Council of Thieves - Player's Guide

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The key takeaways are that this guide introduces the Council of Thieves Adventure Path and aims to help players create characters native to Cheliax and understand the area around Westcrown.

The purpose of this guide is to introduce the Council of Thieves Adventure Path and aid players in character creation for characters from Cheliax and understanding of the region around Westcrown.

This guide provides common background knowledge about Cheliax, especially for characters calling it home, to help root characters in the area around Westcrown, which is the focus of the Adventure Path.

Council of Thieves

Player’s Guide
Council of Thieves

credits
Editor-in-Chief • James Jacobs
Art Director • Sarah E. Robinson
Managing Editor • F. Wesley Schneider
Editors • Christopher Carey and James L. Sutter
Editorial Assistance • Jason Bulmahn, Sean K Reynolds, and Vic Wertz
Editorial Interns • David Eitelbach and Hank Woon
Managing Art Director • James Davis
Publisher • Erik Mona
Cover Artist
Kevin Yan
Cartographers
Edward Reed
Contributing Authors
James Jacobs, F. Wesley Schneider, Amber Scott, and Hank Woon
Paizo CEO • Lisa Stevens
Vice President of Operations • Jeffrey Alvarez
Events Manager • Joshua J. Frost
Corporate Accountant • Dave Erickson
Sales Manager • Christopher Self
Technical Director • Vic Wertz
Special Thanks
The Paizo Customer Service and Warehouse Teams

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks,
registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open
Game Content or are in the public domain are not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as defined in the Open
Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.

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2
Player’s Guide

Thrown into chaos after the death of the god Aroden, Cheliax found a new spiritual
guide to help tame the resulting lawlessness and destruction—Asmodeus. Dominated
today by the Thrice-Damned House of Thrune, Cheliax is a land of inflexible order,
like a rigid steel blade tempered in the fires of Hell. It is a land where nobility and
virtue take second place to a ruthlessly imposed harmony. It is a place where talks
of past glories are only whispered in the dark, where heroic ambitions are kept to
oneself, and where normal people strive to blend into the safe anonymity of the
crowd. It is here, in the country’s former capital of Westcrown, that the Council of
Thieves Adventure Path takes shape.

I
n this Adventure Path, you and your fellow the Westcrown region, but that content now makes up
adventurers help restore the crumbling honor of the Westcrown Environs section of this supplement,
Westcrown, fight against a decades-old curse, and adding even more information for both players and GMs.
do battle with an enemy far more deadly than any simple Beyond that, check out the Pathfinder website (paizo.com/
fiend, all in the hopes of returning a measure of splendor pathfinder) and each subsequent volume for more character
to this long-beset metropolis. But before you set off on this ideas, discussions, and revelations about Westcrown, this
quest, this guide will prepare you for the challenges you Adventure Path, and the surrounding world. Rest assured,
and your companions will surely face. Pay close attention this guide is merely the first glimpse, and your adventures
to the wisdom contained herein, for it may save not only in Cheliax are just beginning!
your life, but your very soul.

Adventurers
How to Use this Guide
Cheliax is a land of deception and intrigue, backstabbings
Aside from introducing the Council of Thieves Adventure and bluffs. Westcrown in particular labors under a cursed
Path, this guide is intended to aid players in the creation history, with all manner of loosely moraled individuals
of characters native to Cheliax. The information presented populating its many shadowed streets. A flame shines
herein is common knowledge, especially to characters who all the brighter in the dim Westcrown, though, and
call Cheliax home. This guide is organized to help root adventurers of courage and principle find their services
characters in the area in and around Westcrown—the focal greatly needed, and the ability to make a difference draws
point of this entire Adventure Path. While any character heroes from all over the land. The Wiscrani (as citizens of
can take part in the Council of Thieves, those created and Westcrown are known) often live hard lives, yet they carry
using this guide are likely to have more personal motivation themselves with pride nevertheless.
as the events of the Adventure Path unfold. As the first The following section presents information on the most
adventure, “The Bastards of Erebus” in Pathfinder Adventure common races and classes that might rise to glory during
Path volume #25, begins in Westcrown, characters should the course of the Council of Thieves Adventure Path. For
consider being local to that community or have a reason additional information about the races and classes of
for a long-term visit to the area. If you choose to create a Golarion, consult the Pathfinder Chronicles Campaign Setting.
character from beyond Cheliax’s borders, work with your
GM to establish a reason for being in Westcrown. Races
If this guide whets your appetite for more information Cheliax is primarily a country of humans, but other
about Cheliax, be sure to check out the Pathfinder Chronicles humanoids of any type can be found in Westcrown and the
supplement Cheliax: Empire of Devils, which explores the other large cities. Unlike most of Golarion, Cheliax is also
country in detail and gives a player-friendly overview of noted for an unusually large tiefling population, and as
the city of Westcrown. In addition, a comprehensive article such, this fiend-blooded race is included. Check with your
on Westcrown aimed at GMs can be found in Pathfinder GM for permission to play a tiefling character before you
Adventure Path volume #25. An additional GM’s Guide start, though, as tieflings are slightly more powerful than
was at one point planed to hold information expanding the base races.

