Campaign Guide

A primer for the current campaign. Please read this to get up to speed on the world, regions, and characters within.

 Recommended Books for this Adventure Path are: Ultimate Campaign, Mythic Adventures, Knights of the Inner Sea, Champions of Purity, Demon Hunter's Handbook, Mythic Origins, and Wrath of the Righteous Player's Guide. PM me if you're missing any.

General Rules:


  1. If you manage to find something obnoxious it will be disallowed.
  2. I don't want to slow the game down with rules arguments. If you think I'm doing something wrong QUICKLY explain it to me. I'll make a ruling and we move on. No pausing the game to look up the rule to prove your point. We can discuss it after the game or between games. Arguing the point and slowing the game down earns you a check.
  3. Cheating is strongly frowned upon. I realize sometimes it is by accident or is relatively minor. Egregious cheats or a continuing pattern of cheating will earn you one or more checks. Examples of cheating are looking up the stats of a monster you are fighting, looking at GM only information of any kind or using out of character knowledge.
  4. Each check earns your character an arbitrary and completely unfair occurrence. It won't automatically cause your character's death, but it could indirectly cause your characters death.
  5. In the event that one or more player are not able to participate on one of the sessions of the campaign, said player is asked to notify the GM beforehand. If a player misses 1 game without notification s/he’s prone to a verbal warning. If s/he misses 2 games without notification s/he’ll be kicked out of the game and table. There can be exceptions to this rule, but they are severely scarce.
  6. If a player misses a session for any reason, s/he should be aware that his/her character will be used not by the GM, but by another, willing, player. This effectively means that you’ll be putting your character in the hands of another player, for good or ill. The absentee can choose who, among the party members, will be using his/her character. It’s suggested that you write up a brief explanation on how your character behaves in and out of combat, so other players will use them effectively if something came up and you could not make it.

House Rules:


  1. Natural 20 Crits: Any roll of a natural 20 on an attack roll is an automatic critical hit. Any other rolls within critical range must still be confirmed normally.
  2. Skill Check Critical Success/Failure: When rolling skill checks, a natural 20 is treated as a roll of 25 (20 + 5), while a natural 1 is treated as a roll of -4 (1 – 5). Add skill ranks and other modifiers normally.
  3. Shields Shall Be Splintered: Anytime a character who wields a shield takes physical damage, they can opt to sacrifice their shield to avoid taking that damage. Masterwork or Magical shields can block a number of blows per day equal to the shield’s equivalent numerical bonus (+1 to +10) without sundering. If the shield is used to avoid damage a number of times in excess of it’s equivalent numerical bonus, it is destroyed. Magical shields can also be used to automatically save against damaging spells. Treat this as two blows against the shield. Magical shields regenerate this damage whenever the character rests for 8 hours. Shields otherwise act normally.
  4. Deathblow Narration: The player will optionally have the chance to narrate their deathblow on any creature, so show off those sword and sorcery skills.
  5. I'll Make it Fit, Seriously! Items are either Significant, or Insignificant, as determined by the GM. A character may carry any number of insignificant items without penalty. Significant items may be determined on the basis of either weight, or size, and most have a base encumbrance 1. Exceptionally heavy or unwieldy items may have an encumbrance of 2 or more. A character’s carrying capacity is based off of their strength score. An encumbrance equal to a character’s strength score is considered a light load, while a medium load would be twice that, and a heavy load would be three times that. Quadrapeds, such as horses, have double the standard encumbrance capacity. Lightly encumbered characters suffer no penalty. Characters with a medium encumbrance have their speed reduced by 1/4, and take a -3 penalty on all rolls relating to physical activity. Heavily encumbered characters have their speed reduced by 1/2, and take a -6 penalty on all rolls relating to physical activity. A significant item is any item which is heavy enough, or large enough, for the character to take notice of its addition to their equipment. See this post for details on what is a significant item: House Rule Proposal

Alignment Rules 


  1. You must be good. You are the heroes of one of the most significant events of the age requiring risk and sacrifice no normal person would consider.

