better for her to go to other places of the world again, she could consider travelling with us, to oppose the darkness she mentions, to grow in knowing, wisdom and might, and to return to Lirman later as an undisputably deserving powerful hero.
    [X] Thank Ansefu for his generosity, but ask to delay any reward we might have earned for another visit. We don't yet know the situation at the Straits, and if it remains blockaded by the forces of the Tin League we could face even greater difficulty slipping past them if we are encumbered with additional ships.
    -[X] Antonio probably wouldn't mind the chance to fill Marcella's cargo holds with trade goods without having to part with any gold the next time we make port in Apuku.
    -[X] And now is not the time for Ansefu to deplete his resources by rewarding us. Those goods and ships could play a vital part in helping to maintain the stability of his rule.
    [X] Raise up a stone cross and a small chapel at Tam's grave
Zaia interludes are always fun. I bet he's got a good one ready for us after leveling up.
 
Arcane Lore: Formless and Unbound
Formless and Unbound
Bestiary of the Accursed

-Inscribed by Zaia of Alexandria

One must admit that the first time I heard the tales of beings like men yet not him who dwelt under the sea and there in raised palace and ruled mighty kingdoms, not only because the siren the mermaid is the fantasy of every sailor too long from shore and so oft repeated that it makes its way onto the signs of brothels across the world, but because the very notion seemed impractical. One might think of that as a strange place to let down one's credibility given what else is contained in these pages, but allow me to explain. Birds are meant to fly, hence they have been endowed with wings and hollow bones and strong mussel to move the latter, horses are meant to ride far and swift hence the hoof which may strike on stone a thousand times and not be broken where other feet would strain. So too is it with fish that are made sleek and silvery swift that they may cut the water. When one observes a creature of two worlds such as the seal or the sea cat the compromises are obvious with some parts of the body being suited to move in the water and others on land.

So I reasoned if there is to be a creature part fish and part man than it would have to dwell in the place where fish and man meet, on the shore and not in the depths of the water where the Form of the fish should have primacy, hidden perhaps in caves or rude shelters than their webbed and stubby appendages could make. Little did I know then of the Formless and their quest to experience the one thing they do not have, permanence. They do so by living the lives of fish and fowl, beast and man as well as what I have been confidently told was a flying lizard and not a bat as I had first called it...

The sketch of a winged lizard is included on the next page, likely because the author wanted to set it down while they had it fresh in their mind.


Let it be known that Ohun Greenbelt by the lore of his order helped make that sketch, though he claims that is 'no living beast in the sky' whatever that might mean. I fear my understanding of the Anwari tongue still fails in some moments, particularly when dealing with sorcery and the spirits. Regardless, natural or no the formless can take many shapes and they do so for no practical reason but for sensation, experimentation and novelty.

Little wonder than that any civilization that should follow in blood and in reason from such beings are also impractical, but rather than follow the thousand contradictory legends about the perfidy or the mercurial gifts of the Formless I asked instead of the Lady Esha who is far more learned in spirits whence they come from, at least when there are no great worms about. Now that is a tale that I shall not here recount for fear that it should be thought incredible and thereby the entire manuscript.

There is noticeable shift in the thickness of the lines, indicating a new quill and likely a new day

Apparently they come from the 'days yet to come' or so the story is told in Agber and in the lands to the south of it. The story goes than in the days of the priest kings Thousand Year Peace there were many conjurers of spirits bright and dark and since the law of the land bound them firm to do no great evil in the sight of the people those people did not hunt the mages as conjurers are hunted in later ages. Now these old mages had found a use for every spirit and a spirit for most tasks, but there were still some that eluded them, Worse still for their pride that had grown into a bright bonfire the priests who bent their tongues to praise of the gods were alone in being able to take on the shapes of beasts freely and those were of great use. Some there were who learned to alter their servants by the shaping of flesh and the forging of metals but one reached out more impatiently for his prize...

So it is said that the greatest of all conjurors Monbu the Masterful thought to conjure a spirit from times yet unborn reasoning that by then the slow work of his fellows would be done and he could bring it into the now. Alas for him that he was wrong, the future is not a place one can travel to for fate is not immutable and so instead he opened a portal into the place where all things and none were real, into that realm of endless possibilities that is... or perhaps mirrors a moment unborn.

From what realm many spirits entered the world and much that had been assured was set askew and many fine workings that needed the most precise of conditions could never again be cast for Chaos was abroad.

OOC: This does not fit with what Ohun told you about the Formless, but then both of them are the accounts of times long past. Which, if any, you believe is up to you. Perhaps there is even a bit of truth to both.
 
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Interesting parallel to the story of Ikomi bringing Olweje in from the Chaos:
For a long age there was order in the turning of the Wheel, as within so without, as above so below, but Ikomi was discontent in the order that has even yoked the very waves to its turnings and so swathed in warding mists she rose from the waters and walked beyond the Last Gate into the chaos that was neither dark nor light, hot or cold nor anything that men could name with words and from that Chaos she beckoned another to enter and he was the darkness that blinds the eyes of the seer and the flame that consumes the plans of great lords, he was Olweje.

Was she more skillful so that nothing followed him, or can it actually be description of the same event / same type of event if there were several such?

@DragonParadox, does Esha has any thoughts on this parallel between Agberi tales and Anwa mythology?
 
I really like Zaia's turn of phrase, @DragonParadox. His personality comes through quite clearly, IMO.

The conflicting origin myths for the Formless are neat, too.
 
Interesting parallel to the story of Ikomi bringing Olweje in from the Chaos:


Was she more skillful so that nothing followed him, or can it actually be description of the same event / same type of event if there were several such?

@DragonParadox, does Esha has any thoughts on this parallel between Agberi tales and Anwa mythology?

Could be something to that, but on the other hand these are pretty universal questions: 'Why doesn't the world work like clockwork and by the will of the gods?' If you wanted to compare in more details you wold need access to some of the sacred lore of Olweje in some way, be it the willful aid of a priest or some... snooping.
 
Vote's still really close, but I want to get this settled so we can be on our way.
Adhoc vote count started by DragonParadox on Jun 30, 2022 at 9:31 AM, finished with 45 posts and 9 votes.

  • [X] Thank Ansefu for his generosity, but ask to delay any reward we might have earned for another visit, be it in trade good and ships or something more esoteric like magic potions. We don't yet know the situation at the Straits, and if it remains blockaded by the forces of the Tin League we could face even greater difficulty slipping past them if we are encumbered with additional ships.
    -[X] Antonio probably wouldn't mind the chance to fill Marcella's cargo holds with trade goods without having to part with any gold the next time we make port in Apuku.
    --[X] And now is not the time for Ansefu to deplete his resources by rewarding us. Those goods and ships could play a vital part in helping to maintain the stability of his rule.
    -[X] Separate from any rewards or perceived obligations to us, we are interested in hiring a small number of additional warriors, no more than five at this time. They must be trustworthy beyond reproach and skilled in battle, and it would be helpful if they are willing to accept Olweje's blessing to become a Zentragt when we have need of it. We would of course pay them at the same rate we do our own armsmen. Any recommendations they can make would be appreciated.
    [X] As diplomatically and convincing as possible, any of the things we would like, in order of priority:
    -[X] From Ohun, potions for Zaia, spells for Esha, any applicable ley-line knowledge for Inge (she can make a vow to not reveal it to others unless it's required to oppose global threats), if we can't get it now, then the next time we are in Apuku.
    --[X] Arguments: we are standing against the darkness, the daemons and dragons and other foul things, and it's in our mutual interest to empower us with knowledge.
    ---[X] If that's not enough convincing, consider revealing some of relevant info of how daemons want us specifically and how dragons are probably now directly against us, with us killing one, being known as dragonslayers and having an attention of "one who means ill the world entire", who is we suspect is this dragon aiming to return the dragon age. Whatever knowledge they will give us, we will use against the darkness as the darkness is 100% against us. Our words when we spoke of these threats in the court weren't just for show, we are commited to opposing them.
    -[X] Help in recruiting up to 5 capable trustworthy warriors willing to fight as Olweje's metal beast, to serve with the company as long as they want (though the longer the better, of course) on our standard pay with the share of our income. On short notice now or when we return to Apuku next time, whatever is better.
    --[X] Same arguments.
    -[X] Any knowlendge on awakening Ripper? If not now, then next time we are in Apuku.
    -[X] And then, the last priority, offered trade goods and monetary reward, when we'll return to Apuku next time.
    -[X] An aside to Lina: if for whatever reason she would feel it would be better for her to go to other places of the world again, she could consider travelling with us, to oppose the darkness she mentions, to grow in knowing, wisdom and might, and to return to Lirman later as an undisputably deserving powerful hero.
    [X] Thank Ansefu for his generosity, but ask to delay any reward we might have earned for another visit. We don't yet know the situation at the Straits, and if it remains blockaded by the forces of the Tin League we could face even greater difficulty slipping past them if we are encumbered with additional ships.
    -[X] Antonio probably wouldn't mind the chance to fill Marcella's cargo holds with trade goods without having to part with any gold the next time we make port in Apuku.
    -[X] And now is not the time for Ansefu to deplete his resources by rewarding us. Those goods and ships could play a vital part in helping to maintain the stability of his rule.
    [X] Raise up a stone cross and a small chapel at Tam's grave
 
@DragonParadox, updated State of the Company with following changes (didn't mean to post it just when you closed vote, wanted to make it earlier but that took longer than I expected):

1. Name is now "The Fellowship of Saint Nicholas".
2. Wanderer is now with us indefinitely, as per Goldfish.
3. Changed "Unknown volunteer" to "Sometimes a volunteer", as it's not the same person as per DP.
4. Changed "Passengers" tab header to "Associates", it's less inaccurate that way as Ripper is not a passenger and Mog will stop being a passenger when we'll set him up in Wayfarer's Respite with his workshop.
5. Added naunet's children to Associates.
6. Adjusted finances with -560 gp for boar folk*, spring ship seasonal expenses and income from Magian Wine, overall we now have 21068 - 560 - 3040 + 1250 -> 18718 gp.
7. Added income from Magian Wine, now 2500 gp per season, to finances.
8. 37 - 1 -> 36 CLW from fey battle*, 5 - 3 -> 2 Greenblood Oil from naunet battle*.
9. Added 10 lbs of Ebony Vitae and name of Mynid the Wayguard troll to notable possessions.

