Posted on May 6, 2013
The Acts of the Lords of Rannick, Epilogue.Okay, getting this wrapped up so I can move on with getting the next game set up after Jonathan and Steven head home. If you sent me an e-mail with your character’s hopes and dreams, thanks, that was boss reading your ideas and I tried to run with them. If you didn’t, well, that’s what you get. Below is roughly what happens to the returning heroes between the years 4708 and 4713 AR. Included with each is a Perk. Each Perk will be available to any character you create from now on in Pathfinder. I don’t want that to mean that every party grew up in Corwyn’s Crossing, or even Varisia, so there are associated drawbacks that you’ll have to suck up if you want the Perk. You’ll note that Corwyn gets his own perk, despite having died. I figured that was deserved given how much work Rolland put into some worldbuilding prior to his character’s immolation. That’s kind of the point of them, they’re not steps for powergaming and they aren’t all balanced with each other. They’re just the footprints heroes leave on the world. Anyway, there is a general Epilogue and then a rundown of what happens to the rest of the party. Perks are included, but I’ll have them available in another format before we roll new toons. But first, why not remember the ramp of bodies the party climbed to ascend to such great heights. (Youtube link, let me know if it doesn’t work.) Epilogue 4708 – 4713 As the party arrived in Sandpoint, veritably laden with riches, word travelled quickly. By morning, merchants from Magnimar arrived with scrip considerably generous in their exchange rate ready to hand over for the material wealth the party had acquired. By that evening, as an impromptu festival sprang up in Sandpoint, payment in currency was being handed out to the City Guard for the first time in weeks. Within days, word reached Korvosa’s military and navy and they withdrew, the financial seige of Magnimar collapsing. With all the pomp they could create, a joyous procession travelled from Magnimar to Sandpoint to escort the heroes back to the city in triumph. A period of feasting and celebratory parties was held as the high society of Magnimar clamoured to have a hero attend a banquet, regatta or triumphal games. The conspicuous consumption and revelry was not entirely selfless as the Council of Ushers and Lord Mayor realised that celebrating with abandon was a good way to kindle the economy to life again. How the members of the feted party reacted differed according to their taste for revelling, but after a few months, life began to settle down again. The City of Monuments began to welcome more foreign expeditions that sought to uncover Varisia’s hidden treasures. Korvosa, however, sank into abject chaos. It had driven itself close to financial ruin in its game of brinksmanship. But this was followed by a succession of plagues and then the death of King Eodred II in mysterious circumstances. This led to an uneasy balance of power at the end of 4708 AR. In the following years Magnimar repeatedly failed to capitalize on its financial comeback and its affiliated towns became increasingly politically powerful, leading to an growing presence in the Council of Ushers for extra-mural representatives. A great deal of Magnimar’s income was expended making the frontier towns safer at the behest of this new generation of politicians. The changes in Magnimar’s power structure were smoothed, however, by the growth of the church of Abadar, which became very influential in the running of the city. Sandpoint gained the most out of its association with the vanquishing of Karzoug and the sack of his tower. The town quickly expanded to accommodate new harbours and business ventures, as well as Korvosan refugees, becoming busier and more prosperous than ever. Fort Rannick, Corwyn’s Crossing and Turtleback Ferry were paid back for their role in the stand off with Korvosa and the towns prospered from the presence of the two new seats of learning that were established in the vicinity. Nearly three years had passed before rumours the hidden city of Xin-Shalast began to be heard. It was said that expeditions from Riddleport and further afield had been successful in locating the city, which was evidently ripe for the picking. However, if the city had been rediscovered, no renewed sign of its legendary wealth made itself known in Varisia.