    1. Committing evil acts will eventually change your alignment. It doesn't matter how well you justify it, evil acts committed by good people will end up changing the characters alignment.
    2. Unless an evil act is especially egregious, the character will go to neutral first. At that point all mythic abilities will be lost potentially forever. You have proven unworthy of your destiny and will be a normal mortal. Only through redemption may you regain your divine favor.
    3. If the character continues to commit evil acts or slips immediately to evil, that character becomes an NPC. Refer the death rules below on making a new character.
  2. Being evil by itself isn't automatically a killing offense. There are hundreds or thousands of evil people wandering around any given city.


Death Rules 


  1. In the event of a character’s passing, the player is not immediately entitled to creating a new character. Rather, the player becomes a mere spectator unless his character is revived.   

    1. The character that has passed can still influence other characters due to his/her passing, and is advised that once a character dies the party works to bring him or her back.
    2. An important note is that the encounters are still arranged as if the whole party was present, thus one or more dead characters does certainly makes the game much more difficult for the PC’s.
    3. In the event that the party is wiped it’s game over. The players can choose to replay the campaign from level 1 if they so desire.
  2. Should the dead character not be revived in a timely manner (left behind, not preserved, etc.), the affected PC may roll a new character to the appropriate level in the campaign.
  1. The new character will not immediately have their mythic powers returned, (s)he is merely trying to live up to the fallen's ideals. The new character must seek the lost power through role-play.
  2. A new back story will need to be created, preferably including the fallen character somehow. For example, the fallen character saved his family and (s)he is trying to pay back the debt (s)he owes that character.
  3. Per the GM's discretion, a new character could be a villain trying to redeem him or herself or a normal mortal who was inspired by the fallen's sacrifice could throw away their tainted past. Such a character would have to start from a neutral alignment.

Character Creation and Advancement Rules


  • If there is a game world reason for a specific ability, trait, power, feat, etc., your character must actually have that reason before you can take it. For example, in Mythic Origins you are going to need to be a follower of a specific god before you can take the godling powers.
  • Using the background generator from Ultimate Campaign is encouraged. Doing it randomly is also encouraged. You should generate your background after choosing your campaign trait since that trait may determine certain parts of your background.
  1. Full descriptions of the Campaign Traits are lower in this guide. They include Mythic Path recommendations and how to create a backstory if multiple characters pick the same trait.
  2. It is encouraged to pick a different trait as everyone else as it will greatly determine your Mythic Path.
  1. Retraining is available. If this is abused the investment needed will go up dramatically. 
  2. Things subject to approval will probably be denied unless I am convinced that it actually fits the character and isn't just the most powerful option available. Golarion specific things that match your character are more likely to be approved.
  3. High Fantasy Point Buy system will be used (20 point buy).
  4. Medium XP progression will be used. The party will gain XP at the same time and any extra XP rewards will apply to the whole party.
  5. All PCs start at level 1. Use maximum hit dice on the first level and use the max hit dice each level.
  6. Hero Points will not be used in this campaign. Given your mythic potential, you will rise beyond mere heroism.
  7. Characters must roll for their wealth as it’s common for 1st level characters. However, characters which share their back-story can also share their starting wealth.
  8. Races:

    • All Core Book races are allowed, no alterations from the base race.
    • Tieflings are allowed but must take a drawback trait.
    • Aasimars are allowed but will use the Standard Fantasy system (15 point buy).
  9. Classes:

    • All Core Book classes are allowed.