The Fellowship of Saint Nicholas

Motto: Truth from the Unknown

Leadership:
Triumvirate of Antonio, Roland, and Zaia as joint council

Fleet of the Company
Marcella
Basic Construction: Eastern Mediterranean Galley, 121 ft length, 21 ft width, 130 metric tons of cargo

Touched by the Far Realm: The ship has passed though the Realm Between and it has been... changed. It Hungers for life and yet it seems bent on preserving the life of its crew.
  • Sails upon the Dreaming Wind: Marcella no longer sails solely with the wind of mortal realms, able to even travel against it at great need, though to linger among its rigging grows more of a strain upon the mind of man.
  • Ship's Eye I: All those marked by the ship gain +2 Circumstantial to Reflex Saves while on the ship.
64 Sailors not counting the captain
  • 8 Armed with short bows
  • 57 armed with a variety of melee weapons
    • Zuan the Dragonslaying Cook
    • Mad Marco
Weapons
A pair of enchanted crossbows on tripods (+1 to attack and Damage; can be fired with a voice command/free action).
Soldiers of the Company
Names and Feats

Sheets and Equipment

8 Melee Men at Arms (Warrior 3)
Man-at-Arms (Melee)
Alignment: [Varies]
Age: [Varies]
Race: Human
Level: 3
Class: Warrior
Feats: Deft Maneuvers, Pikeman's Training, Weapon Focus (Spear Weapons)
Traits: Threatening Defender
Languages: Anwari, English, French
HP: 19/19
AC: 10 + 6 (Bronze Lamellar) + 2 (Shield) = 18
Initiative: +0
Attack:
  • Spear: +3 (BaB) +1 (STR) +1 (Weapon Focus) = +5 [1d8 + 1, Critical: x3 Piercing]
  • Special: +2 bonus when using the Trip, Disarm, Dirty Trick, Feint, Reposition, or Steal Combat Maneuvers, and does not provoke an Attack of Opportunity.
Weapon proficiency: Dagger, Shortsword, Spear, Longspear
Armor proficiency: Light Armor, Medium Armor

STATS:
12 (+1) Strength
11 (+0) Dexterity 13 (+1) Constitution
9 (-1) Intelligence
10 (+0) Wisdom
8 (-1) Charisma

SAVES:
FORTITUDE: 3 + 1 (CON) = 4
REFLEX: 1 + 0 (DEX) = 1
WILL: 1 + 0 (WIS) = 1

SKILLS:
Perception: 3
Ride: 4 Survival: 3
Man-at-Arms (Melee; Net-Fighters)
Alignment: [Varies]
Age: [Varies]
Race: Human
Level: 3
Class: Warrior
Feats: Deft Maneuvers, Net Adept, Net Maneuvering
Traits: Threatening Defender
Languages: Anwari, English, French
HP: 19/19
AC: 10 + 6 (Bronze Lamellar) + 2 (Shield) = 18
Initiative: +0

Attack:
  • Net: +3 (BaB) [Special]
  • Spear: +3 (BaB) + 1 (STR) = +4 [1d8 +1, Critical: x3 Piercing]
  • Special: +2 bonus when using the Trip, Disarm, Dirty Trick, Feint, Reposition, or Steal Combat Maneuvers, and does not provoke an Attack of Opportunity.
    • You can use a net in melee to Trip or Disarm opponents instead of Entangling them. You gain a +2 bonus on Disarm checks made to use a net in this way (stacks with Deft Maneuvers).
    • If you have an opponent Entangled in your net, you can attempt to Drag or Reposition that opponent as long as he is within your net's reach or you control the trailing rope on your net.
Weapon proficiency: Dagger, Longspear, Net, Shortsword, Spear
Armor proficiency: Light Armor, Medium Armor

STATS:
12 (+1) Strength
11 (+0) Dexterity
13 (+1) Constitution
9 (-1) Intelligence
10 (+0) Wisdom
8 (-1) Charisma

SAVES:
FORTITUDE: 3 + 1 (CON) = 4
REFLEX: 1 + 0 (DEX) = 1
WILL: 1 + 0 (WIS) = 1

SKILLS:
Perception: 3
Ride: 4
Survival: 3

5 Ranged Men-at-Arms (Warrior 3)
Man-at-Arms (Ranged)
Alignment: [Varies]
Age: [Varies]
Race: Human
Level: 3
Class: Warrior
Feats: Precise Shot, Rapid Shot, Weapon Focus (Bow Weapons)
Traits: Killer
Languages: Anwari, English, French
HP: 16/16
AC: 10 + 4 (Chain Shirt) + 1 (Dex) = 15
Initiative: +1 (DEX)
Attack:
  • Shortsword: +3 (BaB) + 1 (STR) = +4 [1d6 + 1, Critical: 19-20x2; Slashing]
  • Composite Shortbow: +3 (BaB) + 1 (DEX) + 1 (Weapon Focus), Range Increment: 70ft.
    • Normal: +5 [1d6 + 1, Critical: x3; Piercing]
    • Rapid Shot: +3/+3 [1d6 + 1, Critical: x3; Piercing]
  • Special: You deal additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself.
Weapon proficiency: Dagger, Shortsword, Longbow, Shortbow

STATS:
12 (+1) Strength
13 (+1) Dexterity
11 (+0) Constitution
9 (-1) Intelligence
10 (+0) Wisdom
8 (-1) Charisma

SAVES:
FORTITUDE: 3 + 0 (CON) = 3
REFLEX: 1 + 1 (DEX) = 2
WILL: 1 + 0 (WIS) = 1

SKILLS:
Perception: 3
Ride: 4 + 1 (DEX) = 5 Survival: 3

1 Knikut Barbarian
Name: Wanderer
Alignment: Chaotic Neutral
Age: 21
Race: Neanderthal
Level: 2
Class: Barbarian 2 (Invulnerable Rager)
Feats: Extra Rage
Traits: Indomitable Faith
Class Features: Damage Reduction (1/--), Rage (15 rounds/Day), Rage Power (Reckless Abandon)
Languages: Anwari, Wanderer's Knikut dialect
Special: Hardy (+6 HP), Low-Light Vision, Mental Fortitude
HP: 33/33
  • HP w/Rage: 37/37
AC: 10 + 1 (Natural) + 1 (DEX) + 4 (Chain Shirt) = 16
  • AC w/Rage: 10 + 1 (Natural) + 1 (DEX) - 2 (Rage) = 14
    • AC w/Rage & Reckless Abandon: 10 + 1 (Natural) + 1 (DEX) - 3 (Rage) = 13
Movement: 30 feet + 10 feet (Fast Movement) = 40 feet
Initiative: +1 (DEX)
Attack:
  • Northern Fury (+1 Greatclub): +2 (BaB) + 3 (STR) + 1 = +6 [1d10+5, Critical: x2 Bludgeoning]
    • when using Power Attack: +5 [1d10+8]
  • Northern Fury w/Rage: +2 (BaB) + 5 (STR) + 1 = +8 [1d10+8, Critical: x2 Bludgeoning]
    • when using Reckless Abandon: +9 [1d10+8]
    • when using Power Attack: +7 [1d10+11]
      • when using Power Attack & Reckless Abandon: +8 [1d10+11]
  • Cold Iron Spear: +2 (BaB) + 3 (STR) = +5 [1d8+3, Critical: x3 Piercing]
    • when using Power Attack: +4 [1d8+6]
  • Cold Iron Spear w/Rage: +2 (BaB) + 5 (STR) = +7 [1d8+5, Critical: x3 Piercing]
    • when using Reckless Abandon: +8 [1d8+5]
    • when using Power Attack: +6 [1d8+8]
      • when using Power Attack & Reckless Abandon: +7 [1d8+8]
Weapon proficiency: Club, Dagger, Spear, Longspear
Armor proficiency: Light Armor

STATS:
16 (+3) Strength
12 (+1) Dexterity
16 (+3) Constitution
8 (-1) Intelligence
8 (-1) Wisdom
10 (+0) Charisma

SAVES:
FORTITUDE: 3 + 3 (CON) = 6
REFLEX: 0 + 1 (DEX) = 1
WILL: 0 - 1 (WIS) + 1 (IF) = 0
Special: +2 bonus to Will and Fortitude saving throws while Raging. +2 Racial bonus to saving throws against Illusions and Enchantments.