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Council of Thieves

Dwarves natures. Even better, at half the size they take up half the
Westcrown and other large Chelish cities do a brisk business room when it comes to providing housing. Over the years,
in recovered relics and salvaged goods from abandoned many halfling slaves have found themselves abandoned
noble estates, and dwarven traders often frequent Cheliax when their employers died or fled the country, and
because of these rare items. Most Chelish cities have halflings in Westcrown and other large cities are often
ruined areas where entire estates collapsed due to neglect descended from these freed slaves.
and abandonment; many dwarven adventurers enjoy Halflings are ubiquitous in Chelish cities, and some
spelunking in these “urban ruins.” make good use of their ability to go unnoticed. A halfling
Some dwarves come to Cheliax as emissaries from servant may secretly act as a spy for another house or for
their homelands, here to do business with wealthy a guild, secret organization, or even an adventuring party.
houses. Rumor holds that in some dwarven communities, Halflings are part of many different city affairs, from
mining operations have provoked skirmishes with fiends housekeeping in noble estates to scribing in courthouses,
who live under the earth. Dwarven emissaries may be and when information is needed, one usually finds a
in Cheliax seeking better methods for fighting these halfling in the know.
fiends—or they might seek out such techniques for their
own personal benefit. Half-Elves
Westcrown has something of a reputation in Cheliax
Elves as being a place where society’s leftovers live, and as a
The Barrowood, just north of Westcrown, holds a small result, half-elves often find themselves drawn to the city.
elven settlement. In the last few decades, some elves have Most arrive from other lands and settle in Westcrown
drifted from the woods. A few left the country altogether, for personal reasons, but enjoy the fact that little is made
while others settled in small communities within of their mixed heritage—tieflings take the brunt of the
Westcrown and other Chelish cities. racism normally reserved for half-elves here. In fact,
Elven communities tend to be insular and mistrustful of Tieflings with minor fiendish features sometimes attempt
humans and tieflings entering their districts; humanoids to pass themselves off as half-elves. Unfortunately for both
of other types are met with less hostility. In particular, elves races, this tactic is well known and often leads to innate
are greatly suspicious of human nobility in Cheliax, for it mistrust of half-elves. Half-elves may even be required
is here that the devotion (be it legitimate or lip-service) to to prove they are what they appear to be before entering
Asmodeus and diabolism are most common. As a result, certain areas.
elves in Cheliax are more likely to be found dwelling among
the poorer folk rather than amid the higher classes. Half-Orcs
Half-orcs can live a comfortable existence in a city like
Gnomes Westcrown. The presence of tieflings and diabolists
Gnomes with a flair for summoning magic sometimes makes half-orcs seem less of a threat, even pedestrian. The
gravitate to Cheliax in the hopes of learning ways to countless political games in progress often require hired
summon and bind powerful devils. Gnome wizards muscle, and noble estates are always hiring more guards.
sometimes garner sponsorship from noble houses, but Some half-orcs take offense at being taken for mere thugs,
later may find it difficult to extricate themselves from such but many find security in such jobs. Some half-orcs find it
agreements. Most prefer to hire out their services on a so comfortable in the cosmopolitan streets of Westcrown
case-by-case basis and use their fee to finance expeditions or Egorian that they make permanent homes there. Others
into abandoned estates that might hold ancient texts. plan to stay in Cheliax only as long as it remains profitable
Gnomes in an advanced state of bleaching, in search for and then move on to grander adventures elsewhere.
the most extravagant experiences available, might come to
Cheliax to flirt with the danger of diabolists and treachery. Humans
Such work is easy to come by, but hard to forget. Those that Most of Cheliax’s citizens are humans, and most humans
do so come away revitalized, but their experiences color belong to some sort of noble line. Those that don't tend to
them in some way, with soot-black hair, flame-tinted eyes, act as if they do—in reality, the House of Thrune officially
or extra-long nails. recognizes some 250 noble families. Many more claim
nobility or pretend to relate to one of the legitimate houses.
Halflings Lineage and standing are currencies almost as valuable as
Decadent noble houses require many servants to keep the gold in some circles.
estate running. Halflings in Cheliax—as elsewhere—are Ethnic Chelaxians amount to around three-quarters of
favored as slaves due to their stamina and their amenable the human population in Cheliax. Azlanti and Taldans

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Player’s Guide

make up most other humans in the country. Many ethnic


Chelaxians claim a bloodline descended from Old Azlant, Playing Tieflings
and some even portray themselves as genuine Azlanti Since tieflings are slightly more powerful than the base
(no one has ever been able to prove pure Azlanti heritage, races, check with your GM before you create a tiefling
though). Taldans get along well with Chelish nobility, character. The difference in power is slight enough that
finding it easy to enter and make an impression in high some GMs won’t mind letting you play a tiefling, but the
society. Taldan women are notorious trend-setters in following requirements can help to mitigate the disparity
Chelish society, always on the cusp of the latest fashion between the races—your GM may require one of the
and ready to fiercely admonish those who fail to follow following from you (or a similar restriction) if you play a
their lead. Taldan men have caused many troubles for tiefling. Work with your GM to find a solution that pleases
Chelish noble houses over the years with their interest in your entire group.
attractive, young noble ladies. XP Debt: Before you gain actual XP to progress in level,
Traders from more distant lands are common, as you must “work off” an XP debt equal to half what you
are visitors on a particular mission. Cheliax's ability to normally need to reach 2nd level. This puts you slightly
produce magic items and masterwork weapons draws behind other characters in the party, who will reach higher
traders from many different areas. Criminals on the run levels more quickly than your character, but as you gain
sometimes see Cheliax as an easy place to live a shady life levels, this gap narrows.
but underestimate the rigid order of Chelish guilds. NPC Class: Your GM might require you to begin a
tiefling character as a commoner, expert, adept, or warrior
Tieflings at 1st level.
Tieflings enjoy an unusual status in Cheliax, though Tiefling Trait: If your GM allows bonus traits, he might
perhaps “enjoy” is the wrong word. Chelish diabolists require your tiefling character to take the “Infernal Bastard”
view tieflings as subordinate to humans. Tieflings are trait (see page 9); this trait is designed to “depower” the
seen as lesser beings, born of human fallibility or devilish basic tiefling race to bring it more in line with the power
trickery. Noble houses hide tiefling heirs away, ashamed afforded to a typical PC race.
of their very existence, or reluctantly allow them some PC Boons: Your GM can simply give the other PCs a
control over the family business (usually if there is no boon to bring their races up in level to equal the slightly
other reliable heir available). increased power afforded to the tiefling. Allowing a non-
Because of this tarnished history, most tieflings in tiefling PC to gain an additional +2 bonus to an ability
Cheliax carry around hatred and resentment in their score that doesn’t already have a racial bonus applied to
hearts. Some strive for greatness as a way to prove their it is one solution, as is increasing a non-tiefling’s starting
worth and show up those who failed to appreciate their cash by 500 gp.
talents. Others embrace their heritage and become fiends
in mortal form, running illegal operations, thieving,
murdering, or worse. Most fall somewhere between work and decadent distractions. Half-orc barbarians who
these extremes, struggling to find their path among the could not find a place in their home tribes also appear
shadowed streets. in Cheliax. Grunt work—as bodyguards, enforcers,
gladiators, thugs—is available for barbarians who wish to
Classes find jobs in Westcrown or other major cities. Employers
While some classes are more strongly represented in are reluctant to trust barbarians with important guard
Cheliax, all 11 standard character classes exist and thrive work, though, due to their frenzied and chaotic fighting
within the complicated country. Cheliax was once a mighty style; in a lawful country like Cheliax, barbarians make
empire, spanning many modern nations, but though most people nervous.
Cheliax's borders have receded, its cosmopolitan history
allows for many different types of heroes. Bards
Bards enjoy great popularity in the plush drawing rooms
Barbarians of the noble houses. A certain flair for the dark and twisted
A few barbarians make their way to Cheliax. On occasion, serves bards well in Cheliax; many in the upper-class enjoy
an exiled Shoanti or a few lone survivors from a massacred a tale of horror more than a simple love story, and muddled
tribe settle in Cheliax. At other times, a barbarian might be morals can make it difficult to agree on what constitutes a
an exotic slave recently released from his duties and made happy ending. Acrobats, jugglers, and musicians are always
a free man or woman. Such individuals tend to be haunted in high demand for parties and ceremonies. Historians,
by some past tragedy, sullen loners who seek out dangerous too, are drawn to Cheliax. Yet it is the actor who typically