      • I will be using the Unchained rules for Barbarians, Rogues, Monks and Summoners
    • All Base Classes are allowed except for the Gunslinger class.
    • All Hybrid Classes are allowed.
    • Alternate Classes are banned. (Anti-Paladin, Ninja, Samurai)
    • Archetypes from Advanced Player's Guide can be used. Other archetypes subject to approval.
    • Prestige classes subject to approval.
  10. Traits:

    • The first trait must be one of the campaign traits available in the Wrath of the Righteous Player's Guide.
    • The second trait must be from the Advanced Player's Guide or Ultimate Campaign book. The background generator from Ultimate Campaign done randomly should resolve this.
    • Drawback traits are optional (unless you roll a Tiefling).
    • The second and third traits must fit your character's concept and back story. This will increase RP opportunities.
  11. Feats:

    • All Core Book feats are allowed.
    • Advanced Player's Guide feats are allowed.
    • Ultimate Combat and Magic feats are allowed.
    • Other feats subject to approval.
  12. Spells

    • All Core Book spells are allowed including Advanced Player's Guide, Ultimate Combat, Ultimate Magic, and Advanced Class Guide.
    • Subdomains are available.
    • Other spells subject to approval.
  13. Equipment

    • All Core Book equipment available.
    • Ranged Tactics, Melee Tactics, Ultimate Equipment, Adventurer's Armory equipment lists are available.
    • Other equipment subject to approval.
  14. Class Specific Options

    • All Core Book class specific options are available.
    • Other class specific options subject to approval.
  15. Everything in Mythic Adventures is available unless it has a disallowed prerequisite. 
  16. Everything in Mythic Origins is available unless it has a disallowed prerequisite.
  17. Characters will be given the XP needed for someone at the normal XP progression to gain a level when the adventure says they should.

In Game Rules


  1. There will be time for some enchanting. In terms of how much, think weeks not months. Be prepared to do any enchanting between games.  
  2. Knowledge skill use for creature identification is going to be more formalized in this game. (This is following standard rules but new players might like it spelled out)

    1. The PC must initiate the monster knowledge check. This is a free action. (per the Pathfinder CRB
    2. The PC must have at least one rank in the area of knowledge they are trying to roll a check on. This can only be made once. (you know it or you don't)
    3. Depending on the roll, you will receive vague to more detailed information.
    4. The character who made the roll can communicate one thing learned as a free action each turn. Each additional item communicated in a turn counts as a move action.
    5. Try not to mix player knowledge and character knowledge. Meta-gaming is no fun for anyone.
  3. Concentration is obvious and people know that concentration is usually associated with using some sort of magic ability. People generally react poorly if they know you are using some magic ability on them without their permission.
  4. When looking for magic items only those from the Core Rules, APG and previously encountered items have a chance of being found. The Party Loot List section of this site will contain a list of all the loot the party has collected during the campaign. Individual PCs are recommended to keep at least the Roll20 sheet or their section on this site up to date with the correct item list. Randomly available items in settlements may be from a wider variety of sources.
  5. Any lengthy discussion of tactics with the person whose turn it is will end up having all people involved missing a turn. Tactics is defined here as what that person should be doing because of the future actions of other people. Brief descriptions to help someone unaware of the combat situation or to remind them of one of their abilities does not fall under this rule.
  6. Creative actions in combat and in social situations are highly encouraged. Especially creative tactics or scenarios will earn a boon for the party or player per GM's discretion.
  7. I may end up hand waving the downtime and mass combat aspect of this adventure path based on the interest level of the party. I would still recommend taking points in craft or profession in case we do decide to move forward with those as a group.



  • An all divine party would be fun. A paladin, cleric and inquisitor would be very important in that case.
  • Rangers who choose evil outsiders as their favored enemies are also particularly valuable
  • Cavaliers also make fine crusaders, particularly those sworn to the order of the star or to the various battlefield orders
  • Sorcerers and wizards with talents for conjuration will find places to shine in the Adventure Path, and knowledge of the planes is important for those who fight against demonkind
  • Use Magic Device will also be important. 
  • Having the party be skilled in a wide range of skills will be very helpful. 
  • Profession(Soldier) will actually be useful.
  • Try not to power game your character creation choices, instead try to mesh well with the party for a better experience.
  • Try to have your Mythic Path selected before character creation, you want to mesh it with your character concept. Please ask the GM for assistance if you have any questions.
  • Have fun! The rules are laid down to create a fun experience for everyone. If you feel the rules are too draconian, please don't hesitate to contact the GM before or after a session. Please do not interrupt game time for such matters.
  • Crafting skills will be useful in the long run. Downtime is expected in this campaign for restocking, however shops may be infrequent.
  • If you have a newbie question, please ask! I welcome new players to Pathfinder and want to share with them the fun that I have playing this game.
  • You only have one life to live! Try not to be careless or you may lose your mythic powers. No wallrunning for you!
  • Not all evil creatures need to be killed. Look up the Path to Redemption in the Player Guide to find out about showing clemency for someone trying to walk away from an evil past.

