Thursday 31 May 2012

The Tiefling

The Tiefling:

Description: Tieflings vary widely in appearance, depending on their particular forefathers, but most tieflings in Cheliax possess infernal characteristics such as red skin, glowing yellow eyes or visible horns. Some tieflings have appearances that are close enough to the human norm that they may pass for human with careful disguises, others cannot.

Personality: While it is difficult to generalize about any particular race, it is fair to say that Tieflings are marked by a well-earned hesistation to trust others and by deep cynicism towards society in general. They additionally must also deal with the dark temptations of their heritage- some tieflings find it easy to resist the dark calling and others find it irresistable. Infernal tieflings tend to be marked by a desire to "game the system" and by a startling knowledge of the loopholes and exceptions that might protect them lest they run into trouble with the law.

Racial Affinities:
Tieflings do not have any particular racial affinities, as they are virtually equally shunned by all races as tainted by fiend blood. They are most commonly found, however, in human cities and learn how to live in a world dominated by their human cousins.

Environment: Tieflings can exist anywhere, but are mostly found in cities, where they sometimes form closely-knit communities and networks for mutual protection. In Egorian and Westcrown, there is a walled ghetto where tieflings who lack protection from a powerful house are forced to live in poverty and misery.

Racial Traits and Affinities:
Darkvision: Tieflings possess flawless vision in total darkness to 60 feet, but require a round to adapt between regular sight and darkvision. 

Infernal Resistances: Devil-spawned Tieflings (the norm in Cheliax) possess damage resistance of 5 against fire and a +2 bonus to saving throws against poison and mind-affecting magic. 
Infernal Magic: Tieflings are capable of casting any two 0-level spells and any one of the following spells once per day each, at a caster level equal to their character level: burning hands, cause fear, change self or darkness.

Languages: Common, Infernal
Size: Medium
Movement: 30 feet
Typical Classes: Assassin, Rogue
Attribute Modifier: +1 Constitution, +1 to any attribute other than Constitution or Charisma, -2 Charisma

Sunday 27 May 2012

Common Monsters of Cheliax (WiP)

Common Monsters of Cheliax (WiP)

Devils: While Cheliax is heavily under the influence of diabolical power, actual devils are not especially common on the ground in Cheliax and mostly live in disguise in the cities. Should an adventurer encounter the wrath of a devil, however, they are extremely powerful foes with a natural immunity to fire and poison. Typically, either magical or silver weapons are required to harm them. 

There are many types of devil, from the quivering wretches known as lemures to the almighty pit fiends who command entire Infernal legions, but all are extremely dangerous foes that should never be underestimated. Worst of all, devils are as cunning as they are powerful and often surround themselves with powerful allies.

Dragons: Dragons are not precisely common in the world, but it is not unheard of for Chelish villages to be spontaneously attacked by a powerful dragon and their hungry young. Old or Ancient Dragons are extremely rare in the world, but smaller (but still formidable) Young Dragons and tiny, voracious Dragonlings are often encountered by adventurers.

Goblin: Goblins are not as common in Cheliax as they are in some other parts of Golarion, such as Varisia, but several small Goblin tribes have taken up residence, especially in recently-annexed Isger. Goblins often try to avoid those whom they perceive as being powerful, but are very crafty and are skilled with making traps and using fire to their advantage.

Giantfolk: There are several types of giant folk, though the most common ones in Cheliax are brutish ogres and hill giants, though there are a handful of stone giants in the mountain ranges that provide several of Cheliax's borders

Hobgoblin: The militaristic, well-organized Hobgoblins are the most common monstrous race in Cheliax and are a constant menace in Isger, with sizeable warbands of Hobgoblins being a major danger to Chelish plans to the region. These Hobgoblins favor the use of a combination of pole weapons and bows, with archers hiding behind a protective wall of pikes. Hobgoblin commanders are formidable warriors indeed, and many of them have training equivalent to that of PC Fighters. Hobgoblins abhor arcane magic, but have their own shamans, who cast a combination of clerical and druidic spells.

Undead: There are many practicioners of foul magic in Cheliax and it is not uncommon to encounter various forms of the undead around cemeteries and sites of massacre. Most undead creatures are mindless, such as skeletons or zombies, but others, such as vampires or liches are clever and dangerous opponents with powerful magical abilities.