Corwyn’s CrossingThe School for Gifted Half-Breeds received several generous bequests following the end of the Korvosan stand-off. It expanded considerably and benefitted from an influx of skilled Korvosan tradesmen who could pass their skills on to the pupils. Additional classes – from those regarding differences in human and elvish/orcish anatomy to those detail the legal status of half-humans in different locales to self-defense classes – were taught by experts in the field. One of the most popular features of a term at the School was the annual Gar-Chaser Invitational, held in conjunction with the attendees of the Dropwad Academy. Students at both institutions worked all winter to devise a non-wind propelled water craft to race on Lake Coal in the early summer. On the day of the Invitational, the two teams engage in a race around the lake that has only once failed to produce a dramatic and close finish (4709 AR – The School craft sunk halfway around and the Academy craft exploded harmlessly shortly after). The process of creating the craft puts to use all of the skills that the students at the school have learned during their time there and is a source of immense pride and camaraderie, regardless of the result of the race. Many students decide to stay on in Corwyn’s Crossing, at least for a short time before going off further afield. SGH GRADUATE
Associated Perk: The School does its best to provide a trade background for its pupils, but sometimes the urge to seek one’s own fate cannot be quelled. Nevertheless, the skills picked up at the school last a lifetime. One Profession skill not on the class list becomes a class skill. +1 Survival, +1 Diplomacy dealing with and of the races listed under prerequisite.
Associated Drawback: Must buy one rank in Profession (Any).
Associated Item: Small book of inspirational quotes.
Prerequisites: Half-Orc, Half-Elf, Aasimar, Tiefling, Elemental-Kin.Halvard Blodvin Halvard, feeling too long in the tooth to go adventuring, settled down in Sandpoint. But that didn’t mean he rested. Instead he turned his energies to rebuilding his trading company, establishing his church of Gorum in Sandpoint and fostering his militia group. While the good people of Sandpoint were delighted to have another trading company establish itself on the Lost Coast, they were more leery of the presence of Our Lord In Iron in their midst. They are a peaceable people, even after all that had happened to their town and hoped that battle was a thing of the past. The militia training provided proved to be more popular than expected and the compromise reached with the town’s elders was a dedicated area just north of the city that became known as the Drill Yard. Initially comprising a shrine to Gorum and training grounds for the militia and the professional soldiery, it quickly expanded to include its own stables, smithy, palisade and barracks. As it happened, the combination of a well trained fighting force under Halvard’s instruction and increased port trade led to more work for ship-bound professional soldiers and suddenly Halvard’s trained marines were in great demand. Ships from Magnimar began to travel to Sandpoint just to pick up marines for duty on dangerous voyages. Marines wearing Blodvin cloaks became synonymous with dangerous- and precious-cargo runs from the Crown of the World to the Shackles in the south. Such was the success of this venture that several deepwater docks were added to the coast alongside the training grounds and the town of Sandpoint expanded northwards to encompass the Drill Yard. The palisade was extended all the way down to what became known as the “Old Wall”. Warehouses, more barracks, and a Meadhall were erected in the new neighbourhood. The northern boundary of the harbour was marked by the Gorumsfyrstajon, a tower lighthouse whose exterior walls were covered in the many skull trophies that Halvard had gleaned during his adventuring days. Ships were guided in and out of the Sandpoint docks by an Iron Golem, created in the image of Gorum himself, holding aloft a blazing greatsword that pierced the night sky on the Forgotten Coast. Ever since Halvard gave the Golem the duty of sending the ships out, no ship that left Sandpoint was successfully boarded by pirates or other maritime raiders on its outbound journey. The Gorumsfyrstajon was a regional marvel and one that attracted a great deal of visits from the Lands of the Linnorm Kings, fostering trade in animal skins, walrus ivory, tar and amber and proving to be a lucrative source of income for Sandpoint’s