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Council of Thieves

achieves the greatest fame in Westcrown itself; a bard weather-related issues. Villagers may not recognize
who makes sure to take skill ranks in Perform (act) has a the wise old hermit or hedge witch as a druid, but their
significant advantage over others in the city of Westcrown. services are generally welcome, if not fully understood. Yet
The country holds such a rich and disturbing history, full even in cities like Westcrown, druids are not unknown.
of tragedy and lost information, that it seems a veritable As a port city, druids with particular focus on water and
treasure trove to those interested in the past. Bards with weather are often sought out for advice or aid. Druids who
a strong knowledge of genealogy and blood histories find help control some of Westcrown’s problems with pests like
much work in tracing family lines, but they must beware rats, ravens, and other animals, and who serve to ease the
of uncovering the wrong information. clash between civilization and nature, are always welcome
in Cheliax. The sight of a druid walking the streets of
Clerics Westcrown with an animal companion at her side is not
Although the nobility of Cheliax openly pays lip service uncommon—most Wiscrani druids have badger, bird, dog,
to Asmodeus, the majority of the nation’s people are little horse, pony, or wolf companions, but in such a city where
different from those found in other lands—only more exotic delights are much sought after as distractions from
oppressed and guarded about their actual faith. With the daily life, stranger companions like apes or dinosaurs or
same hopes and goals as their neighbors, Chelish folk snakes are not unheard of.
find appeal in the same deities as other common folk, In cities, some druids assist the church of Shelyn in
though many do so under the burning eye of Asmodeus’s creating urban parks and gardens for all to enjoy. Others are
faithful. Thus, adherents of any faith might be found simply loners looking for ways to stop the encroachment of
in Cheliax, though they tend to keep their convictions urban centers on the surrounding wildlife, or methods to
subtle in the face of rampant diabolism. Clerics of all introduce more wild elements into cities. The influence of
religions practice in the country, though the numbers of diabolism and shadow magic in large cities can sometimes
non-lawful deities are significantly fewer, usually being warp local wildlife, and some druids go to great lengths to
little more than traveling priests. Westcrown was once uncover the sources of this corruption and end them.
an epicenter of Aroden worship, but in the century since
his death actual worshipers of this dead god have all but Fighters
vanished, even if his shrines still stand. In most cases, Fighters rarely lack employment opportunity in any area of
clerics of Iomedae have taken up the mantel of honoring Golarion. In Chelish cities, fighters are always in demand
Aroden’s legacy. as bodyguards, estate guards, captains of private security
Small temples to Erastil, Abadar, and in particular to details, and muscle for hire. Many noble houses hire
Iomedae do exist in Westcrown, the former mostly in fighters as personal trainers for their heirs. City guards, of
rural communities, the others in larger cities. Where course, are always looking for trained fighters. A fighter's
Iomedae's faith exists, it tends to emphasize her aspects adaptability and experience make him an asset to Chelish
of rulership and justice over honor and fairness. This may nobility. Trustworthy fighters may be granted particularly
be the influence of the rigid noble hierarchy in Cheliax, important missions, such as guarding valuable magic
or the power of the infernal faiths of the aristocracy, or items, family treasures, or noble heirs. Such work carries a
it may be a survival mechanism; to preach too openly on risk, however; should a fighter triumph in his mission, he
goodness and fair play in the streets of Westcrown could must be on guard for employers who would rather kill their
mean trouble for the church. hireling than leave sensitive information in his grasp.
Clerics and worshipers of all other gods exist in Cheliax,
but most keep their activities hidden, or at least private. No Monks
worship is outright forbidden in Cheliax, but going against Many Chelaxians see the benefit of expertise in unarmed
tradition can draw unwanted attention. The exception to combat. Most political dealings and secret conclaves ban
this is the church of Shelyn. Her followers openly maintain weapons, so monks are exceptionally valuable to locals.
shrines and conduct colorful, beautiful ceremonies in Noble houses consider it prudent to arm their heirs with
public (usually involving acrobats and musicians). For the the ability to defend themselves, even weaponless. A monk
darkness pervasive throughout Cheliax, even the decadent forced to abandon his order for any number of reasons can
nobles can’t resist the appeal and entertainments of the often find work as a trainer in Cheliax.
goddess of beauty.
Paladins
Druids Paladins face many of the same challenges clerics do in
In rural areas of Cheliax, druids often assist settlements Cheliax. Worshipers of Asmodeus openly walk the streets,
with agricultural pursuits, animal husbandry, and protected by the sadistic but nonetheless legitimate House