Wildlife: While not exactly monsters per se, there are some extremely dangerous animals in the wilder parts of Cheliax that adventurers should be aware of. While wolves and bears are to be expected, it may surprise some that there are still some lions in southern Avistan. The waters are infested with sharks, there are giant spiders in the darker forests and there are many species of venomous snake.

House Rules (General)

House Rules (General):

0-level spells 0-level spells are not expended when they are cast, and can be cast effectively, an unlimited number of times.

Attribute Advancement: At levels 4, 8, 12, 16 and 20, characters gain +1 to place in any of their prime attributes.

Automatic Success/Failure: A roll of a natural 20 on any roll is a success as long as it is even slightly conceivable. For example, one could not succeed in jumping across a 100-ft canyon, but one could potentially resist the charm spell of a 20th-level wizard or avoid a powerful trap. A roll of a natural 1 on any roll is an automatic failure.

Critical Hit/Fumble:  In combat, a roll of a natural 20 is a critical hit as long as the natural 20 was not required to hit the target. This roll inflicts maximum potential damage and occasions another roll to see if an injury is inflicted on the enemy. A critical fumble in an attack roll is an automatic failure and a d10 roll must be made to see if the weapon is dropped or breaks. Ordinary monsters are incapable of making critical hits- but "elite" and high-level ones can. 

First Aid: Anyone can make a Wisdom check to attempt first aid upon themselves once per day, if they are successful, they heal 1d4+1 hit points of damage. Clerics, Rangers and Druids make the same check, but if succcessful, they can cure 1d6+Wis modifier damage, and they can do this 1 + Wis modifier times per day. 

Injuries: Whenever a character loses 50% of their hit points in combat or suffers a critical hit from an enemy, they must make a d10 roll to see if they have incurred an additional injury. When brought to 0 hit points, they sustain another injury. Injuries can be healed with cure spells, but then those spells will not heal any hit point damage. Injuries require two weeks of healing time to disappear on their own. If the same Injury is sustained more than once, it becomes a Serious Injury, which requires four weeks healing time to recover.

Non-Prime Skills: All classes gain a +3 bonus for any class skills that are not covered by a prime, as opposed to the +6 bonus they would get for any skills covered by a prime attribute. 


Racial Skills: All races add half of their character level as a bonus with abilities such as an elf's ability to move silently or a half-orc's ability to track by scent.

Fumble Dice
1: Weapon is broken and is useless. 
2-3: Weapon is damaged and all further attacks are made at a -2 penalty until it is repaired. 
4-5: Weapon is dropped. A standard action must be spent recovering it. 
6-10: No effect. 

Injury Dice
1: Concussion. Suffer -2 penalty to Dexterity, Intelligence and Wisdom. 
Major Injury: Unconsciousness

2: Bleeding Wound: Suffer 1 hp loss per turn for 1d8 rounds. 
Major Injury: Suffer 2 hp loss per turn for 1d12 rounds. 

3: Injured Arm: Suffer -2 penalty to attack rolls using that arm, cannot hold shield in arm. 
Major Injury: Arm is completely useless. 

4: Injured Leg: Movement speed reduced by 10.
Major Injury: Unable to walk. 

5: Unsightly Wound: Suffer -2 penalty to Charisma. 
Major Injury: Suffer -4 penalty to Charisma.

6: Chest Injury: Suffer -2 penalty to all rolls. 
Major Injury: Suffer -2 penalty, can only move or take an action, not both.

7:  Internal Bleeding: Suffer -2 penalty to Constitution. 
Major Injury: Suffer -4 penalty to Constitution. 

8-10: No injury suffered. 

House Rules (Player Classes)

House Rules (Player Classes)

Assassin: A successful Case Target gives the Assassin a +1 bonus to attack rolls against that opponent. The Assassin's bonus to saves against poison increases at 6th, 9th and at 12th level, they become immune to poison.  Assassins can use their Dexterity bonus to modify their Initiative rolls.

Barbarian: The Barbarian's Whirlwind Attack ability can be used on opponents of any hit dice.  

Bard: Bards can speak Cant (as per Rogues and Assassins) and are entitled to take one of the skill-based abilities of another class, such as Pick Pockets or Traps. 


Cleric: Clerics of particular deities gain special bonuses related to their faith. If you choose a Cleric character, the CK and you will sort out the details. Typically, it takes the form of a special ability or a few static bonuses, and access to additional spells. 


Druid: Druids gain the Animal Empathy ability, which allows them to make Wisdom checks to adjust the attitudes of an animal, much as another character would make a Charisma check to modify the attitudes of a person. Druids are allowed to use cold iron weapons if they can access them.