SKILLS:
Climb: 4 + 3 (STR) = 7
Knowledge (Nature): 5 - 1 (INT) = 4
Perception: 5 - 1 (WIS) = 4
Survival: 4 - 1 (WIS) = 3

Special Abilities:
  • Fast Movement (Ex): When you are not wearing Heavy Armor or carrying a heavy load, your land speed is increased by +10 feet.
  • Rage (Ex): You can enter a Rage or leave that state as a Free Action for up to 15 rounds per day (10 + CON modifier + 2 per level after 1st). Temporary Constitution increases do not affect your daily ability to Rage. When you stop using Rage, you are Fatigued for twice as long as you Raged, and you cannot enter a Rage while Fatigued or Exhausted. If you fall unconscious, your Rage immediately ends. Your ability to Rage is renewed each day after resting for 8 hours, although these hours do not need to be consecutive.
    • Reckless Abandon (Ex): While Raging, you can further reduce your AC by -1 to increase your attack bonus by +1
    • Rage Effects: +4 Morale bonus to Strength and Constitution, +2 Morale bonus to Will saves, and -2 penalty to AC. You cannot use any Charisma-, Dexterity-, or Intelligence-linked skills (except Acrobatics, Intimidate, and Ride), or any ability that requires patience or concentration.
Equipment of Note: Cold Iron Spear, Steel Chain Shirt

Sometimes an Anwari sailor volunteer for Horn of the Werebear*

Cor Eso, drummer of Drums of Haste
Associates
Ripper, Young Ocean Lion

9 otter-kin recruits
  • Runs in Rain

Megin, Kathlin

Mog, Imjarvi Gremlin (contract expires at Day of Rule, 1352)

Ooloa, Leni, Unki, Iles, Kasibo*, naunet's Changeling children we are to care for, aged from 7 1/12 to 10, Ooloa is the eldest.
Finances of the Company
Company Animals:
-20 Horses
-2 newborns (female)

Soldier Salaries [Per Payment/Loot]:
1% per man at arms
2% for Tom
Total Salary Cost 16%

Ship Costs:
Sailor's Pay: 2040 gp/season
Provisions: 910 gp/season
Upkeep (Marcella): 90 gp/season
Total ship Costs: 3040 gp/season

Income from Magian Wine: 2500 gp/season**

Total Funds: 18,718 gp
Fame and Infamy
Anwa Islands 4/10: Strangers you are seemingly risen up from the foaming waves of a storms come upon the island, strange is your ship and strange is your manner. Some call you aid unlooked for in a time of need, some birds of ill omen, come to pick over the bones of the True Folk
-Lirman: 6/10: You were welcomed by the king into his hall, yet you have made few freinds among the clans, even those who were once you allies now speaking ill of your deeds. Yet none can deny that you came in timely manner with news of the darkness growing over Korman. It is said you have slain a dragon, and a dragon's head you brought forth for song and saga
-Korman: 3/10: Champions of Olweje, and bearers of His shield you have been named outlaw and kidnapper by the new king of the Island. It would be death for you to show your face in the capital, though perhaps other lords might thing better of you

Orinilu 2/10: One of your leaders is a member of the League of Captains and honored for it.

The White Lands 1/10: Your deeds are great , but they have not yet resounded upon the frozen plains from the horns of the Wyrdoki and the drums of the Danuk
Consumables
Daily Alchemy Progress by Item
Dragon's Blood: x5
Dose of Dream Dust: x8

Brewed from the musk of a creature long trapped in the dreaming world this concoction allows a mage to greatly enhance the effects of spells of slumber. Add 2d2 HD to the cap creatures affected by a sleep spell. Cost 150 gp/dose.
Notable possessions
Books on Alchemy and Metallurgy (+3 to Craft Alchemy and all Metal Craft skills as long as one is in a position to reference the tomes)*

Masterwork Smithing and Alchemy Tools (+2 to relevant rolls)*

Ipsit Iron Tamer's spellbook*

Cauldron of Living Bronze (Ikomi-blessed Cauldron of Brewing, +5 competence bonus on Craft (alchemy) skill checks)*
A cauldron of brewing looks like a fine cooking pot with four stout legs. The cauldron is capable of heating any liquid placed in it to a precise temperature (anywhere from just above room temperature to hot enough to boil salt water) and maintaining it indefinitely while still remaining only slightly warm to the touch on the outside. A cauldron of brewing provides a +5 competence bonus on Craft (alchemy) skill checks.

Instructions for Dragon Crafting (a book that when consulted allows an alchemist to act as though they possess Dragoncrafting at the cost of taking twice as long as with the feat)*

Drums of Haste
This set of kettle drums is carried on a shoulder strap and played one-handed using a single two-sided mallet. By making a DC 20 Perform (percussion) check, the bearer can grant the effects of a haste spell on up to 5 creatures. The drums can affect up to 25 creatures per day.

Fey Gold

While wearing a Fey Gold nugget around the neck, the wearer gains fire resistance 1 and a +1 resistance bonus on Will saving throws.

Northern Fury
Northern Fury
Description: This heavy oaken club, roughly carved, is not quite sentient, but still seems drawn to violence, dragging its wielder into battle with it if it can.

Powers:
  1. +1 Greatclub
  2. The wielder takes a -2 penalty on Will saves against any spells or effects that incite rage, compel hostility or otherwise contribute to starting a fight.
  3. With the first hit made in a combat the club casts Deadly Juggernaut as a free action, but also requires the wielder to make a DC 14 Will save to retreat from melee-range of any opponent still standing. The spell can only be activated once per day.

Horn of the Werebear
Description: A horn in form but not of horn wrought, rather it seems to have been carved from a single piece of ivory by most skillful and loving craft. Carved all about its length with scenes of war that feature men and bears as well as the obviously quite painful transformation between them.

Power: A sacred relic of Olweje, when this horn is blown it can temporarily transform a warrior into large, armored monstrosity of a bear, a Zentragt. The warrior must accept the transformation willingly and after the battle for which he was transformed sacrifice the arms and armor of all foes he has slain to Olweje (by eating them in his bear-form), or else the warrior remains a Zentragt and is driven battle-mad to attack his former comrades.

The transformation takes a full round and lasts for an hour, the target of the transformation must be within 10 feet of the hornblower.

Okunrin Okomo's Hollow Drums (might be used for enchantment)*

Broken Wyrd Lantern (might serve as the base for future enchantments)*

Shadow's various potions and poisons*
Shadow's dragon tablets*

10 lbs of Ebony Vitae*

Name of Mynid the Wayguard troll to conjure him by it if we have need, he'll deal with us fairly.*

Gold Sheet*

Hedon's skull*

Dragon's corpse (Large; used x2 grip skin, x5 blood, x1 musk)

Red Lion's head*

Ulk's head

Shadow's head
Armory
Armor
8 Steel Chain Shirts
6 Norman Heavy Shields
Destroyed Banded Mail (need Make Whole to repair)

Weapons
10 Steel shortswords
1 Masterwork Drow Razor
10 Spears
4 Cold Iron spears
100 Cold Iron arrows
8 Shortbows
2 Composite Shortbows
 
@Arhin, I noticed that in your edits and posts you sometimes use raw breakable post links, like https://forums.sufficientvelocity.com/threads/age-of-ice-and-blood-a-pathfinder-system-heroic-fantasy-quest.93283/page-206#post-21822199, with page numbers in them, instead of permanent ones, like https://forums.sufficientvelocity.com/threads/age-of-ice-and-blood-a-pathfinder-system-heroic-fantasy-quest.93283/post-21822199.

It's better to use permalinks because raw links with page numbers in them can break when posts are deleted and the pages shift, while permalinks will always lead to the post no matter on what page it may find itself.

You can get post permalink though the post number info in the post's right top corner,
just standard right-click and 'Copy Link':

---

@Goldfish, noticed something that seems wrong in the charsheet, shouldn't Roland's perception
Perception: 8 + 0 (WIS) + 2 (Alertness w/Mount) = 10/12
be overall 8/10 instead of 10/12? Or is there a not listed bonus from somewhere?
 
Arc 15 Post 8: Spears Raised High
Spears Raised High

Eleventh Day of Olweje-eza (Olweje Ascendant), 1349 A. L. (After Landfall)

There is a time to grasp one's opportunities and a time to be cautious, the good will of a king even a petty one is a precious thing, but only so far as the king's power runs and Ansefu is far from secure in his seat. Better to wait and, much as you dislike thinking of it in these terms, appear generous and wise for doing so, than to let greed steer you to a hasty choice in matters of the spirit or of the Fellowship's coffers. When you later confess the matter to Antonio your friend shrugs and tips the improbably large hat he had found somewhere to ward against the sun: "Isn't that what wisdom is?"

The point cuts rather deeper than he had meant it you suspect, carelessly throwing it into the wind. The more you have come to be involved in matters of kingship and rule the more uneasy you are left feeling, not from some impression that kings aught to be above horse trading, even in a land with only one horse, but because of all the other things out there. What does one do when arguments of primacy, of wealth, of power or of base lust must contend with the threat of spirits dark and strange? One would think that demons would make the knot easier to cut, not harder.