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Player’s Guide

of Thrune. A paladin in Cheliax, particularly a major city


such as Westcrown or Egorian, must take care to rein Hellknights
in her righteous impulses and work with the existing The lawful orders of Hellknights are very much a part of
law rather than attempting to barge through it. A well- Westcrown. The closest Hellknight fortress, Citadel Rivad
intentioned strike against evil could result in brutal (see page 10), houses the oldest of the Hellknight orders—
government-sanctioned retaliation, and an imprisoned the Order of the Rack. During the Adventure Path, the
paladin combats evil far less effectively than a free one. Order of the Rack may take on a relatively adversarial role,
Yet for all the corruption of the country’s rulers, there are and a PC who wants to become a Hellknight should not
many more evils to face within the country, and a paladin associate himself with this order. The Pathfinder Chronicles
might work great deeds in the eyes of Cheliax’s people by Campaign Setting provides more information about other
combating subtler and potentially even more destructive Hellknight orders, and Pathfinder Adventure Path volume
evils. Paladins of Abadar, Iomedae, and Shelyn most often #27 will contain extensive information about these orders,
find their way to Cheliax, their devotion to order typically including a prestige class that characters can aspire to
being well satisfied within the rigid society even as they take. In particular, the Order of the Scourge is an excellent
crusade to make the land a better place for its people. choice for a PC Helllknight, as this order is (among other
things) quite keen on opposing organized crime.
Rangers Although details of that prestige class are not presented
Rangers find many reasons to wander Cheliax. Many here, the requirements your character needs to fulfill before
twisted beasts not seen elsewhere exist in the empire of taking the 15-level Hellknight prestige class are as follows:
devils, fascinating to rangers who seek to hunt or tame Base Attack Bonus: +5
particularly rare species. Rangers with a particular bent Weapon Proficiency: You must be proficient with all
toward tracking and destroying creatures often find martial weapons.
employ even in major cities, as even after centuries of rule Armor Proficiency: You must be proficient with heavy
the country holds many wildernesses. Thugs and brigands armor.
of every stripe cause havoc throughout the country, and Alignment: Any lawful.
a ranger adept at hunting humanoids can be an asset to Special: You must defeat a devil as part of a special
city guards and noble houses alike. In the ancient and ceremony witnessed by another Hellknight. More details
often ruined streets of Chelish cities, restless spirits can on this ritual are presented in Pathfinder Adventure Path
linger, guarding the treasure living adventurers now seek. volume #27, but this information is not necessary for you
Of course, in a country ruled by diabolists, rangers with a to worry about too much during character creation or your
penchant for hunting the fiend-blooded prove extremely first few levels of experience.
valuable—and extremely dangerous.
A ranger’s best choices for favored enemies in Council
of Thieves are (listed alphabetically): humanoid (human), for a skilled rogue. The strict laws and watchful guards
outsider (lawful), outsider (evil), outsider (native), undead. of Chelish cities create a fascinating dichotomy, ending
Good secondary choices include aberration, animal, most upstart gangs and lawless ventures before they
construct, fey, humanoid (giant), magical beast, and begin, while practically encouraging the efforts of subtler
monstrous humanoid. Opportunities to fight all monster and more organized criminal ventures. Both Egorian and
types occur in the Adventure Path, but the ones listed Westcrown have fertile rumor mills concerning pervasive
above are most common. criminal organizations, though the rulers of both cities
A ranger’s best choice for favored terrains are urban deny the existence of such.
and underground. Good secondary choices include forest, Noble houses also make frequent use of spies and
mountain/hills, swamp, or water. Other favored terrain infiltrators. Thieves are rarely used to steal items or money
choices are poor selections for the Council of Thieves from rival houses—doing so is viewed as tasteless and vulgar.
Adventure Path. Assassination, however, is a respected and time-honored
tradition among the nobility, and assassins, kidnappers,
Rogues and spies rarely have trouble finding work in Cheliax.
Despite its devious denizens and dark reputation, Cheliax A rogue (or, indeed, any character with a large amount
has a strong love for law and order. Their bond with devils of skills) would do well to consider spending skill ranks
and innate desire for control influences Chelaxians to on the following skill choices in particular for Council
conduct their affairs with a certain respect for legality. of Thieves: Bluff, Diplomacy, Disable Device, Disguise,
Even those nobles most committed to maintaining an Knowledge (all), Linguistics, Perception, Perform (act),
orderly and controlled city, though, can always find use Sense Motive, Spellcraft, Stealth, and Use Magic Device.