Fighter: At any time, a Fighter can choose to ignore their inherent 1st level +1 bonus to attack rolls in favor of inflicting +1 additional damage or gaining +1 AC. At 5th level, they can take a -2 penalty to attack rolls to gain +2 to damage or AC.

Illusionist: At 3rd level, the Illusionist gains the ability to use the Mind Trick ability, which grants them a +4 bonus to Charisma checks when dealing with one individual for a number of minutes equal to their level. They can use this ability 1 + Intelligence modifier times per day. 


Knight: Knights have the ability to issue a Combat Challenge, forcing an opponent to make a Charisma save or be compelled to fight the Knight in single combat. They can use this ability once per combat encounter. Knights receive a 50% bonus to starting gold.

Monk: The Monk's AC is modified by Constitution as well as Dexterity. 

Paladin:  The Paladin's smite evil ability targets a specific opponent, and all attacks against that specific opponent inflict smite damage until that enemy is killed. The smite evil ability can be used for ranged attacks as well as melee ones.

Ranger: Rangers gain the Animal Empathy ability, which allows them to make a Wisdom check to attempt to adjust the attitude of an animal much as other classes would make a Charisma check to adjust attitudes of humanoids. If desired, instead of getting their Combat Marauder bonuses against giants and humanoids, they can choose one other type of monster, such as extraplanars, undead, dragons or a demihuman race to gain the attack bonus to.

Rogue: A Rogue's Decipher Script ability can be used to cast arcane spells and use magical items at the -10 penalty as set in the PHB. At 2nd level, Rogues gain a +1 bonus to AC provided they use class-appropriate armour, and at 6th level, they gain the Evasion ability, allowing them to avoid all damage from blast weapons if they make their save. Rogues can use their Dexterity bonus to modify their Initiative rolls.

Wizard: The Wizard can use an Intelligence check to attempt reading or identifying magical items, with the spells read magic and identify simply guaranteeing success. Wizards with 10 Intelligence have a 50% chance of learning new spells from scrolls, which is modified by 5% per point of Intelligence, so that a Wizard of 14 Intelligence has a 70% chance of learning spells from scrolls. This chance of success does not go above 95%. 

House Rules (Character Generation)

House Rules (Character Generation)

Race and Class Selection: All races and classes detailed in the C&C PHB are allowed, as is the Tiefling character race which this blog will elucidate.  


Attribute Generation: Roll 4d6, drop the lowest dice and arrange as desired. Or alternatively use the following array 16, 15, 13, 12, 10, 8.


Attribute Modifiers: Attribute modifiers have been changed to the following:


Dwarf: +1 Con, +1 Wis, -1 Dex

Elf: +1 Dex, +1 Int, -1 Con
Gnome: +1 Con, +1 Int, -1 Str

Half-Elf: Elven or human attribute modifier depending on lineage 
Half-Orc: +1 Str, +1 Con, -2 Cha
Halfling: +1 Dex, +1 Wis, -1 Str

Human: +1 to any one attribute
Hit Points: Maximum hit points at first level.Roll second level as normal. Characters with d6 hit dice ignore rolls of 1, characters with d8 hit dice ignore rolls of 1-2, d10 ignore 1-3, and d12 ignore 1-4. Hit Points after 10th level add Constitution modifier to set progression.

Starting Gold: Maximum gold for 1st level, plus 5 gold per +1 of Charisma or Wisdom modifier.

Equipment Selection: Generally speaking, anything on the standard list is available in a cosmopolitan country like Cheliax.  Characters, being third level, can make one of their weapons a +1 magical weapon and will also gain one other minor magical item of the CK's choice.


Spell Selection: Wizards and Illusionists begin with access to a number of 0 and 1st-level spells equal to the number of spells they can cast, with the gratis addition of Read Magic. These characters can freely choose the spells they have learned. Clerics and Druids have access to all of their spells. The base list of C&C spells can be supplemented with additional spells from AD&D materials in the CK's possession. 


Special Ability and Traits: Each character will gain an special ability that is unique to that character, based somewhat on character concept. This special ability will be chosen by the CK. 
 