That is what gets you thinking. In all this tangle of grudges being settled and power re-balanced surely there must be some even on Ansefu's side who would rather not see their home shores for a long while, until spirits have cooled and grudges have been if not forgotten then softened.

"That'll be five pirates less on the waves as well," Antonio japes, though when he sees that you are not smiling he grows more serious. "I don't think most sailors out of Lirman are pirates save by opportunity."

"The ones who would become raiders are also the most likely to take up the challenge given that it would be under the banner of Olweje, a god honored to be sure, but not..." you hesitate. "Well liked." Is it even wise to hire on men for the company for the purpose of asking them to take on the skin of a servant of war? you wonder.

"Can't hurt to look," he shrugs depositing a handful of roasted nuts in your hand...

"You want warriors loyal and in good standing who wish to honor Olweje in someplace far from here for good pay?" Ansefu asks, glancing towards his sister, who you are glad to see is on a chair only slightly less ornate to his left seeming in good spirits... or at least so she had been before the exchange. "Fine, fine I will grant that is an honorable place for them..."

"Them?" you prompt, a touch wary now.

"Several women of noble blood have taken Lina's role in recent happenings as a sign that they aught to take up arms in more than the defense of hall and tree as tradition calls for. Lina was considering taking them on in her service, a hand of warriors to help guard and serve her... but it would be more palatable to certain clan heads if they wet their blades someplace else."

"They are all girls and women of good family and they know the ways of war as well as being faithful enough to the ways of war to take on his mantle," Lina offers, though it is clear she is still of two minds about this.

Do you take on Lina's would-be guards (Warrior 2)?

[] Yes, it seems a fair deal

[] No, you do not want anyone in the company as part of some political deal, you will take warriors more motivated by gold and glory


OOC: If you guys want to do something more in the city, now is the time to speak up.
 
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If Lina is two minds on this and this is getting her out of good spirits, why antagonize her? And right now Lina looks slightly more reasonable then Ansefu. I say take those who want gold and glory, we can vet them good with everything we have.

[X] No, you do not want anyone in the company as part of some political deal, you will take warriors more motivated by gold and glory

Vetting with Roland, Antonio, Silver and Inge (and maybe Swift Pebble for silent communication) would mean following effective skills based on Roland's ones:

Sense Motive: 13 + 2 (aid, Antonio) + 1 (competence, Guidance) + 2 (Alertness) + 2 (enhancement, Tears to Wine) + 10 (Focused Scrutiny) -> 30

Perception: 8 + 2 (aid, Antonio) + 2 (competence, Heightened Awareness) + 2 (Alertness) + 2 (aid, Silver) + 2 (enhancement, Tears to Wine) + 10 (Focused Scrutiny) -> 28

---

@DragonParadox, updated Character Sheets at the bottom of the post, it looks like some changes got lost.

1. Fixed Roland's Perception.
2. Spoilered each of Roland's magic items.
3. Added Expeditious Excavation back to Esha's spell list.
4. Changed Sicilian (poor) to Sicilian back in her languages known, it was accepted by you back then as per this
@DragonParadox, updated charsheets:

  • Esha knows Sicilian.
and based on this discussion:
1. Esha "whispers in tongue unknown to these lands" to Roland, does that mean Anwari, or did she learn French? English? Sicilian?
Sicilian, not much point in learning French which is one of the least spoken languages among the crew
Though of course you can change it back if it's actually poor, it's just that when she whispers in Sicilian like that,
"He who dwells in this place is no more likely to be the death of me than anyone else who wanders on the field of battle," she whispers in tongue unknown to these lands, catching your eye. "There is a justice at least in the spilling of blood with an even hand."
it doesn't look to me as if her command of it is poor, she seems to be able to speak it well.

Also, if you have have time and opportunity of course, it would be great if you could check Esha's spell list against your notes, 3 weeks ago it was missing Resistance, and now we've discovered another spell, Expeditious Excavation, was missing, maybe there are other missing spells?

Name: Sir Roland Verley
Alignment: Neutral Good
Age: 23
Race: Human
Level: 5 (10250/15000 XP)
Class: Cavalier 2 (Courtly Knight, Honor Guard; Order of the Dragon) / Fighter 1 / Warlord (Bannerman) 2
Feats: Additional Traits (Sound of Mind, Sword Scion), Bodyguard (B), Combat Reflexes, Cumbrous Will (B), Deft Maneuvers, Focused Discipline (B), Improved Initiative, Iron Will (B), Mounted Combat
Traits: Influence (Diplomacy), Cooperative Combatant, Sound of Mind, Sword Scion
Languages: Anwari, English, Engur, French, Sicilian

HP: 35/35
AC: 10 + 1 (DEX) + 10 (Fullplate +1) + 3 (Shield) = 24
Initiative: +1 (DEX) + 4 (Improved Initiative) = +5
Attack:
  • Durendal (+1 Flaming Keen Bronze Longsword): +5 (BaB) + 2 (STR) + 1 (SS) + 1 (Enhancement) = +9 [1d8+3+1d6; Critical: 17-20/x2; Slashing]
    • when using Power Attack: +7 [1d8+7+1d6]
  • Bronze Breaker (+1 Breaking Gauntlet): +5 (BaB) + 2 (STR) + 1 (Enhancement) = +8 [1d3+3; Critical: x2; Bludgeoning], Special: +2d6 damage vs objects
    • when using Power Attack: +6 [1d3+7]
  • Cold Iron Short Sword: +5 (BaB) + 2 (STR) = +7 [1d6+2; Critical: 19-20/x2; Slashing]
    • when using Power Attack: +5 [1d6+6]
  • Lance: +5 (BaB) + 2 (STR) = +7 [1d8+2; Critical: x3; Piercing]
    • when using Power Attack: +5 [1d8+6]
    • when Charging: +7 [2d8+4]
      • w/Power Attack: +5 [2d8+12]
  • Longbow: +5 (BaB) + 1 (DEX) = +6 [1d8; Critical: x3; Piercing]
  • Special: +2 bonus when using the Trip, Disarm, Dirty Trick, Feint, Reposition, or Steal Combat Maneuvers, and does not provoke an Attack of Opportunity.
Weapon proficiency: Longsword, Lance, Longbow, Dagger, Short Sword

STATS:
14 (+2) Strength
12 (+1) Dexterity
13 (+1) Constitution
12 (+1) Intelligence
10 (+0) Wisdom
16 (+3) Charisma

SAVES:
FORTITUDE: 6 + 1 (CON) = 7
REFLEX: 1 + 1 (DEX) = 2
WILL: 1 + 0 (WIS) + 2 (IW) = 3

Special:
+2 Traits bonus vs Mind-Affecting effects.
+2 Resistance bonus vs Mind-Affecting effects.
+3 Morale Bonus vs Death effects, Fatigue or Exhaustion effects, and poison or poison effects.
+2 Morale Bonus vs Fear effects. On a successful save, you gain +2 Morale bonus to attacks and CMB against the originator of the Fear effect for 1 round.
+2 Circumstantial Bonus to Reflex Saves while on Marcella

SKILLS:
Bluff: 1 (Courtly Knight) + 3 (CHA) + 4 (Diplomatic Presence) = 8
Diplomacy: 8 + 3 (CHA) + 1 (Courtly Knight) + 4 (Diplomatic Presence) + 1 (Influence) = 17
Handle Animal: 6 + 3 (CHA) = 9
Intimidate: 8 + 3 (CHA) + 1 (Courtly Knight) + 4 (Diplomatic Presence) = 16
Knowledge (Arcana): 1 + 1 (INT) = 2
Perception: 8 + 0 (WIS) + 2 (Alertness w/Mount) = 8/10
Ride: 7 + 1 (DEX) = 8
Sense Motive: 8 + 1 (Courtly Knight) + 4 (Diplomatic Presence) + 2 (Alertness w/Mount) = 13/15
Survival: 3 + 0 (WIS) + 1 (OotD Protection) = 3/4

Martial Initiator Abilities:
Special Abilities:
  • Bodyguard: When an adjacent ally is attacked, you may use an Attack of Opportunity to attempt the Aid Another action to improve their AC.
  • Aid Allies: Whenever you use the Aid Another action to assist one of your allies, the ally receives a +3 bonus to his Attack Roll, Saving Throw, or skill check, or a +3 bonus to his Armor Class.
  • Cumbrous Will: Before rolling a Will save, you can choose to gain a +6 bonus on your saving throw. After the saving throw is resolved, regardless of the result, you are Shaken until the end of the encounter.
  • Mounted Combat: 1/round when your mount is hit in combat, you may attempt a Ride check as an Immediate Action to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
  • Tactical Presence (Ex): Your presence bolsters both yourself and your allies with one of the following effects. Changing between Tactical Presence abilities uses a Move Action.
    • Diplomat's Presence: You add a +4 Competence bonus to Bluff, Diplomacy, Intimidate and Sense Motive checks.
    • Indomitable Presence: You and all allies within 30-ft. gain the benefits of the Diehard feat, and add a +3 Morale bonus (Charisma modifier) to Fortitude saves versus Death effects, Fatigue or Exhaustion effects, and poison or poison effects.
  • Challenge: 1/day, you can Challenge a foe to combat as a Swift Action. The Challenge remains in effect until the target is dead or unconscious, or combat ends.
    • Your melee attacks deal +2 extra damage (equal to Cavalier level) whenever the attacks are made against the target of your Challenge, but you take a -2 penalty to AC except against attacks made by the target of your Challenge.
    • Whenever you issue a Challenge, your allies receive a +1 Circumstance bonus on melee Attack Rolls against the target of your Challenge whenever you are threatening the target.
  • Warlord's Gambit (Ex): Use a Swift or Immediate Action to perform a Warlord's Gambit. You gain a +1 Luck bonus (1/2 Charisma modifier) to succeed. Success provides a bonus effect and recovers 3 expended maneuvers (Charisma modifier), but failure inflicts a -2 penalty on d20 rolls for 1 round.
    • Unbreakable Gambit: As an Immediate Action, you make a Fortitude or Will save against a non-harmless extraordinary ability, maneuver, power, spell, spell-like or supernatural ability. Reward: You heal 9 Hit Points (3 x Charisma modifier).
    • Brave Gambit: You make a Charge attack. Reward: You and all allies within 60 feet gain a +3 Morale (Charisma modifier) bonus on the damage roll of the next attack they make before the start of your next turn.
Equipment of Note:
Cold Iron Short Sword
Bronze Breaker

Appearance: This Gauntlet is wrought of black iron in menacing guise, with claws that tear and a grip that crushes.