7
Council of Thieves

Sorcerers
It comes as no surprise that most sorcerers native to Council of Thieves Campaign Traits
Cheliax trace their unusual powers to infernal ancestry.
Tieflings often manifest sorcerous powers thanks to All manner of people make up Westcrown’s populace:
their muddied bloodline; sorcerers in general are thus the heroes, scoundrels, diabolists, saints, and everything
viewed with some suspicion thanks to their cultural in between. The traits presented in this guide, Pathfinder
association with tieflings. Sorcerers are also seen as Companion: Cheliax, Empire of Devils, and in the Pathfinder
chaotic and uncontrolled compared to disciplined Character Traits Web Enhancement—recently updated to
wizards, and thus garner more suspicion from the the Pathfinder RPG Rules and available at paizo.com—are
orderly populace. Upon occasion, sorcerers from outside designed to add customization to your character, allowing
of Cheliax, ones who believe their powers come from an you to individualize your character and further distinguish
infernal bloodline, come to Chelish cities in search of him from your standard class, as well as provide a means
their heritage. These seekers believe the truth of their to help further flesh out his history. Presented here are a
family line lies buried in a crumbling estate or inked number of Campaign Traits specifically themed to characters
into a history book in some noble library. Uncovering playing in the Council of Thieves Adventure Path.
the information can take months, even years—if the
information even exists at all. Campaign Traits
While most Chelish sorcerers have an infernal Campaign traits are tailored to a specific Adventure Path,
bloodline, all bloodlines are represented to some degree and give your character a built-in reason to begin the first
in Westcrown. Abyssal is perhaps the rarest, though. adventure in a new campaign. Some campaign traits also
grant teamwork benefits if you choose to begin a campaign
Wizards with your character having a preexisting relationship with
Wizards are respected as scholars and disciplined students another PC.
of the arcane. Wizards who specialize in summoning and Campaign traits assume a lot more about your
binding fiends are, of course, common in Cheliax and character’s backstory than other traits do, and those
their services are often sought after. Wizards from other assumptions are mostly about very recent events in your
lands who wish to learn about summoning find no better history rather than formative childhood events. You have
place to do so than Cheliax. Many wizards apprentice to a certain amount of leeway in adjusting or changing a
noble houses, exchanging their services for sponsorship campaign trait’s expected backstory once you’ve selected
and access to ancient libraries. Some find this alliance which trait is right for you, but get your GM’s approval
contains hidden prices, however, and spend a long time before you run with a modified backstory.
performing tasks for their sponsors to pay off their debt. All of the following traits revolve around elements that
Solitary wizards without interest in working for a are important to the Council of Thieves Adventure Path.
sponsor find ample opportunity to set up laboratories for You can look at these traits to get a general, spoiler-free
themselves in the various ruined areas of Westcrown and idea about the types of foes and problems your character
other cities. Wizards beholden to a particular fascination for might face at some point during the Adventure Path—this
necromancy and shadow magic find it easy to research such is by design. Knowing that there are going to be elements
subjects in the ancient, crumbling towers of the cities. such as thieves, shadow monsters, devils, and the like
Wizards (and sorcerers) who gain familiars should should help you build a character that fits more organically
consider focusing on those that give bonuses to the skills in the campaign you’re about to join. The following traits
listed under “Rogue” above, making cats, hawks, owls, and are geared toward your character teaming up with a ragtag
vipers excellent choices. Rats, toads, and weasels are also group of adventurers, mercenaries, freed slaves, guards,
popular choices in Westcrown. and rapscallions under the watchful eye of a man named
In addition, the sewers of Westcrown are infested with Child of Infamy: Your family has long been in show
strange, gelatinous vermin called torbles, or “ooze bugs.” business. Perhaps it was your parents, or an older sibling,
Torbles are detailed in Pathfinder Adventure Path volume or an uncle or aunt—whatever the case, one of your close
#25’s bestiary; if you’re curious about them and would relatives is, or was, a well-known and well-loved actor or
like to take a torble as a familiar, ask your GM for more actress. That this relation died in some compromising
details—a torble familiar grants a +2 bonus on Craft and embarrassing way has done little to alter your family’s
(alchemy) checks (a lower bonus than most familiars name and fame—if anything, the unfortunate death has
grant, but the wily torble’s acidic bite and its strange increased it. When folk learn your last name, they are quick
physiology make it a bit more hearty of a creature than to assume you live a wild life like your ill-fated relative,
other, more common familiars). and whether you bask in this notoriety or do your best to