Saturday 26 May 2012

The Church of Asmodeus and Diabolism

The Church of Asmodeus and Diabolism:

The Church of Asmodeus is perhaps the most powerful force in Chelaxian society and the organized clergy of the Lord of Hell possesses vast wealth and power, rivalled only by the Chelaxian state machinery headed by the House of Thrune. While most Chelaxians are not in fact worshippers of Asmodeus, all citizens are expected to pay lip service to the faith and pay one-tenth of their income as a tithe to the Church as part of their heavy burden of taxes. 




While the Church of Asmodeus sets forth the many virtues of its deity forth, it also realizes that many citizens who would otherwise be drawn to its principles are somewhat turned off by the thought of explicitly worshipping a deity so widely, if unfortunately, in their view, considered evil. Thus, the Church of Asmodeus has fostered the development of the philosophy of diabolism, which purports to revere Hell less as an object of worship than as the ultimate model for human society- that the strong are to rule the weak, that might makes right and the ultimate goal and good of society is to encourage the elite in their creativity and wisdom to guide all of society into a better era. The atrocities of Hell are viewed as necessary evils at worst and by many, as a positive good- for the flame of suffering tempers the steel of the strong even as it crushes the weak. 

The Church of Asmodeus is a worldwide organization but its headquarters is in the Chelaxian capital of Egorian, where the Black Cathedral towers above the rest of the skyline, including even the Royal Palace itself. The Black Cathedral, built entirely of a rare form of black marble with red streaks, is one of the grandest and most imposing buildings in all of Golarion and its design has been widely mimicked, though its specifically infernal details are often changed. 

Along with its vast wealth and political power, the Church of Asmodeus also controls a small but highly efficient and powerful private army, the Hellknights, which are as zealously sworn to serve the interests of the Church and its uncompromising values of inequity and brutal law as paladins of Iomedae are to serve their goddess. Chosen from the elite ranks of the Chelish military, they are often found fighting side by side with their secular counterparts but are always mindful of their higher, or rather, lower, calling. 




The Church of Asmodeus does not typically engage in large-scale organized pogroms against other faiths so long as its supremacy in Cheliax is accepted. Those faiths that challenge the social order in Cheliax, however, are ruthlessly suppressed with the connivance of secular authorities and the Hellknights. 

Player Classes in Cheliax

Player Classes in Cheliax: 

Assassin: A Chelaxian subject might tell you that there is no place for assassins in Chelish society and find the very insinuation insulting, and yet there is ample work for men and women skilled in the art of murder for hire. Assassins are used to keeping a low profile and quickly learn where to find guilds or noble patrons who can protect them, particularly from the attentions of zealous young Hellknights. 

Barbarian:  The boundless rage and crudity of most barbarians is deeply unappealing to Chelaxians and barbarians will generally be socially shunned, though their awe-inspiring might is occasionally a valued asset, particularly when a Chelish noble might desire to frighten potential foes as much as simply destroy them. Barbarians are treated as exotic, sometimes valuable but dangerous creatures- little better than animals and never as reliable subjects.


Bard: There is probably not a country in the world so addicted to the arts and entertainment as the Chelaxians are and bards can become heroes and celebrities of a sort in Cheliax and if they are also capable of spying and fighting? All the better. Bards are respected, even loved, but rarely trusted by the Chelish. Chelish bards usually use song and dance rather than oratory or musical instruments- the Chelish aesthetic about music favoring the human voice above all other instruments.


Cleric: Clerics of Asmodeus have a status of automatic respect and entitlement that few in Chelaxian society can hope to match- but what often surprises foreigners raised on terrifying stories of diabolic Cheliax is that virtually every faith is represented in Cheliax. Followers and clergy of other faiths are expected to pay at least lip service to the cult of Asmodeus but are allowed to carry on their faiths provided they do not disrupt social order. Deities and faiths with a lawful bent are particularly accepted and even welcome- in general, a lawful good deity is more accepted than a chaotic evil one. 


Druid: Druids are not common in Cheliax and are generally treated with suspicion in the great cities of Egorian and Westcrown, but the country folk often revere anyone with demonstrated power over nature, even if they often deeply misinterpret the purpose and philosophy of the druid. Like clerics, Druids who are lawful in their bent are more welcome than those who embrace the inherent chaos of nature.


Fighter:  Little can be said about "fighters" as a whole, except that a talented man at arms is always a valuable commodity in the bloody games of the Chelish nobility and can rise to high station in the Chelaxian military. Those fighters who are disciplined will be, as a rule, more accepted than those who are not and previous military experience is usually regarded highly. 