glass, grain and timber merchants. BLODVIN MARINE Associated Perk: The reputation of Blodvin’s Marines is well deserved as their initial training in maritime and coastal soldiering is rigourous and comprehensive. Any character who chooses to have been trained in Sandpoint gets +1 to Swim and a +1 bonus to Survival when at sea/in coastal wildernesses. Immune to sea-sickness. Associated Drawback: Must buy 1 rank in Profession (Soldier). Associated Item: Blood red cloak. Prerequisites: Martial Weapon Proficiency. Ron Towin Ron Towin spent several months wandering Varisia’s unsettled lands, travelling amongst the nomadic Varisians. The following year he returned to Magnimar and after a great deal of discussion with the clerics of Abadar there, he called a ecumenical convention at Windsong Abbey. There he revealed to the attending representatives of the religions The Way of the Open Vault, a series of instructive parables told through the playing of games of chance. The churches of Abadar, Cayden Cailean and Desna welcomed the revelations. The Church of Asmodeus did not, although they refused to say why. The Way presented the facet of Abadar that strongly emphasized fraternity in commerce – commerce as a civilizing and cooperative venture, that brought people and communities together. The Way stressed the importance of gambling games as ways of relinquishing the need to hold onto money, to allow wealth to pass freely between people and to accept the role of the tides of chance in any enterprise. Ron was not inclined to stay put long enough to establish a school, but instead took several disciples with him on his continuing journey across Northern Avistan. After studying at his side, these disciples began their own journeys, taking on followers to whom they imparted The Way as both a code of behaviour and a martial philosophy. As their numbers grew, followers of The Way of the Open Vault became highly sought after as advisors, invited to seal business deals with festivities and celebrations. In this role they became so well regarded that adherents to The Way were increasingly referred to as the Celebrant Order. It was in this role that they most vexed the Asmodeans – Asmodeus smiles upon contracts and agreements that strongly favour one party, but Celebrants typically ensured that business agreements were fair to both parties before agreeing to commemorate the occasion. Friction between Celebrants and the Asmodeans was never overt, but efforts by the diabolists to intimidate and harass the followers of The Way proved fruitless: They willingly gave ground and immediately moved to another point of annoyance for the Asmodeans. Their disciplined flexibility (although they argued that they were entirely predictable) meant that on an individual or organizational basis, the Asmodeans were never able to bring their ire to bear on the itinerant Abadarans. In contrast, The Way of The Open Vault proved to be a facilitator of cooperation between the churches of Abadar, Desna and Cayden Cailean. The three were on good terms anyway, but The Way served as an interface with Abadaran concepts that were easily understood by followers of the Goddess of Luck and Travel and the God of Freedom and Drink. Celebrants often accompanied clerics of the two other deities on their travels across Golarion. Ron continued to travel as the order he had founded spread, occasionally taking on new followers and teaching them The Way of the Open Vault, and advising friendly clerics when asked. Towns in which followers of The Way made an impact tended to see a burst of entrepreneurial spirit as people began to take risks with their money. They also tended to see gambling games appear in community gathering places; card, dice and board games in taverns became more common, raffles became fixtures on days holy to Abadar. TRAVELLING GAMBLER Associated Perk: The Way of the Open Vault teaches generosity, fair play and release from the need to hold onto money. It also fosters an awareness of others that its devotees can use to their advantage at the gaming table and in combat. The style of self defense taught by the Way relies on misleading opponents with feints, usually disguised as drunken stumbles and lurches. +1 Bluff, +1 Sense Motive, Profession (Gambler) is a class skill. Associated Drawback: When calculating starting money, add 3d6-10 to the Xd6 you roll prior to multiplying by 10. I.e. ((Xd6+3d6)-10)x10. Associated Item: A small box containing cards, dice and gaming chips. Prerequisites: Not available to characters with Martial Weapon