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Player’s Guide

hide your heritage, the years of association with the acting kin. Perhaps it is a result of your hard life, or perhaps it is
scene have had their effect. You’ve certainly inherited due to some fault in your fiendish heritage, but you lack
your relative’s talents, and are a larger-than-life figure, a a tiefling’s standard resistances to cold, electricity, and
melodramatic attention-hound, or a sly manipulator of fire—instead, you merely have a +2 bonus on all saving
emotions. You gain a +1 trait bonus on Perform (act) skill throws made against these effects. Likewise, you do not
checks, and the skill is always considered a class skill for have the ability to use darkness as a spell-like ability once
you. Furthermore, you’ve inherited some of your relative’s per day—instead, you may choose any one 0-level spell
funds, and begin play with a nest egg of 300 gp that you can that you can instead use at will as a spell-like ability.
spend however you wish. Shadow Child: Westcrown has long suffered under a
Conspiracy Hunter: You’ve long heard rumors of dark peculiar curse, a blight that rises every night, bringing with
deeds afoot in Westcrown. Shipments of valuable cargo it fell beasts that hunt the shadows. No one can say from
that go missing with nary a trace or question asked. whence these night-horrors come—though some blame
People who disappear as though they never existed. Lords the mysterious wizards of Nidal, other claim that it’s some
of business and nobles who speak in veiled references curse laid by fallen Aroden, while still others suggest some
and accidental slips of masters even they must obey. shadowy mastermind manipulates an ebon brood from
What lords rule the Westcrown underworld? Do the the depths of Westcrown’s northern ruins. Whatever the
tales of far-reaching criminal organizations hold a hint case, the people of Westcrown have long feared the night,
of truth? Could the fabled Council of Thieves, said to but not you. You’re goal is to reclaim the darkness from
have been purged from the city ages ago, have somehow the beasts that hide within. You’ve acclimated yourself to
survived or reformed? And what hold do they hold over the dark, and thus act with greater precision in the shadow
the city today? You don’t know, but you’re determined than most. When attacking targets in areas of dim light,
to find out! Choose one of the following skills: Bluff, you do not suffer the standard 20% miss chance on attack
Diplomacy, Knowledge (local), Perception, Sense Motive, rolls for being in the poorly lit area.
or Stealth. You gain a +1 trait bonus on this skill and it is The Pathfinder’s Exile: Westcrown’s dilapidated
always considered a class skill for you. Pathfinder lodge of Delvehaven has long excited your
Diabolist Raised: All your life you’ve lived within the imagination. Forcibly closed by the order of the city’s
grip of devil-possessed Cheliax. You care little for the diabolical rulers, the Pathfinders of Westcrown were
religion of your country, but that is the way of life in the exiled, forcing them to leave behind untold knowledge and
most magnificent empire in the world, and who are you the treasures of countless expeditions. Today, Delvehaven
to question the faith of the empire’s rulers? Certainly not lies under the pale of fearful rumors and dark magic, and
a fool like some of your more idealistic acquaintances, bureaucratic red tape has prevented trespass on the lodge’s
possessed of bizarre ideals about personal freedoms and well-protected grounds. Having secretly and illegally
egalitarian rulership—who can say whatever happened to contacted agents of the Pathfinders, you’ve expressed
them? You know of Hell and the rigidity of its grim rulers, your interest in aiding their ventures in Cheliax—with
you’ve seen devils and how they might be employed to the a particular eye toward investigating Delvehaven, the
betterment of those with the might to control them, and source of your long-standing adventuresome interests. To
you know of the dark faith of your country. You might not your surprise, some days ago you received a message back
be a devil worshiper yourself, but there are realities to from an unnamed Pathfinder operating underground in
living in Cheliax, and it’s always good to know what’s really the country. Along with encouraging you to investigate
going on behind the scenes. Your knowledge of diabolism the lodge and report your findings to the Grand Lodge
grants you a +1 bonus on Bluff, Diplomacy, Intimidate, and in Absalom, he’s sent along a battered and tarnished, yet
Sense Motive checks made against Westcrown’s nobility, still functional wayfinder. You’ve promised yourself to pay
and a +1 bonus on all saving throws made against mind- back your unknown contact the 500 gp cost of the item
affecting attacks from devils. someday, but until then, it’s yours to use. A wayfinder is a
Infernal Bastard: You are a tiefling. You might be an magical compass that grants you a +2 circumstance bonus
escaped slave, a hidden shame, or a homeless vagabond, on Survival checks to avoid becoming lost, and can be
but whatever your upbringing, life has been particularly commanded to emit light as the spell (CL 5th) as a standard
hard on you. You have suffered greatly, nearly starving to action. Further details on the Pathfinder Society and
death one winter, nearly being beaten to death by racist wayfinders can be found in the Pathfinder Campaign Setting
sailors one summer, and so on. Whether or not these or Pathfinder Chronicles: Seekers of Secrets.
experiences have made you a bitter and cynical scoundrel Westcrown Firebrand: There’s something very wrong
or a pious and hopeful optimist is up to you, but one thing with the world. Spouses were not meant to huddle at
is certain—you are something less than even your tiefling their windows hoping and fearing day after day that their

9
Council of Thieves

loved ones returned from work safely. Parents were not on both ends of the bridge each manned by a score of
meant to hush their children when questioned about Hellknights, at least four Signifiers, and a Paralictor
what happened to their neighbors. Citizens were not in command. The double-portcullis in each gatehouse
meant to avert their eyes and hurry by as guardsmen allows defenders to let travelers in and trap them
beat old friends in the street. The people of Westcrown between the gates, leaving them at the mercy of the
have suffered long enough! It’s time for a change. But murderholes overhead.
how? You’ve heard rumors of bands of free-thinking Barrowood: Far to the north beyond Lake Sorrow lies
individuals meeting after the citywide curfew. Perhaps the Barrowood, a place with more stories than truths.
they might share your ideals? You are quick to react to What folk do know is the trees that grow therein are worth
opportunity, both physically and mentally, and know that much to traders and craftsmen downriver or in lands east.
it is with sudden and swift action that many conflicts Barroak, in the hands of Wiscrani shipwrights, becomes
are best resolved. You gain a +1 trait bonus on Initiative sleek dark craft of uncommon maneuverability and
checks, and if you act in a surprise round, you gain a +1 strength without added weight. Wizards talk of the even
trait bonus on all attack rolls. rarer shade maple, a strong wood very easily enchanted as
wands or staves. While nearly 300 miles out of Westcrown,
the Barrowood figures prominently among Wiscrani
Westcrown Environs trades- and craftsmen. Deep within the woods, rumors of
small settlements of elves persist, but they tend to keep to
Westcrown lies as the last vestige of the old order, where themselves and avoid travelers.
the reluctant nobility sulked away after the Thrice- Citadel Rivad: Nestled among the hills less than a
Damned House of Thrune subjugated the rest of the day’s ride west of the City of Twilight is one of Cheliax’s
country under its new, diabolical rule. Like the fading most forbidding sites—the hilltop stronghold that
warmth of twilight, Westcrown remains but a specter spawned the Order of the Rack, the first of the original
of its former glory, its ancient and eclectic architecture Hellknights. Citadel Rivad, once the estate of a long-
dominated by a crumbling northern quarter filled with an exiled Andoren noble, is now a sinister walled enclosure,
unseen menaces and its nights haunted by a twilit plague its two gates and surrounding battlements bristling with
of deadly shadows. iron spikes. The dark, three-towered fortress provides
This is the setting for the Council of Thieves Adventure soldiers with a commanding view of their surroundings.
Path. While a complete GM-focused article about Seven buildings within the enclosure quarter 150 of the
Westcrown can be found in Pathfinder Adventure Path volume order’s soldiers, attendant slaves, and sundry servants
#25, the following information is designed as an overview and administrators. As the greatest holding of the
of region around that shining metropolis, land rife with first Hellknight Order, Citadel Rivad is a sought-after
tiny communities and homesteads from where all manner prestigious post for many Hellknights.
of heroes might arise, having been raised just outside the The Dhaenfens: This title refers to the collective scores
sight of the land’s infernal aristocracy. PCs interested in of small streams, shallow pools, meres, and bogs within
making characters native to Westcrown should consult a ridge of hills where the Upper Adivian ends more than
Pathfinder Companion: Cheliax, Empire of Devils for a player- 25 miles west-northwest of the City of Twilights. Within
focused summary of the city. these waterlogged lowlands live many types of undead,
hags, will-o-wisps, and shrieks of harpies.
The Westcrown Region Dhaenhold: This long-abandoned castle rots and
Many sites important to the daily life of Westcrown that crumbles amid the overgrowth and wildlife of the
are not situated within the city walls or directly on its Dhaenfens. Rumors mention treasures long held by the
waters. Many Wiscrani power players draw their influence Mad Larquessa Olara Dhaen and her father, the insane
or use the effects of these places or structures to increase Larquess Roakar Dhaen. They and their kin held enough
their influence or hold over others. In addition, the power to flee Wiscrani enemies here deep in the swamps
geography and environs of the South Adivian region and build a three-storied castle from stones pulled from
affect all those who live therein and those who rule over the murk. Stories say too that those fell magics eventually
them. Among the many places of interest or influence are turned every servant, soldier, and son into rotting undead
the following. monsters, while the daughters became shrieking haunts
Adivian Bridge: The Hellknight Order of the Rack throughout the swamp. Scores of adventurers have entered
garrisons the Adivian Bridge a mile west-northwest of the Dhaenfens hoping to leave with Olara’s treasures or
the city. The Chelish-made bridge arches more than 30 diabolical knowledge. Few in Westcrown have ever heard
feet above the Dhaenflow’s surface, its dual gatehouses of anyone returning from such quests.