Illusionist: The mysterious skills of the illusionist are well-suited to the cloak-and-dagger schemes of the Chelish nobility but their magic tends to be distrusted in comparison to the disciplined, arcane study of wizards. Illusionists are largely used to remaining quiet, however and will find themselves with no shortage of work in Cheliax.  

Knight:  Any warrior with the skill to inspire and lead and the social status allowing them to be equipped as a knight is a valued individual in Chelaxian society, able to find a place as a leader of a noble's retainers or a position of command in the Chelish armies. Many nobles are knights themselves and often favor those who adopt the unique ruthless chivalry common to Cheliax.



Monk:  The martial discipline that monks apply to their unique trade is deeply impressive to the Chelaxian mind and the practice of unarmed combat has become more popular in Cheliax as of late. There are a number of important orders of fighting monks in Cheliax, with the most prominent of them being the Sisters of the Golden Erinyes, who supply the personal bodyguard of Queen Abrogail herself.


Paladin: One would imagine that paladins would not be welcome in Chelix, infested with devils as it is- and yet, many paladins find that their efforts are welcome, provided they are directed towards targets that are congenial to state interests. It also helps that the most popular deity of paladins, Iomedae, was of Chelish descent herself and even as oppressed and devil-infested as Cheliax undoubtedly is, it is regarded as a sin to summarily dismiss such a glorious part of Chelish history. 


Ranger: Rangers are valued for their practical skills in Cheliax and are often pressed into service to act as scouts and commandoes for the Chelaxian military. As a whole, the Chelaxians have little love for wilderness itself and those rangers who stringently defend the natural world might find themselves at odds with the Chelish authorities. Untamed nature, like untamed people, is considered dangerous to the Chelish mind and those who would defend desolation are regarded as almost traitorous.


Rogue: While thieves cannot expect kind treatment in Chelaxian courts, the fact is that stealth and guile are skills in exceedingly high demand in Cheliax and that crime is rampant in the great cities- no matter how much the Chelaxian authorities like to claim the existence of perfect order in their streets. The reputation of a rogue depends on their skills but also on who they work for- who is willing to protect them from the authorities if necessary.


Wizard: Of all classes, perhaps none is so widely admired and simultaneously feared as that of wizards. Wizards are imagined, rightly or wrongly as being inherently disciplined and rigid in their study and methods- traits highly agreeable to the Chelish mind. Any wizard of talent and power will find themselves able to command a very high price indeed for their services. The Chelaxian court is rumoured to have three dozen powerful wizards in their direct employ and over a hundred full-fledged wizards teach at the Chelaxian Academy of the Magical Arts in Westcrown.

Player Races in Cheliax

Player Races in Cheliax: 

Human: Humans make up the overwhelming majority of Cheliax's population and Chelish officials tend to be somewhat prejudiced in favor of humans, though as racism is frowned upon by ancient Chelish law, such prejudices are usually expressed subtly rather than openly. Humans of all ethnicities live in Cheliax, though the vast majority of them are ethnic Chelish. The ethnic Chelish are usually fair of skin, but possess dark hair and either green or amber eyes. Any prejudices towards other human ethnicities are based entirely on perceptions of how "civilized" an ethnic group is, rather than outward determinants, with "civilized" peoples such as Taldans and Keleshites facing little difficulty in Chelaxian society while the traditionally nomadic Varisians and Kellids might face considerable snobbery from ethnic Chelish.
Dwarves: Dwarves are not common in Cheliax, and most of those that do dwell in Cheliax are traders, emissaries and merchants from other lands, living in the major Chelish cities such as Westcrown and the capital Egorian. They are typically regarded as somewhat boorish and dour by Chelaxians but are also highly respected for their crafting and martial skills. It is perhaps accurately said that a Chelaxian welcomes the presence of one Dwarf, but would disdain the presence of many of them.

Elves:  The Elves, who often evidence a mercurial nature, often exhibit a philosophy which is deeply in contrast to the Chelish reliance on complete law and order. All the same, the ancient wisdom and magical insights of Elves are recognized and Elven wizards are highly sought after by powerful Chelish nobles. There are very few elves in Egorian, but several thousand living in Westcrown, where they are prominent in the Chelaxian Academy of Magical Arts.