Proficency (except Paladins). Reverence for Abadar and respect for the Way of The Open Vault’s core principles. Albedon Albedon settled in the town of Sandpoint and, after constructing a study to his liking, closed the doors on the bustling town outside. He was rarely seen by the townsfolk, save for rare occasions when he accepted a delivery at his house from some far-off land. They wondered why one so rich and powerful would shut themselves away but put it down to the strange habits of wizards or perhaps dwarves. In truth, Albedon was feverishly industrious in his own way. His research into the few Thassilonian spells he had unearthed revealed a great deal about how rune magic worked, how Thassilonians cast spells and how common spells had developed since the fall of the ancient empire. Not only did he have the exhaustive spellbook of Karzoug, which had previously belonged to Karzoug’s predecessors all the way back to the rule of fabled Emperor Xin, but he had access to the Thassilonian library beneath Jorgenfist. Albedon travelled Golarion in search of more information, more relics and fragments of hidden Thassilonian lore, Teleporting from his study to Jorgenfist, remote dig sites which he funded, and the houses of fellow academics. Outside of the town in which he lived, he became known as the Sage of Sandpoint. His periodic lectures in Galduria’s Twilight Academy, Magnimar’s Stone of Seers and Korvosa’s prestigious Academae were guaranteed to provoke months of heated debate in his wake as Albedon illuminated long lost avenues of magical inquiry with his insights into magic’s earliest stages. The three centers of arcane learning began to compete for Albedon’s patronage, but he continued to travel between the three in roughly equal measure, apparently uninterested in the jostling and turning down various academic titles and positions offered. Foreign visits were not unheard of either, with Albedon making presentations of his findings to several interested academic organizations in Absalom and Cheliax. Between his bouts of intensive study, Albedon relaxed by writing a comprehensive tome detailing the events that led to Karzoug’s demise. He spent long hours with his former comrades-in-arms, recreating the events that led to their trip to Xin-Shalast and getting their perspective on events. From the disastrous fall of Thassilon, to the outcast Wizard-Giant Mokmurian’s accidental wakening of the Runelord, the catastrophe of the Swallowtail Festival and the eventual raid on the Pinnacle of Avarice, Albedon meticulously recreated the events in an evocative narrative that was eventually copied into three parts: The Fall of Xin-Shalast, The Rise of The Runelord and The Acts of The Lords of Rannick. Copies became much sought after and can be found in many of the world’s finer libraries. Throughout all of this, Albedon refused to meet with academics or other interested parties at his house in Sandpoint, save for local amateur historian Brodert Quink, who had a knack for cataloguing and cross-referencing sources. He never took any pupils either, although he did maintain great numbers of written correspondences with students of the arcane and history. Rumours about the wizards projects and researches were as common as theories about the wizard himself, yet outside of his lectures, Albedon would say nothing about his past or his future plans. Other than the projects he worked on, he spent most of his spare time in Corwyn’s Crossing, spending time with Baaz and occasionally advising students at the School for Gifted Half-Breeds. But before long he would tire of the comfort and good company and return to his work, struck by a fresh angle of inquiry to take. CORRESPONDENCE STUDENT Associated Perk: Albedon responds to all thoughtful inquiries, regardless of who makes them. He particularly understands how Spells can best be learned and can pass on several mental tricks. Start with two extra non-Divination spells/formulae known at 1st level. Associated Drawback: Must have one rank in Diplomacy. Associated Item: None, although the treasured correspondence is tucked into your arcane book. Prerequisites: A Spellbook or a Formulae List. Kerplak and Tersplink Dropwad Upon returning to the Sanos Forest, the Dropwad cousins convened a meeting of their entire family – a substantial task, given the sprawling nature of the Dropwad family tree. They outlined their plan for a place to properly prepare restless and adventurous young gnomes for the dangerous world beyond the borders of the Sanos Forest. With support from their