Abilities:

  • +1 Breaking Gauntlet (1d3 Bludgeoning Damage)
    • 2/Day as a Swift Action, the gauntlet gains the properties of Adamantine for one round. This allows attacks from the gauntlet to ignore Hardness below 20 in any attacked or Sundered objects.
    • Upon command, strikes from the gauntlet deal +2d6 damage against inanimate objects and crystalline creatures on a successful hit and ignore the Hardness of objects with a Hardness of 5 or lower. This effect remains until another command is given.
Durendal

Appearance: Wrought in the image of a knight's sword of finest bronze, the mark of Oroki of Apuku can still be read upon the base of the blade, yet in its journeys from that island the work of greater smiths has been made upon it also. It burns now with white flame along its edge, as though it had never left the smith's anvil, its hilt bound in a thousand small scales that shine like emeralds in the dark.

Powers:
Medallion of Mind Sentinel

Appearance: A ring wrought of flowing yellow gold in the shape of a dragon or a serpent swallowing its tail. Eyes green as grass sparkle by moonlight and by sunlight.

Ability: The medallion grants a continuous +2 resistance bonus on saves versus mind-affecting spells, spell-like abilities, and supernatural abilities. If the wearer fails a save to avoid becoming dominated or confused, the amulet immediately allows the wearer to roll a second saving throw to resist the effect as a free action. If this second save is successful, the medallion's power fades away entirely and it becomes a simple piece of jewelry.
Redman's Regalia

Appearance: Wrought of bronze and carved with runes of ruin, this armor is the mark of a great king unbowed in battle til the last, and it is the mark of secret sins that one can but guess at, a home of daemons wrapped around the heart.


Abilities:
  • +1 Dastardly Fullplate Armor (+10 AC, Maximum Dexterity Bonus: +1, Armor Check Penalty: -5)
Spell-Break Shield

Appearance: Of shining bronze unmarred is the face of this shield, as a mirror to the light of sun and moon and of the hidden realms beyond. What meaning the runes set about its rim might have you cannot say, yet when the power of some spell or enchantment it upon the bearer they burn white as forge's fire.


Abilities:
  • +1 AC (Constant)
  • When affected by a spell of levels 1-3 the bearer may choose as a free action to roll 3d6 for Spell Resistance. If the resulting SR is defeated by more than a margin of 10, the shield gains the Broken condition. If this is repeated with the shield already broken it is destroyed. (3/Day)

Talismans:
  • Nikure's Grace: This silver talisman in the form of two delicate intertwined spirals glows blue whenever an evil creature targets the wearer with magic jar, possession, or a similar effect, or with a charm or compulsion spell or effect that allows the creature to exercise control over the wearer (such as suggestion, but not sleep). If the spell or effect allows a saving throw and the wearer fails it, he receives a second saving throw. If he succeeds at the second saving throw, the wearer is also protected by protection from evil for 5 rounds.
  • Talisman of the Deep Roots: These talismans are wrought not of gold or silver, even of copper, but the pits of mango taken from sacred trees grown in lands where none may turn axe upon the living wood upon them is inscribed the name of the tree from which they are taken, that the bearer might be guarded from sudden falls, as the tree is warded against the storm. The bearer may re-roll any failed roll against being bull rushed by magical or mundane means if this second roll succeeds they are may attempt a grapple against the enemy as a free action.
Silver
Heavy Horse (Combat Trained, Bodyguard Archetype)
N Large Magical Beast (Augmented Animal)
Init +5; Senses low-light vision, scent; Perception +12 (+14 w/Alertness)

DEFENSE:
AC 22, touch 14, flat-footed 17 (+5 Dex, -1 size, +4 natural, +4 chain shirt)
HP 61 (6d8+30)
SAVES:
FORTITUDE: +10,
REFLEX: +10 (+2 vs Falling, +2 Circumstantial Bonus while on Marcella),
WILL: +5 (+2 vs Fear, +4 on subsequent rounds if allowed)

OFFENSE:
Speed 50 ft.
Melee bite +8 (1d4+5), 2 hooves +8 (1d6+5)
Space 10 ft.; Reach 5 ft.

STATISTICS:
Str 21, Dex 20, Con 21, Int 11, Wis 17, Cha 14
Base Atk +4; CMB +10; CMD 25 (29 vs. trip)
Feats: Bodyguard, Combat Reflexes, Light Armor Proficiency (B), Natural Magic (B), Run (B), Sure-Footed Stride
Languages: Anwari, English, French
Skills: +13 Acrobatics, +12 Perception (+14 w/Alertness), +11 Swim (+9 w/Armor Check Penalty)

SPECIAL ABILITIES:
  • Shared Vigilance (Ex): You and your designated companion gain Alertness as a bonus feat whenever you are adjacent.
  • Evasion (Ex): If you are subjected to an attack that normally allows a Reflex saving throw for half damage, you take no damage if you make a successful saving throw.
  • Tenacious Guardian (Ex): You can always act in a surprise round (though you remain flat-footed until you act). As long as your ward is adjacent, you remain conscious (though you become staggered) when your hit points fall below 0. While below 0 hit points, you lose 1 hit point per round but gain a +2 morale bonus on attack rolls, saving throws, and skill checks, dying only if its hit points reach a negative total equal to your Constitution score plus your total hit dice.
Spell-like abilities (CL 6): Know Direction (Constant), Detect Magic (1/Day)

Companions
Name: Tom Wodsworth
Alignment: Lawful Neutral
Age: 37
Race: Human
Level: 3
Class: Fighter 3 (Drill Sergeant)
Feats: Coordinated Maneuvers(B), Deft Maneuvers, Improved Initiative(B), Pikeman's Training, Powerful Maneuvers(B), Weapon Focus (Spear Weapons)
Traits: Wary (Perception)
Class Features: Bonus Feats, Tactician
Languages: Anwari, English, French

HP: 23/23
AC: 10 + 6 (Breastplate) + 2 (Shield) = 18
Initiative: +4 (Improved Initiative)
Attack:
  • +1 Ghost Touch Cold Iron Spear: +3 (BaB) + 1 (STR) + 1 (Weapon Focus) + 1 (Enhancement) = +6 [1d8 + 2, Critical: x3 Piercing]
  • Special: +2 bonus when using the Bull Rush, Dirty Trick, Disarm, Drag, Feint, Overrun, Reposition, Steal, Sunder, or Trip Combat Maneuvers, and does not provoke an Attack of Opportunity.
Weapon proficiency: Dagger, Shortsword, Spear, Longspear

STATS:
12 (+1) Strength
10 (+0) Dexterity
13 (+1) Constitution
10 (+0) Intelligence
10 (+0) Wisdom
8 (-1) Charisma

SAVES:
FORTITUDE: 3 + 1 (CON) = 4
REFLEX: 1 + 0 (DEX) = 1
WILL: 1 + 0 (WIS) = 1

Special:
+2 Circumstantial Bonus to Reflex Saves while on Marcella

SKILLS:
Climb: 4 + 1 (STR) = 5
Perception: 6 + 0 (WIS) + 1 (Wary) = 7
Ride: 6 + 0 (DEX) = 6
Swim: 4 + 1 (STR) = 5
Survival: 4 + 0 (WIS) = 4

Special Abilities:
  • Armor Training (Ex): Whenever you are wearing armor, you reduce the Armor Check Penalty by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armor by 1.
  • Tactician (Ex): 1/Day a a Standard Action, you can grant the Coordinated Maneuvers feat to all allies within 30 feet who can see and hear you. Allies retain the use of this bonus feat for 4 rounds (3 + 1 round per 2 levels of Fighter).
Equipment of Note: +1 Ghost Touch Cold Iron Spear (+2 bonus to CMD against disarm attempts)