Half-Elf:  Half-Elves are simultaneously somewhat disdained and highly desired- very few half-elves are any less than highly attractive and are much in demand as lovers by the jaded, decadent Chelaxian nobility. Their natural attractiveness and charisma also puts them in good stead for careers in the wildly varied world of Chelaxian theatre. It is all too often assumed that a half-elf encountered randomly is some sort of actor or courtesan and their aspirations in other fields are often derided. While they are accepted well enough in a narrow range of trades, half-elven Chelaxians must daily deal with the stereotypes forced upon them.

Half-Orc: Half-Orcs often come from barbarous lands and are also deeply ugly to the average human taste- and the Chelish are obsessive about the trappings of civilization and beauty. Still, their natural strength and ferocity is much appreciated by those looking for a strong sword arm and half-orcs can often find a profitable career as hired muscle for one of the Chelaxian noble houses. The average Chelaxian will likely assume a half-orc they meet on the street is a violent ruffian and avoid them studiously. The authorities often discriminate against half-orcs, as they are seen as inherently violent.

Halfling:  The Halflings are the second most common humanoid race in Cheliax and the ones with the lowest status- the majority of halflings in Cheliax are slaves and most of those that are not slaves were slaves a generation or two again. The widespread disdain of non-Chelish individuals often becomes open when halflings are involved- they are widely seen as weak both in body and will and not worth the respect that is extended, grudgingly, to powerful races like the elves or dwarves. About ten percent of the population of Cheliax are halflings, with four-fifths of them being slaves to various Chelish noble families.

Gnome:  Gnomes are little-known by most Chelaxians, despite one of the largest gnomish settlements in the entire world being located in Chelaxian territory. Gnomes are frequently mistaken for elven children or for halflings, and many gnomes face themselves having to carry proof that they are indeed gnomish- for the gnomes are respected as craftsmen and illusionists to a degree that halflings simply are not.

Tiefling: One might imagine that in an empire controlled by diabolic interests, that tieflings might be honoured or even exalted above humans. The reality is quite the opposite- the Chelaxian position is that the forces of Hell serve Chelaxian interests, not the other way around and tieflings are disdained as visible proof that not all Chelish are capable of resisting diabolic influence. They are uniquely common in Cheliax, however, and many of them are hardened by their experiences of discrimination and hatred, either to hatred Chelaxian society or into an almost masochistic desire to succeed within it.

The Tomb of Varrus (Recap)

The Relics of Varrus and the Chelish Ascension

In the fall of the year, 4709, a band of adventurers operating near the disputed city of Argadav in Isger were commissioned by a mysterious organization to investigate the tomb of Varrus, an early pregenitor of the Chelaxian ruling house and retrieve various relics from within. Once there, they discovered signs of recent diabolic activity and finally were forced to battle with the monstrously bloated soul-shell of Varrus himself. Emerging triumphant and with Varrus' relics intact, they emerged from the tomb, straight into the arm of a company of Chelaxian Hellknights. 

Fortunately for our heroes, the Hellknights were contented with the delivery of the relics and allowed the party to leave unmolested and in possession of what goods they had removed from the tomb other than Varrus's relics. It turned out that the relics were more valuable than they had previously been told- the items were only moderately valuable magical weapons to most but possessed powerful magic linked directly to the bloodline of House Thrune, the ruling dynasty of Imperial Cheliax. While the adventurers wintered in Argadav, no doubt in preparation to dispersal and return to their respective homelands, the relics were delivered to Egorian and presented in grand style to Queen Abrogail III. 

 No one could have predicted the reaction of the Chelish ruler to the recovery of the relics. It appears that they were taken as a divine sign that the long decline of Cheliax had come to an end. Whatever the truth of Abrogail's possession of the relics of Varrus, it is clear that they either triggered or contributed to a signal change in Chelaxian policy. The troubled client states of Isger and Korvosa were annexed to Cheliax and Chelish armies turned against their long-time allies in Nidal, forcing the Umbral Court to take sanctuary in Uskwood. 


For a band of would-be adventurers wintering in Argadava, these events were of little immediate import, though Argadava was in Isger and Chelaxian forces occupied that city as well. Unless they specifically sought trouble with the new regime however, the adventurers that returned the relics of Varrus were left alone, until agents of the Chelaxian Queen arrived in the city, intent on delivering a note of thanks from the Chelish Queen herself and an invitation to the capital of Egorian to a heroes' reception. 


Refusing the hospitality of the ruler of Avistan's most powerful nation would be foolhardy indeed, but what could the Queen of Cheliax want with a motley band of adventurers? 





 How much value do heroes have in an empire of the damned?