Magic Item Identification (Standard Rules Used, But Spelled Out for Newer Players): 

  • Scrolls

    • Read Magic spell, automatic (Doesn't need to be prepped)
    • Spellcraft check (DC 20 + Spell Level)
    • As with other magic items
  • Potions

    • Perception check (DC 15 + Spell Level)
    • As with other magic items
  • Other Magic Items

    • Identification spell (Detect Magic, Identify, etc.) + Spellcraft check (DC 15 + Item Caster Level)
  • Detect Magic and Identify require 3 rounds of observation to finally allow

    • Determining the school of magic of each magical effect using a Knowledge (Arcana) check
    • Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect
  • Discovering the magical properties of a magic item using a Spellcraft check

    • Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object. Identify the properties of a magic item using detect magic. 
    • Spellcraft DC: 15 + item's caster level. When using detect magic or identify to learn the properties of magic items, you can only attempt to ascertain the properties of an individual item once per day. Additional attempts reveal the same results.
  • Analyze Dweomer

    • This spell can analyze one magical item per round and even reveals cursed items as well as the number of charges when appropriate. Compared to the other spells, this one allows a Will save for attended items.
Information Obtained Per Spell
  • Detect Magic & Identify 

    • Item magical properties (what it does)
    • Activation procedure, including Command Word if any (how to use it)
  • Analyze Dweomer:

    • Item magical properties
    • Activation procedure
    • Number of charges, if relevant
    • Cursed items
  • As per Magic Items

    • The spells detect magic, identify, and analyze dweomer all reveal command words if the properties of the item are successfully identified.
  • Potions – Taste ID

    • Identifying Potions: In addition to the standard methods of identification, PCs can sample from each container they find to attempt to determine the nature of the liquid inside with a Perception check. The DC of this check is equal to 15 + the spell level of the potion (although this DC might be higher for rare or unusual potions).

To date, four crusades have been launched against the demons of the Worldwound, and while all four have had varying degrees of success and failure, none have yet driven the armies of Deskari, Lord of the Locust Host, from Golarion. 
A brief history of the war follows:
First Crusade (4622 AR-4630 AR): Although a fair number of holy warriors came to Sarkoris's aid in the first several years after the Worldwound opened, the church of Iomedae did not declare the First Crusade until 4622 AR, as the repercussions of Aroden's death significantly delayed the church's ability to respond to the growing crisis. By the time the First Crusade reached Mendev, the demons had long since seized control of central Sarkoris, and had claimed significant portions of Mendev as well. The First Crusade bolstered the defenders of Sarkoris and Mendev, boosting both their numbers and morale, and the sudden increase in the enemy's strength caught the demonic horde unprepared, causing them to retreat back to the Northmounds. With Mendev and southern Sarkoris thus liberated, the crusaders remained in the region to help rebuild-an offer Mendev welcomed gratefully, but one that the disparate and proud clans of Sarkoris accepted more reluctantly. In any event, for the next few years the demons seemed content to focus their wrath upon Sarkoris's Northmounds, battling primarily with the surviving Sarkorian clans desperately attempting to reclaim their family lands, while Mendev remained relatively unmolested. 
Second Crusade (4638 AR-4645 AR): When a second wave of demons erupted from the Worldwound in 4636 AR, the crusaders had settled into their new homes in Mendev. They again took up arms against the demons, expecting a short series of fights and boasting that this time they would drive the host back to the very edges of the World wound itself. But their expectations did not come to fruition. This time, the demons pouring from the Worldwound were not only more numerous-they were better prepared. Rather than the haphazard, chaotic, self-indulgent mob the crusaders previously encountered, the marauding demons were now legions driven by powerful commanders. Under their commanders' direction, the demons orchestrated strike forces, teleported behind enemy lines, drove their enemies toward their advancing ranks, and then crushed their opponents between them. The armies of the marilith Aponavicius captured the crusader city of Drezen using such tactics, forcing the church of Iomedae to finally call for the Second Crusade. Even with the influx of troops from the Second Crusade, however, it quickly became apparent the demons were going to win. Fortunately for Mendev, the demons aimed the bulk of their devastating attack westward and southward. The impending loss prompted the leaders of the Mendevian Crusaders to make a fateful decision­ they pulled their support from Sarkoris, allowing the demon army to descend on what remained of that land, and instead concentrated their efforts on erecting wardstones along the West Sellen and Moutray rivers. The price of their actions proved steep, but, as the wardstones flared to life, the menhirs contained the demons within lost Sarkoris and saved tens of thousands from grisly deaths. Yet despite this success, the near-total loss of Sarkoris is generally regarded as the final capstone on a disastrous crusade.