family (and all the free labour that entails) as well as the Gnomish town of Whistledown, they established the Dropwad Academy for Deliberately Wayward Gnomes on the banks of Lake Coal, a day’s easy journey from Turtleback Ferry. The first class of young gnomes was instructed by a hand picked cadre of professionals gathered from around Varisia’s gnomish settlements. They were instructed on etiquette and customs in the civilized world, its history, its geography, its exploitable weaknesses and flaws, its susceptibility to various types of magic and legerdemain, its attractions and dangers and also how combustible most things in it were. The second class was three times as large as the first, with gnomes from further afield travelling to attend and several enterprising Halflings sneaking in with creative disguises. By the third year of the Academy’s existence a waiting list had to be made while the Academy (now just the Dropwad Academy out of respect for all the effort the Halflings went to) expanded. The students were given top-notch hands-on instruction and after two years were presented with their diploma if their teachers were satisfied that they were prepared for the world beyond their own settlements. The rotating teaching staff, however, meant that what was actually taught at the school varied somewhat from year to year. Nevertheless, the prestige that went with being an “Old Dropwadian” was considerable within the gnomish community in Avistan. As for Kerplak and Tersplink: both taught periodically at the Academy, having named themselves Deans of various departments. Archdean Tersplink took over the day-to-day running of the Academy for a while and excelled in reaching out to distant gnomish communities as well as maintaining good relations with the nearby human settlements. Dean Kerplak of the Department of Furtive Studies meanwhile, ended up marrying the Dean of Gadgetry, Katie Q. Sootbrim and the couple made several additions to the Dropwad clan. The funds that the Dropwad cousins put into their community meant that the name of Dropwad became well know across Varisia as one of the pre-eminent gnomish dynasties. The Academy maintains a friendly rivalry with the School for Gifted Half-Breeds and participates in the Gar-Chaser Invitational with near feverish enthusiasm. The Academy hosts the post-race feast for both participants and spectators and caters it with almost equivalent abandon. OLD DROPWADIAN Associated Perk: As a graduate of Varisia’s premier gnomish learning institute, you started off your adventuring career knowing a whole bunch of things, some of which may even be useful. Choose two non-class skills to take as class skills. + 1 Diplomacy with gnomes. Halfling Dropwadians get +1 Disguise. Associated Drawback: Choose two class-skills to become non-class skills. Associated Item: The Dropwad Academy tie, a gnome-length Varisian scarf of many-coloured stripes. Can be tied into a cravat for formal occasions and is embroidered with all 18 verses of the school song, just in case anyone forgets “By Waters Black, our Home so Bright”, which is unlikely. Prerequisites: Not a divine spellcaster. Halfling with 14+ Charisma or any Gnome. Dagfinn Cleng After the acclaim and parades had died down, Dagfinn set his mind to fulfilling some lifelong dreams. But he found that when you added a fourth courtesan into the proceedings some kind of feminine critical mass was achieved and they started chatting too much, rather than seeing to his every whim. It became tiresome. So instead he thought about the type of world that he’d like to live in – one where he was free to do whatever he liked for free and one in which the name of Cleng was appreciated. Magnimar’s merchant princes remained fairly laid back when it came to tithes and laws, but the increasing power of the church of Abadar – due in part to the city’s fear of another financial crisis, but also the success of The Way Of The Open Vault amongst the traditionally less-Abadaran Varisians – meant an increase in public clamour for comprehensive legislation and a more orderly city-state. Dagfinn, sensing the way the wind was blowing in the city, began donating his considerable talents and funding to influencing the satellite towns. Wolf’s Ear, Galduria and Nybor began complaining about the increased trade levies that Magnimar had instituted in the wake of the financial crisis. Those complaints soured the relationship between the satellite towns and Magnimar and led to all sorts of delays in payment and disputes about contracts. Magnimar’s ruling