Name: Zaia of Alexandria
Alignment: Lawful Neutral
Age: 45
Race: Human (Middle-Aged)
Level: 4
Class: Alchemist 4 (Fire Bomber)
Feats: Brew Potion (B), Extra Discovery (Infusion), Skill Focus (Alchemy), Skill Focus (Heal), Throw Anything (B)
Traits: Artisan (Alchemy), Scholar of Ruins (Knowledge Geography)
Class Features: Alchemy, Bombs (8/Day), Brew Potion, Discoveries (Infusion, Tanglefoot Bomb), Mutagen, Poison Resistance (+2), Poison Use, Swift Alchemy, Throw Anything
Languages: Anwari, Engur, Arabic, Coptic, French, Greek, Sicilian, Latin

HP: 29/29
AC: 10 + 1 (DEX) = 11
Initiative: +1 (DEX)
Attack:
  • Dagger: +3 (BaB) + 1 (MW) + 1 (DEX) = +5 (1d4-2, plus Poison)
  • Bombs: +3 (BaB) + 1 (DEX) + 1 (TA) = +5 vs Touch AC (Rather than targeting an individual, you can instead target a given space, which inflicts splash damage and effects as normal, but does not have a main target. Targeted spaces have an effective AC of 5.)
    • Tanglefoot Fire Bomb: 2d6+6 Fire damage, plus 8 points of splash damage in a 5 foot radius, Range Increment: 20 feet
      • Special: The target and everyone in the splash zone are Entangled, and the target is glued in place as if affected by a Tanglefoot Bag. A successful DC 16 Reflex saving throw allows targets to avoid these effects and halves the splash damage inflicted.
Weapon proficiency: Dagger

STATS:
7 (-2) Strength
12 (+1) Dexterity
12 (+1) Constitution
19 (+4) Intelligence
14 (+2) Wisdom
12 (+1) Charisma

SAVES:
FORTITUDE: 4 + 1 (CON) = 5
REFLEX: 4 + 1 (DEX) = 5
WILL: 1 + 2 (WIS) = 3

Special:
+2 vs Poison
+2 Circumstantial Bonus to Reflex Saves while on Marcella

SKILLS:
Craft (Alchemy): 7 + 4 (INT) + 2 (Artisan) + 4 (Alchemist) + 3 (SF) = 20
Heal: 7 + 2 (WIS) + 3 (SF) = 12
Knowledge (Arcana): 7 + 4 (INT) = 11
Knowledge (Astrology): 1 + 4 (INT) = 5
Knowledge (Geography): 5 + 4 (INT) + 1 (SoR) = 10
Knowledge (Local): 1 + 4 (INT) = 5
Knowledge (Nature): 5 + 4 (INT) = 9
Linguistics: 6 + 4 (INT) = 10
Perception: 7 + 2 (WIS) = 9
Profession (Herbalist): 7 + 2 (WIS) = 9
Sense Motive: 7 + 2 (WIS) = 9
Spellcraft: 5 + 4 (INT) = 9
Use Magic Device: 4 + 1 (CHA) = 5

Alchemical Formulae Known:
Extracts Prepared (CL 4):
Special Abilities:
  • Poison Use (Ex): You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.
  • Swift Alchemy (Ex): You create Alchemical items in half the normal amount of time and you can apply poison to a weapon as a Move Action.
  • Mutagen (Su): You can create a Mutagen in one hour of brewing. Once brewed, the Mutagen persists until used or you brew a new one. You can drink this Mutagen as a Standard Action in order to gain a +2 Natural Armor bonus and a +4 Alchemical bonus to one of your physical attributes at the expense of a -2 penalty to a mental attribute. Increasing Strength decreases Intelligence, Dexterity decreases Wisdom, and Constitution decreases Charisma. The Mutagen's effects last for 30 minutes (10 minutes per Alchemist level). You cannot benefit from more than one Mutagen effect at a time, and the effects of a new one immediately replace those of the previous Mutagen. If a non-Alchemist consumes the Mutagen, they are Nauseated for 1 hour unless they succeed on a DC 15 Fortitude saving throw (10 + 1/2 Alchemist level + INT modifier).
  • Bombs (Su): You can create and throw an Alchemical bomb up to 8/Day (Alchemist level + INT modifier) as a Standard Action that provokes an Attack of Opportunity. The bomb inflicts 2d6 Fire damage (+1 bonus point per damage die), plus bonus damage equal to your INT modifier, and splash damage in a 5 foot radius equal to the bomb's minimum damage. A DC 16 Reflex saving throw (10 + 1/2 Alchemist level + INT modifier) halves splash damage.
    • Fire Bombadier: You only add your INT modifier as a damage bonus to bombs and other Alchemical substances if they deal Fire damage.
Talismans:
  • Nikure's Grace: This silver talisman in the form of two delicate intertwined spirals glows blue whenever an evil creature targets the wearer with magic jar, possession, or a similar effect, or with a charm or compulsion spell or effect that allows the creature to exercise control over the wearer (such as suggestion, but not sleep). If the spell or effect allows a saving throw and the wearer fails it, he receives a second saving throw. If he succeeds at the second saving throw, the wearer is also protected by protection from evil for 5 rounds.

Name: Inge
Alias: Sea-seeker
Alignment: Chaotic Neutral
Age: 10
Race: Human (Small Humanoid Child)
Level: 4
Class: Witch 4 (Ley Line Guardian, Sea Witch)
Feats: Brew Potion (B), Extra Hex*, Extra Hex (Cauldron), Touch of the Sea (Stage One)**
Traits: Easy Target, Savage, Guiding Spirit
Class Features: Conduit Surge, Hexes (Cauldron, Fortune, Healing), Patron (Storms), Sea Creature Empathy
Languages: Anwari, French, Sicilian

*Feat consumed to allow the character to take both Archetypes
**Benefits apply to Water spells rather than those with the Evil descriptor.

HP: 20/20
AC: 10 + 3 (DEX) + 1 (Size) - 1 (Easy Target) + 4 (Mage Armor) = 17
Initiative: +3 (DEX)
Spell Save: 10 + 3 (INT) + 1 (Water) + spell level
Attack:
  • Masterwork Wyrwood Dagger: +2 (BaB) + 3 (DEX) + 1 (Size) + 1 (MW) = +7 [1d4-2; Critical19-20/x2 Piercing]
Weapon Proficiency: Dagger, Staff

STATS:
7 (-2) Strength
16 (+3) Dexterity
12 (+1) Constitution
17 (+3) Intelligence
10 (+0) Wisdom
12 (+1) Charisma

SAVES:
FORTITUDE: 1 + 1 (CON) = 2
REFLEX: 1 + 3 (DEX) = 4
WILL: 4 + 0 (WIS) = 4

Special:
+2 Resistance bonus against ongoing effects.
+2 Circumstantial Bonus to Reflex Saves while on the Marcella

SKILLS:
Craft (Alchemy): 7 + 3 (INT) + 4 (Cauldron) = 14
Heal: 5 + 0 (WIS) = 5
Intimidate: 4 + 1 (CHA) = 5
Knowledge (Arcana): 7 + 3 (INT) = 10
Knowledge (Nature): 7 + 3 (INT) + 1 (Savage) = 11
Knowledge (Planes): 5 + 3 (INT) = 8
Spellcraft: 7 + 3 (INT) = 10
Survival: 5 + 0 (WIS) + 1 (Savage) = 6

Spells Known (CL 4):
Level 0: Detect Fiendish Presence, Detect Magic, Detect Poison, Drench, Guidance, Light, Mending, Stabilize (At will)
Level 1: Cure Light Wounds, Mage Armor, Obscuring Mist, Snowball, Touch of the Sea (7/Day)
Level 2: Eagle Eye, Web (4/Day)

Spell-like Abilities:
Hexes:
  • Cauldron (Inge needs saltwater to brew potions* and must use an Ikomi-blessed cauldron*)
  • Fortune (36/Day; [Witch Level x INT bonus] x 3**)
  • Healing (36/Day; [Witch Level x INT bonus] x 3**)
Special Abilities:
  • Sea Creature Empathy: You can influence the attitude of water-dwelling animals and animals that live along coasts and shores, including birds, as if using Wild Empathy. You use your Witch level as your Druid level for this ability.
  • Guiding Spirit: Once per day as a Swift Action, you can look to your Guiding Spirit for advice. The next time you roll a d20 in that same round, roll twice and pick the better result. If one of these two rolls is a Natural 20, you can use this ability again that same day.
  • Conduit Surge: You are adept at channeling energy from ley lines to enhance your spells. 5/Day as a Swift Action, you can increase your effective caster level for the next spell you casts in that round by 1d4-1 levels. After performing a conduit surge, you must succeed at a Fortitude save (DC = 10 + level of spell cast + number of additional caster levels granted) or become Staggered for a number of minutes equal to the level of the spell cast.
Equipment of Note:


Description: Honey gold crystal bursting forth from roots of silver, this crystal seems more akin to some fruit of the earth than anything mined by the hand of man. Having once been forged for a respected and much beloved midwife and healer of the Boar Folk of Lirman this stone seeks to preserve its bearer against all the ills of the Border Woods, from poison to dark enchantment.

Ability: The Stone of Safekeeping grants its wearer a +2 resistance bonus on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack. This bonus does not help against initial saving throws against such effects. Should the wearer ever drop below 0 hit points, the stone heals the wearer for 2d8+3 points of damage and then crumbles to dust.