Third Crusade (4665 AR-4668 AR): Now contained within Sarkoris by a combination of the wardstones, increased pressure from the Mammoth Lords, and the distraction of an entire nation to plunder, the demons continued to press against the borders but seemed largely content to revel in their captured realm. Meanwhile, as the years passed, the Mendevian crusaders grew more and more corrupt-in part due to the subtle machinations of the cult of Baphomet, which had successfully infiltrated numerous companies and faiths throughout Mendev, but also because the resource-strained church of Iomedae had increasingly accepted less trustworthy members into its war effort. The church launched the Third Crusade primarily as an attempt to galvanize the crusaders, but as its focus increasingly turned toward self-destructive witch hunts and internal squabbling, the crusade collapsed under its own corrupt weight. Ultimately, the Third Crusade accomplished very little within the Worldwound-apart from delighting and entertaining Sarkoris's demonic masters. 

Fourth Crusade (4692 AR-4707 AR): After decades of Abyssal rule, a dangerous new addition to the demon armies arrived in the form of Khorramzadeh the Storm King. Scholars of the war are divided as to whether or not the Storm King had been ruling from Iz all along, or if he was but the latest arrival in the region. Regardless, the Storm King's first assault on the border resulted in no less catastrophic an event than the cracking of the Kenabres wardstone. The ferocity of this attack caught the crusaders off guard, but in the end the wardstone held. In response, the church of lomedae called for the Fourth Crusade. This crusade proved to be the longest and most grueling of the crusades yet, lasting 15 years and ending more as a result of wartime exhaustion than anything else. The demons lost very little, and in the years since this crusade's whimpering conclusion, morale along the Worldwound's borders has reached an all-time low.


Kenabres At A Glance:

The city of Kenabres overlooks the Worldwound from its perch on the eastern bluffs above the West Sellen river. It's the gathering place for crusaders headed into the Worldwound, and home to a resolute-if occasionally overzealous-group of defenders. Before the Worldwound opened, spilling demonic hordes into doomed Sarkoris, Kenabres was a small and industrious town on the border. The people of old Kenabres traded up and down the river, and they drew their water from it via a cunning system of pumps and pipes. After the coming of the Worldwound, the town was overrun with refuges. The citizens of Kenabres at first took them in graciously. This initial hospitality was checked when a demonic infiltrator disguised as a refugee, slaughtered 6z citizens in early 4607 AR. Subsequent immigrants were subjected to close scrutiny and suspicion, and were forced to undergo continual invasive tests to prove their humanity. Despite the growing difficulty of being accepted into Kenabres, refugees continued to pour in from Sarkoris. A century after the opening of the Worldwound, the town has grown into a small city. A series of walls were erected as Kenabres grew, creating several physically separate districts. Today, the more than 12,000 inhabitants live almost entirely within the fortifications, while gathering crusaders make camp outside the walls to the north of the city. After the Second Crusade, the church oflomedae built a stone keep to house Kenabres's wardstone. One ofa series set along the border with the Worldwound, the wardstone keeps demonic forces from crossing the line between it and its neighbors, as long as its attendant priests maintain its power with prayer and ritual. Between the wardstone and the fortifications, Kenabres has been a relatively secure stronghold against the demons-but it has been less secure from corrupting forces within the walls. 
Starting with misplaced zeal in the First Crusade, there has been a tradition of witch hunting in Kenabres. The "witches" that have been burned at the stake in the intervening years were mostly just people who were different in faith or just physical appearance. Operating ostensibly under the aegis of the church oflomedae, the witch hunters have often been a law unto themselves, taking whatever measures they deem necessary to keep Kenabres free of demonic corruption and possession. The prevalence of the witch hunters has waned somewhat in the years since the Fourth Crusade, but they remain at the ready to respond to any demonic threats that may arise-whether real or imagined. Characters that were raised in Kenabres have for all their lives known the preparation for war and the threat of attack. Even the youngest adventurers from the city have seen the town grow and change in their lifetimes, and have witnessed an ever-changing collection of crusaders passing through. Living in the shadow of a demonic threat is different than living in a normal war-torn land: the looming enemy can't easily be understood or related to, nor can the demons' motivations be analyzed and exploited. Growing up with such a threat always present is sure to color the worldview of a young adventurer.