council acted somewhat heavy handedly, sending guards to collect grain shipments they had arranged earlier. Dagfinn and sympathetic traders in the towns hired local… legitimate businessmen… in order to protect traders. And so Dagfinn became acquainted with the Sczarni, the loose collaboration of Varisian underworld families. Magnimar’s tax collectors found themselves taxed, the city’s representatives intimidated or bought off and Abadar’s clerics found their works… if not sabotaged, then at least floundering unexpectedly. Dagfinn himself, by virtue of his fame was able to associate with all sorts of important figures in Magnimarian society, was privy to the counter-schemes of the city elders and put that knowledge to good use: he played merchant-princes off each other, scuttled responses and passed on valuable information to the Sczarni. None suspected his meddling influence. Whistledown and Ilsurian, two independent towns between the city states had almost joined Magnimar following the stand-off with Korvosa; but Dagfinn was able to disrupt the City’s negotiations through a series of well-placed bribes and scandals, while convincing the towns to remain independent. This put Magnimar’s allied towns in a much stronger position than previously and the towns themselves prospered, able to dictate their own terms for trade, while the City of Monuments recovered from its stand-off with Korvosa. While Magnimar grew in strength, it was unable to increase its control of outlying towns. Fortunately, Korvosa itself was weakened at this time, as not only did Sczarni influence increase in it’s satellite towns, but King Eodred II died in mysterious circumstances, plunging the city into chaos. Dagfinn found that he liked the changed balance of power and the air of uncertainty that it created throughout Varisia. He was not solely preoccupied with the business of remaking Varisia’s political climate during this time. He also set out to find the many relatives of his ancestor who brought the Cleng name to Varisia. The project began well, Dagfinn connecting with long lost cousins and second cousins. It was no difficult task to have his new Sczarni friends make a few arrangements to ensure that these cousins prospered in whatever endeavour they found themselves. Many of descendents of the Chelish Cleng settled in Korvosa or its affiliated towns and Dagfinn was able to put his relatives in positions of power, at least in positions of power to help his Sczarni allies. The Clengs went from strength to strength. Too strong for some. The Sczarni, fiercely proud Varisians and typically antagonistic towards the Chelish colonists became split on the rise of the east Varisia Szcarni, with its many Cleng family members, who were – at best – only partly Varisian. Several prominent Sczarni members began plotting to wrest control of the east back… but Dagfinn was one step ahead of them. A season of betrayals and clandestine power struggles followed and the Cleng family came out on top. A truce was reached and while the Sczarni remain a unified force in Varisia, their operations in and around Korvosa go through members of the Cleng extended-family or not at all. Dimly aware that the Sczarni on their turf are linked to a man Magnimarians regard as a hero, Korvosa clamped down hard on the Clengs, but didn’t realise that this would only serve to endear the family to the native Varisians and legitimize them to the rest of the Sczarni. Dagfinn now sits at the top of an extended network of loyal influence peddlers, with influence felt by both city states, yet he does so secretly as none can pin any of the Sczarni activity on him. He moves freely in high society; yet his power is felt most in the lowest sections of society, as the Szcarni protect their own people. The other Sczarni family heads respect and fear the amount of power the bard managed to accrue, and maintain in adversity, in such a short period of time. LEGITIMATE BUSINESSMAN Associated Perk: As a distant cousin of Dagfinn Cleng a couple of times removed, certain doors were unexpectedly opened for you by the Sczarni. You provide the legitimate face of the eastern-Varisia Sczarni and your family likely ran a front-, smuggling- or laundering-operation. +1 Intimidate, +1 Sense Motive.
Associated Drawback: -1 Diplomacy, -1 Survival. You’ve had things a little easier than most people in these departments.
Associated Item: None. Although you typically leave your leisure suits at home, you are always equipped with the knowledge of the secret signals and handshakes the Sczarni use.