10
Player’s Guide

The Rikkan Ports: Due to more problems traveling up- and debris flowing down the Adivian. The slightly arced
and downstream, two small port towns have grown up on barrier is more than 12 miles long, rises to within 5 feet of
the shores of the lake—Westpool and East Rikkan. Both the surface in some places, and shelters the river’s mouth
hold many taverns, inns, and places for folk to relax. Both against the worst sea tides and Westcrown from direct
also provide any number of merchants looking to buy assault by naval traffic. Scores of sunken ships lie beneath
goods and take them upriver themselves or a vast potential the waves against the southern slopes of the Rifardona,
of hireling or slave porters to move one’s own goods. Due victims of overbold explorers and arrogant pilots or simply
to the Great Stavian Arch, Westpool developed a larger navigators distracted by the sight of Aroden’s great statue
community and now actually spreads up alongside the in the northern harbor. The hundreds of shipwrecks
falls. East Rikkan, on the other hand, rests below the falls suggest why the city remained “unknown” for so long to
and has more fishermen and more accessible docks for powers in the east. Seagoing vessels must tack along the
travelers. Since 4674 ar, Imperial forces frequently occupy Gemcrown Cliffs at the eastern or western edges of the bay
Westpool seeking rebels and traitors to House Thrune’s and turn along the northern cliffs within 2 miles to safely
rule, as many believe those who destroyed the Great Stavian enter the brackish waters where the sea and the river mix.
Arch remain in the area, fomenting dissent against the Between the sheltering Gemcrown Bay and the Rifardona,
glory of the Infernal Majestrix. Westpool’s mayor, Tibalt the City of Twilight suffers very little grief from the tides
Khrocini, gained much power and favor (and the title of or sea storms.
Vismargrave of Adivian Falling) by press-ganging and The River Adivian: The massive South Adivian
forcibly enslaving ships and crews of enemies of certain challenges even the mighty Sellen River of the east for
families at court. This move also allowed him to maintain strength of current, depth of both mystery and water in
the flow of goods (if not ships) up and onto Westpolitan places, and its importance to the region’s trade and travel.
adels for transport to Lake Sorrow and Egorian. Much of the river is wide and slow moving, but it becomes
The Rifardona: Despite its name, the “Reef of Aroden” is more powerful as its waters approach Gemcrown Bay.
actually a massive sandbar reinforced and built up by mud Much to the chagrin of early explorers and some traders