<u>Character Tips:</u>

How should you prepare for the dangers that await you in the Wrath of the Righteous Adventure Path? Just keep the following in mind when creating your character. These hints, suggestions, and character options are designed to help you create characters perfectly suited to jumping right into-and excelling over the course of-this mythic campaign. 

Alignment: The theme of good versus evil is paramount throughout Wrath of the Righteous, more so than law versus chaos. Good-aligned characters make the most sense for this Adventure Path, be they lawful, neutral, or chaotic. Whether you play a lawful good hero or a character with more flexible morals, it's important that your character be easily motivated to go to the Worldwound and fight demons. It's also a good idea, as in any campaign, to make your choice in a way that won't be disruptive to the party. The disruption caused by bringing different alignments into the party will vary from group to group, so the best way to make sure that your choice works is to talk with your group about what you're planning. 
Bringing Friends: Friendly NPCs will be playin significant roles as allies throughout the Adventure Path, but that doesn't mean you can't bring your own friends. Small or Medium eidolons and animal companions will be more appropriate early in the campaign, and as early as the second adventure, larger companions and mounts will have numerous chances to shine. There are elements of travel, so you don't need to leave your mount at home. 
Classes: Wise generals use every tool available, and as such all disciplines are used in the fight against the demons of the Worldwound. You can find a place for acharacter of any class in Wrath of the Righteous, but some choices might seem especially appropriate. The paladin is an obvious choice, but any good-aligned religious class is certainly appropriate. This includes clerics (particularly with martial archetypes, like Crusader), inquisitors, or even oracles with the battle mystery. Cavaliers also make fine crusaders, particularly those sworn to the order of the star or to the various battlefield orders. Rangers who choose evil outsiders as their favored enemies are also particularly valuable. Though much of this Adventure Path concerns itself with martial elements and divine magic, it doesn't leave out arcane casters. Sorcerers and wizards with talents for conjuration will find places to shine in the Adventure Path, and knowledge of the planes is important for those who fight against demonkind. As you contemplate what class your character will be, consider the new options you will potentially have from Pathfinder RPG Mythic Adventures. Mythic paths are not tied to specific classes, but certain classes get more benefit out of particular paths. 
Crusading Faiths: The faiths of Abadar, Iomedae, Sarenrae, Shelyn, and Torag are the most active among the crusaders of Mendev, although those of other good deities and empyreal lords (particularly Desna or the Empyreal Lord Pulura) have important roles to play as well. Faith in a deity is not required, but many of the allies and resources you'll be encountering have ties to the good deities of Golarion. 
Demons and Other Foes: Demons are the primary foes you'll be facing in Wrath of the Righteous, but chaotic evil outsiders are far from the only enemies you'll encounter. Humans, dwarves, and native outsiders are common as well, in the form of cultists and other opponents. Undead, aberrations, magical beasts, and vermin enemies will also be encountered relatively often. 
Origins: People from all over the Inner Sea find their way north to Mendev, offering their swords to fight against the demons of the Worldwound. As such, your character can reasonably originate from anywhere in the Inner Sea. The Adventure Path begins in the crusader city of Kenabres, so make sure that your character has a reason to enlist in the fight and venture to Kenabres. The campaign begins on a holy day, so perhaps your character made a pilgrimage to Kenabres to celebrate the day prior to swearing herself or himself to the cause.
Paladins: This Adventure Path is an excellent choice for paladin characters-not only are there a lot of foes paladins shine against, but from a roleplaying standpoint, the crusade against the Worldwound is tailor-made for paladins. Keep in mind, though, that there will be points during your adventure where things will look dark, and you will be presented with some difficult moral and ethical choices at times.
Races: Outnumbered and facing an assault from evil outsiders, the crusade today has no compunctions regarding race when it comes to outfitting its forces. Able-bodied men and women from all races are welcome so long as they are willing to fight the good fight. At one time tieflings were distrusted and shunned, but now some of the fiend-blooded fight alongside aasimars while defending Mendev or striking against the horrors of the Worldwound. Many tiefling crusaders claim that their blood makes them the best suited to fighting demons, and they also have defenses that help them shrug off some of the demons' deadliest attacks.In addition to defending the continent from demonic horror, a fair number of dwarves who have joined the crusades battle the Worldwound in hopes of reclaiming a lost Sky Citadel within its borders. While nearly every human ethnicity in the Inner Sea region can be counted among those who fight against the World wound, some say the Kellids are the most passionate about healing the Abyssal wound. Their homeland of Sarkoris fell when the Worldwound opened, and many Kellids in Mendev's army fight not only to ensure the safety of future generations, but also to redeem their ruined homeland. 
Redemption: Not every evil NPC in Wrath of the Righteous is meant to be killed. Now and then, you'll encounter NPCs who are working hard to be redeemed, or otherwise working against their evil natures. Wrath of the Righteous will give characters several opportunities to redeem and guide NPCs and organizations alike toward the path of righteousness. Redemption might also be a personal mission for your character. Perhaps your character decided to fight for the crusades as a way to purge a tainted past.