Prerequisites: Any human/half-elf/half-orc who was born in Varisia.Arradin Tyrilyth After the acclaim and parades had died down, Arradin set her mind to fulfilling some lifelong dreams. But she found that when you added a fourth gigolo into the proceedings some kind of masculine critical mass was achieved and they started getting jealous and squabbling too much, rather than seeing to her every whim. It became tiresome. Fortunately at around that time, she was offered a colonelcy in Magnimar’s expanding guard. She raised a regiment from towns along the Yondabakari river, with the expectation that she would be given command at Ilsurian when that independent town was annexed by Magnimar. However, that deal fell through for unknown reasons and Arradin’s regiment was stationed for several seasons at Fort Rannick. Provided with excellent arms and equipment, the regiment was one of the finest in all of Varisia, Arradin’s careful training providing Rannick with a disciplined and efficient unit of fighting men and women with a good reputation for deliberate and effective soldiering. All that was purely academic until the succession following the death of King Eodred II in Korvosa. Chaos and plague swept the Chelish colony-city and drove refugees and less desirable sorts westwards towards Magnimar’s holdings. Over time, bandit activity around Lake Syrantula and the Ashwood increased and Arradin’s regiment was sent to police the problems. They acquitted themselves well, rounding up small bandit gangs and separating the troublemakers from the real refugees. Over time, they were so successful that they drove the bandits together in the Ashwood. There they united under Dicoros “Wightmouth” Taor, a former mercenary whose banditry was felt all over central southern Varisia. He proved elusive to catch and as his acts of aggression became increasingly vicious, some began to say that he had enlisted the aid of the changer-kin in the Ashwood. Arradin was sent to bring his head to Fort Rannick and she led her regiment into the Ashwood to campaign against Taor’s bandits. Methodically, they destroyed bandit hideouts and small groups of thugs as they closed in on Taor’s hidden base. The campaign progressed quickly but as they approached the wooded hilltop on which Taor’s base rested, they discovered the true nature of his allies, the werewolves that had long been rumored to haunt the Ashwood. Hit and run attacks by the shapechangers claimed several lives but infected many more with Lycanthropy and bought Taor’s men enough time to surround the regiment. Arradin drew up her carefully ordered defensive formation at the base of the hill as the bandits surrounded them. When missile fire and harrassment failed to slow their advance, Taor ordered his superior numbers and werewolf allies to charge. At this, Arradin’s runeforged blade that once slew Karzoug the Claimer came to life, and a rage erupted inside her that transferred itself to the rest of her men. Their defensive formation flew apart as they counter-charged the onrushing bandits, minds overcome with cold fury. Arradin ran directly at a knot werewolves, her blade hacking the shapechangers to pieces as they charged into each other, slaying their leader and driving towards Taor. The bandit charge turned into a rout, but Arradin turned it into a slaughter. She beheaded Taor and her men chased down every bandit and shapechanger in the Ashwood. The totality of the victory delighted Magnimar and the towns near Ashwood that had suffered from Taor’s predations, but Arradin and her regiment – given a Wolfhound coat-of-arms in recognition – were deeply disturbed by their disordered conduct and their wild brutality. Arradin increased drills and tightened discipline as the regiment was sent north to deal with bandits and Shoanti raiders near the Churlwood. In engagement-after-engagement, when charged by Shoanti, the Wolfhounds found themselves wildly counter-charging, their otherwise impeccable discipline lost. The regiment’s numbers dwindled, as many were lost to the reckless response, still others distraught at their loss of control and leaving when their tour was done. Eventually only 200 men remained, although all had come to some sort of peace with their impetuous fighting style. Arradin continues to lead them in the north as they hunt down bandits and rogue Shoanti warbands. Their expert soldiering skills and wild brutality when forced to defend themselves has given them a fearsome reputation in the north and many raiders prefer to lay down their arms than attack the fabled regiment. While all towns are safer for their presence, few are entirely at ease when the Wolfhound banner is marched along their streets. WOLFHOUND TRAINING
Associated Perk: Arradin dismisses any recruits who can’t live with either the strict discipline or the wild fighting style of her regiment. Many undergo training but don’t make it to a full man-at-arms status. A former recruit gets a +1 bonus to attack and damage enemies who charge on that turn. +2 to all saves against Curse of Lycanthropy. Associated Drawback: Must buy 1 rank in Profession (Soldier). Associated Item: Canvas shield-cover bearing the Wolfhound Coat of Arms. Prerequisites: Shield Proficiency.