11
Council of Thieves

They built arches near the river, first of wood and later of
Westcrown’s Foundations stone, and dug at the river’s edge to craft smooth, paved
Some wonder about Westcrown’s islands and her western side channels with gentler slopes than the falls. By 3850
shores, but most pay the city little mind. After all, the ar, smaller boats could be pulled up beside the falls by
Order of the Rack’s proximity makes it prudent not to pulleys and ropes (and the obligatory teams of slaves,
dwell on “the confusions of the past over the clarity of many of whom live in small villages next to the arches);
today.” Hidden in various pockets around Westcrown are by 4100 ar, the great stone arches meant even medium-
fragments of history for those with the eyes to see them. sized vessels could traverse the Adivian to Lake Rikkan.
The most obvious are the sewers and channels beneath the Completed in 4085 ar, the Third Stavian Arch—the
city’s streets and the extant canals of the Parego Regicona. massive span on the western shore of the Rikkan Falls—
More examples and pieces of Andoren, Taldan, and even allowed even the largest ships to be hauled upriver for
Jistkan architecture can be found the deeper one delves access to Lake Sorrow (provided enough slaves were on
beneath the city. hand to successfully pull the craft and its goods up its
Those who’ve dared the undercity know there are sluice channel ramp). The worst treason since the end of the
gates and diversionary pipes for waters in the sewers built Chelish Civil War was the destruction of the Third
not by Chelish hands but by previous settlers centuries Stavian Arch in 4660 ar, as this again prevented larger
ago. The sewers developed over time, having once been boats and forces easy access to the capital of Cheliax. Even
natural the flood channels or canals of earlier settlements attempts to rebuild the arch failed due to assassinations
when there were far more (but smaller) islands on the of Imperial overseers and either the wholesale slaughter
surface. The western shores also expanded beyond the or freeing of the slave workers (both of which cause
original banks, many fallen or sunken buildings and problems for House Thrune).
roads filling in the muddy shallows among the islands. The Three Falls: Between Lake Sorrow and Gemcrown
The consolidation and completion of the peninsular Bay, the South Adivian descends 900 feet in elevation,
Spara occurred only within the last millennium as part of and there are many rapids and three sets of waterfalls
the Chelish projects to honor Aroden upon his return to along the river. The shallows and rocks beneath all of
the mortal world. these falls keep the river from being passable by any craft
Those who dive into the waters or holes beneath the city without a shallow draft like a barge or a very small boat
risk much, for many Chelish nobles still adhere to the Oath capable of riding the rapids. Because of this, the bulk
of Adivus IV—“Where my family’s blood falls, our claim to of river traffic consists of cargo barges or wide “adels”
the lands burn hot from lightning’s source to the deepest (a Chelish barge used as a personal transport instead of
cavern beneath us!” Thus, their landholding includes the landed coaches). Since 3875 ar, systems of pulleys and
air above and any earth (or subterranean findings) beneath ropes haul even fully loaded barges up all but the Rikkorn
them. Meandering around the stale-aired pockets of “the Falls, which requires portaging of goods and barges
lost city” is considered trespassing at best, stealing or along the shores. From Westcrown heading north, the
sabotage at worst, and any caught by officials here often first met 26 miles upriver are the Three Tumble Pools,
die without question. a staggered trio of 5-foot plummets (the greatest danger
being the very shallow pools between the second and
third falls). Next are Chalraka’s Tears, where a massive
still today, the Adivian proves impassable by larger vessels boulder juts out of the riverbed break to split the river
80 miles upriver from Westcrown for various reasons. into two distinct falls 33 miles north of Westcrown.
For 2 weeks in late Gozran, snowmelt out of the Menador Unknown hands carved the boulder’s downriver side
Mountains floods Lake Sorrow and its rivers, increasing as a mourning Azlanti woman’s face. The narrower
its depth (and its relative flow) by up to 2 feet (and widening western flow drops 7 feet into a deep pool very close to
the river by as much as a half-mile in places). In addition, 15-foot-high canyon walls. The eastern falls plummet
the riverbed varies in many places and hides rocky shoals only 4 feet onto a shallow, rocky slope that equally
that have sunk many vessels. Searching for lost goods or guides boats against the eastern canyon walls or onto
treasures in the river or the bay remains a career for a rocks just beneath the surface along the eastern river.
foolhardy many in western Cheliax. Seventeen miles north lie the third and most famous
The Stavian Arches: Then Emperor Stavian I of Taldor, falls. Rikkan’s Falls, 15-foot-high horseshoe falls with a
in his impatient fury at failing to sail up the River 4-mile-wide lake at the base of them, gained their name
Adivian on his first official visit, ordered his engineers from the Andoren author of Travels on the Far Frontier,
and wizards to find ways to “allow your emperor to who first drew these falls in 1896 ar and published his
conquer this river as he has all obstacles in his path.” journals in Almas almost 40 years later.

12
Player’s Guide

Turanian Hills: The coastal lands for miles around


Westcrown undulate with the rolling Turanian Hills. The River Edicts
Olives, grapes, and various other berries and food Those who ply the waters in and around Westcrown
trees blanket the hills, making this a rich land for understand and know the Laws of Travel, also called the
many trade goods. In addition, the Adivian River and River Edicts. No one—not even Imperial troops—can halt
the many creeks and streams that feed it cut into those the water travel of anyone from the Rikkorn Falls south to
hills, exposing clay deposits. While nut-brown in color the open sea. (To do so without Imperial seals and orders
around Lake Sorrow, clay deposits along the Adivian can bring charges from unlawful impediment to piracy.)
exhibit a peculiar reddish hue. When fired, the clay No Wiscrani canals can be blocked or closed save by those
becomes a unique scarlet pottery found nowhere else. given said authority by the Duxotar, the Regidottari’s
The clay found between the Three Tumble Pools and Durotar, or the city’s imperial naval commander.
the Rikkan Falls produces especially vibrant reds, often Unauthorized encroachment of Imperial waters—always a
referred to as “blood-clay,” since the spring floods make 50-foot perimeter around any moving Imperial craft or 100
some canyon walls appear to bleed. feet of moored craft—is punishable by immediate attack
Valignus: “The Burning Dell” rests a bowshot southeast and potential death. Attacks from shore to craft are allowed
of Citadel Rivad and north of the Rack Road as it winds up only in the defense of city property. Understanding the
toward the Lictor’s Gate. Many boots over the centuries have River Edicts is simple, and finding ways around them has
worn the slopes of the dell into an uneven natural stadium. also been a long pastime. Common sidesteps of the law
At the bottom of Valignus, massive charred stumps as wide include the following. There are no mandatory berths for
as a man is tall provide mute evidence of Lictor Almansor’s anyone traveling the river or into port save those on official
monthly “clarity pyres” (book burnings). The cluster of Imperial business. (Anyone can refuse a boat’s docking if
stumps or the ground around them smolders for at least they control the dock, temporarily or otherwise. Those who
5 days after each dusk-to-dawn burning of confiscated don’t charge outrageous fees for docking might add on
“troublesome materials.” charges to guard a berthed craft.)

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