<u> Campaign Traits:</u>  

The following campaign traits tie characters to the Wrath of the Righteous Adventure Path. The Adventure Path assumes that every character in the campaign has one of the following campaign traits. Choosing the best trait for your character is important, and that choice will resurface during the course of the campaign. These traits are also found in Pathfinder Player Companion: Demon Hunter's Handbook. While the mechanics are the same for those printed here and in the Demon Hunter's Handbook, the traits presented here go into more flavorful detail. These traits explain your character's link to the Worldwound, but each trait is also associated with one of the six mythic paths-your character doesn't begin Wrath of the Righteous as a mythic character, but the results of the first adventure will catapult your character into this new realm of legendary power, setting her up for even greater challenges that await in the next five adventures of the campaign. Choosing a campaign trait that matches the mythic path you want to take will result in your campaign trait being enhanced when you do become mythic. In a way, you can consider the selection of your campaign trait as also selecting your character's mythic destiny!
As a special note, each of the following campaign traits ties into a specific encounter or plot development in the Wrath of the Righteous Adventure Path-what that encounter or development might be, you'll find out as the story unfolds. As a result, it's best if every player in your group picks a different Wrath of the Righteous campaign trait. If you and another player both want the same trait, be sure to work out a way that both of your characters took part in the same event-examples of how to do so are given for each option below. Finally, you'll also note that these traits are a bit more powerful than most traits-this is intentional, as these traits help to set up your mythic background!
Chance Encounter:  
You always tended to get in over your head as a child, but your biggest youthful misadventure was the time you "accidentally" found yourself behind enemy lines in the Worldwound. You probably never would have made it back home to Kenabres if not for the help of a mysterious woman who helped you trick your way through a group of cultists. The woman never told you her name, but you remember her beauty and a deep sense of sadness she seemed to carry with her. Her skill with the bow was impressive as well, but the thing you remember most about her was the symbol of Desna she wore-she often held onto it without seeming to realize it, as if the connection to the goddess was something she clung to in a sense of need, as someone might clutch at a rope while dangling over a vast pit. She left your side a few moments before you were picked up by a patrol of crusaders, who finished the job of escorting you back to safety, and you've never seen her again. Ever since, you've just been lucky when it comes to trickery. Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse.  
Associated Mythic Path:  Trickster
Multiple Characters:  You and other characters were all saved by the same mysterious woman in your childhood. This could have been the same event, or she could have saved you on separate occasions-the discovery that someone else was saved by the mysterious stranger has resulted in a long friendship (or perhaps friendly rivalry) with the others she rescued.
Child of the Crusade:  