Talismans:
  • Nikure's Grace: This silver talisman in the form of two delicate intertwined spirals glows blue whenever an evil creature targets the wearer with magic jar, possession, or a similar effect, or with a charm or compulsion spell or effect that allows the creature to exercise control over the wearer (such as suggestion, but not sleep). If the spell or effect allows a saving throw and the wearer fails it, he receives a second saving throw. If he succeeds at the second saving throw, the wearer is also protected by protection from evil for 5 rounds.
Puzzle Box*

Name: Antonio Giustiniani
Alignment: True Neutral
Age: 38
Race: Human
Level: 4
Class: Rogue (Consigliere)
Feats: Awakened Talent (B), Fast Learner, Master of the Ledger, Persuasive (B), Wild Talent (B)
Rogue Talents: +2d6 Sneak Attack, Charmer, Coax Information, Convincing Attitude, Honeyed Words
Traits: Doubt, Hardly a Fool, Inspiring Speaker, Iron Liver
Languages: Anwari, Engur, French, Greek, Sicilian
Special: Fire Resistance 1

HP: 30/30
AC: 10 + 4 (Chainshirt) + 2 (DEX) = 16
Initiative: +2 (DEX)
Attack: +3 (BaB) + 2 (DEX) = +5
Weapon proficiency: Dagger, Light Crossbow, Rapier

STATS:
8 (-1) Strength
14 (+2) Dexterity
14 (+2) Constitution
16 (+3) Intelligence
12 (+1) Wisdom
14 (+2) Charisma

SAVES:
FORTITUDE: 1 + 2 (CON) = 3
REFLEX: 4 + 2 (DEX) = 6
WILL: 1 + 1 (WIS) + 1 (FG) = 3

Special:
+1 Against Illusion Spells
+2 Against Poison or Drugs
+4 Against the effects of Alcohol
+2 Circumstantial Bonus to Reflex Saves while on the Marcella

SKILLS:
Appraise: 7 + 3 (INT) + 2 (MotL) = 12
Bluff: 7 + 2 (CHA) = 9
Climb: 7 - 1 (STR) = 6
Diplomacy: 7 + 2 (CHA) +2 (Persuasive) = 11/12**
Knowledge (Local): 7 + 3 (INT) = 10
Knowledge (Nobility): 7 + 3 (INT) = 10
Linguistics 7 + 3 (INT) = 10
Perception: 7 + 1 (WIS) = 8
Profession (Sailor): 7 + 1 (WIS) + 2 (MotL) = 10
Sense Motive: 7 + 1 (WIS) + 1 (Hardly a Fool) = 9/13*
Stealth 7 + 2 (DEX) = 9
Swim: 7 - 1 (STR) = 6

*Bonus applies to the Hunch task when dealing with anyone in some way related to your Profession (Sailor) skill.
**When dealing with people associated with the marketplaces in which you have invested.

Psionic Abilities: Power Points (5/Day)
  • Mindlink: As a Standard Action costing 1 Power Point, you can establish a telepathic bond with a willing target within 25 feet for up to 10 minutes which allows for two-way telepathic communication. Once the bond is formed, it works over any distance.
Special Abilities:
  • Charmer: Re-roll Diplomacy 1/day.
  • Coax Information (Ex): You can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly.
  • Inspiring Speaker: You gain a +1 trait bonus on Bluff and Diplomacy checks when addressing crowds of 10 people or more.
  • Doubt: Whenever you fail a skill or ability check, you take a -4 penalty on that type of skill or ability check for the next hour.
  • Honeyed Words (Ex): 1/day, you can roll two dice while making a Bluff check, and take the better result. You must choose to use this ability before making the Bluff check.
  • Convincing Attitude: If you attempt a Diplomacy check and fail to influence a creature's attitude by 5 or more, the creature's attitude remains unchanged instead of decreasing by one step.
  • Combat Advisor (Ex): Whenever you miss with a melee attack against an opponent, you can designate an ally within 30 feet of the target to receive a +1 Insight bonus on their next attack roll against that opponent before your next turn.
  • Wild Talent: Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats.
Boots of Cat's Luck

Description: At first sight these boots looks like nothing more than sturdy travel wear, albeit with an ostentatious fastening, but to the mage's eye there is a glint of good fortune forged into the silver, such that one should only ever fall like the cat upon its feet.

Ability: The boot's wearer always takes the minimum possible damage from falls (as the result were 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.

Fey Gold

Description: A lumpy piece of unworked gold imbued with the power of a Fey creature, this pendant was taken from the corpse of slain pirate lord when we ended his reign at sea.

Ability: While wearing this Fey Gold pendant around their neck, the wearer gains Fire Resistance 1 and a +1 resistance bonus on Will saving throws.

Special: The pendant's other powers, to allow the wearer use Chill Metal 1/Day and to use Mending at will to repair metallic objects, remain unavailable, as you were not its original recipient. Perhaps one of the Tinker Fey can unlock this power once more?

Talismans:
  • Nikure's Grace: This silver talisman in the form of two delicate intertwined spirals glows blue whenever an evil creature targets the wearer with magic jar, possession, or a similar effect, or with a charm or compulsion spell or effect that allows the creature to exercise control over the wearer (such as suggestion, but not sleep). If the spell or effect allows a saving throw and the wearer fails it, he receives a second saving throw. If he succeeds at the second saving throw, the wearer is also protected by protection from evil for 5 rounds.

Name: Esha
Alignment: True Neutral
Age: Unknown
Race: Ajibachana (Variant Dhampir)
Level: 4
Class: Arcanist 4 (Twilight Sage)
Feats: Cosmopolitan (Bluff and Diplomacy), Extra Arcanist Exploit (Soulrider), Planewalker's Insight (B)
Traits: Outcast's Intuition, Self-Doubting, Subjective Truth, Unidentifiable Appeal
Special: Low-Light Vision, Darkvision 60ft
Class Features: Arcane Reservoir, Arcanist Exploits (Aspect of Innocence, Consume Life, Twilight Barrier)
Languages: Anwari, Engur, Coptic, Sicilian

HP: 16/16
AC: 10 + 3 (DEX) + 4 (Mage Armor) = 17
Initiative: +3 (DEX)
Spell Save: 10 + 4 (INT) + spell level
Attack: +2 (BaB)

Weapon Proficiency: Staff

STATS
8 (-1) Strength
16 (+3) Dexterity
10 (+0) Constitution
18 (+4) Intelligence
8 (-1) Wisdom
14 (+2) Charisma

SAVES:
FORTITUDE: 1 + 0 (CON) = 1
REFLEX: 1 + 3 (DEX) = 4
WILL: 4 - 1 (WIS) = 3

Special:
-2 to the next Will save after failing the first Will save of the day.
+2 Circumstantial Bonus to Reflex Saves while on Marcella

SKILLS
Bluff: 7 + 2 (CHA) + 2 (Subjective Truth) = 11
Diplomacy: 7 + 2 (CHA) + 1 (Unidentifiable Appeal) = 10
Knowledge (Arcana): 4 + 4 (INT) = 8
Knowledge (Planes): 6 + 4 (INT) + 2 (PI) = 12
Knowledge (Religion): 7 + 4 (INT) = 11
Sense Motive: 7 - 1 (WIS) + 1 (Outcast's Intuition) + 2 (Planewalker's Insight*) = 7/9*
Spellcraft: 7 + 4 (INT) = 11
Use Magic Device: 6 + 2 (CHA) + 2 (Ajibachana) = 10

*Sense Motive checks vs Outsiders

Spells Known (Arcanist Level 4):
Level 0: Daze, Detect Magic, Disrupt Undead, Ghost Sound, Guise of the Dead*, Mage Hand, Penumbra, Prestidigitation, Ray of Frost, Read Magic, Resistance
Level 1: Alarm, Cause Fear, Chill Touch, Expeditious Excavation, Expeditious Retreat, Lock Gaze, Mage Armor, Magic Weapon, Mindlink, Recharge Innate Magic, Repair Light Damage, Rite of Centered Mind, Shield, Shocking Grasp, Sleep
Level 2: Blindness/Deafness

Spells Prepared (CL 4**):
Level 0: Daze, Detect Magic, Guise of the Dead*, Penumbra, Prestidigitation, Ray of Frost (At Will)
Level 1: Cause Fear, Mage Armor, Sleep (5/Day)
Level 2: Blindness/Deafness (3/Day)

*DR is Silver not Cold Iron
**+1 Against Dispelling (Outcast's Intuition)

Spell-like Abilities (CL 4):
Arcanist Exploits: Each use of an Arcanist Exploit uses one or more points from your Arcane Reservoir.
  • Arcane Barrier: Provides 6 Temporary Hit Points (Arcanist level + CHA modifier) and inflicts an equal amount of Negative Energy damage on whoever breaks the barrier.
  • Aspect of Innocence: Gain the effects of an Innocence spell as an Immediate Action at your caster level.
  • Soulrider
Special Abilities:
  • Necromantic Focus (Ex): You must prepare at least one Necromancy spell of each spell level you can cast.
  • Arcane Reservoir (Su): You start each day with 5 points in your Arcane Reservoir (3 + 1/2 Arcanist level), and it can hold up to 7 points (3 + Arcanist level).
  • Twilight Barrier (Su): Whenever an attack removes the last Temporary Hit Point from your Arcane Barrier, the barrier lashes back at the attacker, dealing an amount of Negative Energy damage equal to the barrier's maximum Temp HP capacity.
  • Soulward (Su): As long as Esha has her Soulrider on Roland, she can at will as a swift action give him +2 profane bonus to will saves until her next round*. If active, it can be seen by seers with a particularly discerning eye or a specific hatred of the living dead*.
  • Consume Life (Su): By wresting a soul from life to death, you gain a slightly deeper understanding of mortality, fueling your curiosity and eldritch power. As a Full-Round Action, you can consume the life energy of a helpless living creature, killing it. This creature must have 2 or more Hit Dice and be below 0 hit points. You add 2 points to your Arcane Reservoir if the creature's Hit Dice equaled or exceeded your character level, or 1 point if the creature's Hit Dice equaled at least 1/2 your character level. This ability is a Death Effect.
Weaknesses:
  • Light Sensitivity: You are Dazzled in areas of bright sunlight or within the radius of a Daylight spell.
  • Unhallowed Birth: You take a -1 penalty to your caster level whenever you are in an area affected by Consecrate, Hallow, or a similar spell that makes an area Holy.
Equipment of Note:

Name: Swift Pebble
Alignment: Chaotic Good
Age: 4
Race: Otter-kin [Tiny Magical Beast]
Level: 2
Class: Rogue (Vexing Dodger)
Feats: Deadly Agility, Deft Maneuvers (B), Improved Initiative (B)
Traits: Cliff Jumper, Recreational Fisher, Trap Finder, Unlearned (Knowledge: Nature)
Class Features: Evasion, Limb-Climber, Sneak Attack (+1d6)
Special: Darkvision 60ft, Hold Breath, Low-Light Vision, Thought Speech (60ft)

HP: 17/17
AC: 10 + 5 (DEX) + 2 (Size) = 17
Initiative: +5 (DEX) + 4 (Improved Initiative) = +9
Movement: 20 feet (Land), 30 feet (Water)
Attack:
  • Short Sword: +1 (BaB) + 5 (DEX) + 2 (Size) = +8 [1d3+5, Critical: 19-20/x2]
Weapon proficiency: Dagger, Short Sword

STATS:
6 (-2) Strength
20 (+5) Dexterity
13 (+1) Constitution
14 (+2) Intelligence
10 (+0) Wisdom
10 (+0) Charisma

SAVES:
FORTITUDE: 0 + 1 (CON) = 1
REFLEX: 3 + 5 (DEX) = 8
WILL: 0 + 0 (WIS) = 0

Special:
+1 Trait bonus on Reflex saving throws to avoid falling.

SKILLS:
Acrobatics: 5 + 5 (DEX) + 1 (CJ) = 11
Climb: 5 + 5 (DEX) + 1 (CJ) = 11
Disable Device: 5 + 5 (DEX) + 1 (TF) = 11
Escape Artist: 5 + 5 (DEX) = 10
Perception: 5 + 0 (WIS) = 5
Profession (Sailor): 5 + 0 (WIS) = 5
Sense Motive: 5 + 0 (WIS) + 2 (Racial) = 7
Sleight of Hand: 5 + 5 (DEX) = 10
Stealth: 5 + 5 (DEX) + 8 (Racial) + 1 (RF) = 19
Swim: 5 + 5 (DEX) + 8 (Racial) = 18

Special Abilities:
  • Hold Breath (Ex): You can hold your breath for 52 rounds (4 times your Constitution attribute) before risking drowning or suffocating.
  • Thought Speech (Su): You can communicate with any other creature within 60 feet that has a language. This communication is thorough but not always perfect, particularly when dealing with abstract or arcane concepts you are not familiar with. It is possible to address multiple creatures at once using Thought Speech, although maintaining conversations with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. You lack the mechanisms to vocalize complex language.
  • Limb-Climber (Ex): When you are adjacent to or in the space of a corporeal creature at least one Size category larger than yourself, you can climb that creature's body with a successful Climb check against a DC equal to the target creature's CMD. Although you are holding on to the creature, this action isn't a Grapple; it doesn't provoke Attacks of Opportunity from the creature, and neither you nor the creature you climb gains the grappled condition. While you are on the climbed creature, the creature takes a -1 penalty on attack rolls against you (equal to the number of Sneak Attack dice you possess).
Equipment of Note: Short Sword (Tiny-sized)
 
Hmm, this sounds like a good deal, mostly in that the ladies are more likely to be trustworthy if they're not overly motivated by greed. On the other hand, Lina doesn't seem too enthused about the prospect of losing her wouldbe guards. Also, those ladies taking on roles outside of expected gender norms is a sign of a small cultural change I don't want stifle.

Hell, Ansefu almost seems like us taking them with us would be doing him another favor, and that alone is enough to make me feel contrary.

[X] No, you do not want anyone in the company as part of some political deal, you will take warriors more motivated by gold and glory
 
Actually, @DragonParadox, to check my assumptions, would you rule it possible in extension of checks we had before (IIRC Detect Magic, Holy Oil) to vet new recruits with Roland, Antonio, Silver and Inge (and Swift Pebble for silent communication just in case) as follows:
  1. Holy Oil test.
  2. Inge checking as before with Detect Magic and Detect Fiendish Presence, and then helping Roland with Guidance.
  3. Antonio using Aid Another to Roland for +2 Sense Motive and +2 Perception.
  4. Silver being there with Alertness for +2 Sense Motive and +2 Perception and using Aid Another to Roland for +2 Perception.
  5. Roland using Heightened Awareness for +2 Perception.
  6. Roland using Magian Wine for +2 Sense Motive and +2 Perception.
  7. Roland using Focused Scrutiny for +10 Sense Motive and +10 Perception.
For effective 30 Sense Motive and 28 Perception?

As far as I understand Focused Scrutiny description, if we vet them one by one, it would apply to every one of them.

And a related question, now that we have such good things, I would like to check Cor Eso just in case. If Roland would judge the whole procedure a breach of trust after we fought together in a battle, he can just talk to the drummer under Heighted Awareness, Magian Wine and Focused Scrutiny, we should do at least something to check our suspicions. Do we need to vote for it, or would it be a reasonable thing to do for Roland by himself?
 
[X] No, you do not want anyone in the company as part of some political deal, you will take warriors more motivated by gold and glory

As for "What else should we do in Apuku" – @DragonParadox , how does restoration of Esha's spellbook is going? She needs to buy some material and ingridients, right?
 
[X] No, you do not want anyone in the company as part of some political deal, you will take warriors more motivated by gold and glory
 
Hmm, this sounds like a good deal, mostly in that the ladies are more likely to be trustworthy if they're not overly motivated by greed. On the other hand, Lina doesn't seem too enthused about the prospect of losing her wouldbe guards. Also, those ladies taking on roles outside of expected gender norms is a sign of a small cultural change I don't want stifle.

Hell, Ansefu almost seems like us taking them with us would be doing him another favor, and that alone is enough to make me feel contrary.

[X] No, you do not want anyone in the company as part of some political deal, you will take warriors more motivated by gold and glory
We would support the ciltural change though.

Right now, untested, people can dismiss these women.
With blood on their blades and a time of service in our monster-slaying company, with Olweje's favor for victories won, they'd have to be taken much more seriously.
I'd say take them and let most return in a year or two, with lootand honor.
 
We would support the ciltural change though.

Right now, untested, people can dismiss these women.
With blood on their blades and a time of service in our monster-slaying company, with Olweje's favor for victories won, they'd have to be taken much more seriously.
I'd say take them and let most return in a year or two, with lootand honor.
That's debatable, as the current expectation is that they would actually be active warriors in Lina's service and would challenge current cultural norms:
Lina was considering taking them on in her service, a hand of warriors to help guard and serve her... but it would be more palatable to certain clan heads if they wet their blades someplace else."
Being more visible and right here and actively doing things people don't expect them to do right before their eyes would have more of an effect I think than doing that somewhere else.

Moreover, with an example right before their eyes other women might follow suit, while if these several women who stepped up would be away no such influence would be possible.
 
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That's debatable, as the current expectation is that they would actually be active warriors in Lina's service and would challenge current cultural norms:

Being more visible and right here and actively doing things people don't expect them to do right before their eyes would have more of an effect I think than doing that somewhere else.

Moreover, with an example right before their eyes other women might follow suit, while if these 5 would be away no such influence would be possible.
I agree with that for now, but I maintain that the effect will be greater if they come back to serve Lina after a year with our company, having gained more skill and experience, as well as loot and honor.

It's like the most respected Anwa warriors usually seem to have gone on a viking journy to make their name.
 
I agree with that for now, but I maintain that the effect will be greater if they come back to serve Lina after a year with our company, having gained more skill and experience, as well as loot and honor.

It's like the most respected Anwa warriors usually seem to have gone on a viking journy to make their name.
They probably will eventually need a rep boost to really kick a cultural shift into higher gear, but IMO it would be better for them and Lina just to be seen existing and interacting with the royal family for the time being.

What if we just took two or three of them into our service and filled in the rest of the potential slots with more typical hires? That would leave Lina some of her guards and examples for others to follow, while some of the others are off getting blooded. When they come back, their glory will rub off on their counterparts who stayed in Apuku.
 
Voting is open
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