Your parents were members of the crusade, as were their parents before them. (If you are an elf, gnome, or other long-lived ace, these could be brothers or cousins instead, since it's possible that the Worldwound simply didn't exist at a time before you were born.) The righteousness of the crusades sometimes feels as if it runs in your very blood, and it  bolsters  you against  demonic  influence.  Your parents may be alive still, or they may have perished on a mission-that choice is up to you. You grew up knowing them, though, and their zeal and devotion to the crusade is the primary reason you feel the same way. They've told you of other family members who have also been involved in the crusade, and it's not uncommon for you to meet a distant cousin or long-lost aunt, uncle, or other family member while traveling among the border towns of Mendev. This strong family tie bolsters your mind and sense of belonging to the crusade. Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.  
Associated Mythic Path:  Marshal. 
Multiple Characters: If other characters take this trait, you should all be related-you can be siblings, cousins, or even more distant relations, but you should all be aware of this shared lineage.
Exposed to Awfulness:  
When you were a child, you were nearly slain by a demon that managed to make its way through the wardstones  into the lands beyond. The demon was slain before it could kill you, but you lingered at death's door in a coma for weeks before waking. Ever since then,  you've  been unusually  hale and hearty, as if your  body  had endured its brush with  awfulness by becoming supernaturally  fit.  But still,  the  scars  (whether physical or purely mental) of your brush with death remain, and nightmares of what could have happened often plague your sleep. Something, be  it  your  own personal  force  of will, some strange "infection" from the assault, or perhaps a  combination  of both,  has  made you stronger than before.  You're not sure what to make of the  theories  that  you survived this exposure to  awfulness because you  yourself  have some trace of demonic heritage that helped give you the advantage you needed to survive ­ but whatever it was, you're glad for it! Your strange resistance to demonic attacks persists to this day. Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.  
Associated Mythic Path:  Guardian.  
Multiple Characters:  You and any others with this trait are related, if only distantly. You could be siblings or cousins-a condition that perhaps lends some credence to the theory that all of you share more than just a common bloodline.
Riftwarden Orphan:  
You bear a strange birthmark on your body-something you've learned is the Sign of the Seeker's Spiral, a rune associated with the secret society known as the Riftwardens. You have researched this rune, and have learned that the mark sometimes appears on the children of Riftwardens who have been exposed to  particularly  strange  planar energies. Unfortunately, you never knew your parents, for you were raised by a foster family in Kenabres. Your foster family has confirmed that both of your parents were Riftwardens, and has further confirmed that your parents went missing on a secret mission into the Worldwound less than a month after you were born. You're not sure what happened to them, but you're certain they're dead-and your gut tells you that the one who murdered them yet lives! In any event, you've long felt magic in your blood, and casting spells comes easily to you. You gain a  +2  trait bonus on all concentration checks.  
Associated Mythic Path: Archmage.  
Multiple Characters:  You should be siblings with any other character that takes this trait, so that you share the same missing parents. Your parents could even be foster parents.
Stolen Fury:
You were forced to take part in a demonic ritual as a youth after having been captured by cultists. Whatever the ritual's purpose may have been, it didn't work out the way your captors envisioned-rather than corrupting your soul, you absorbed the ritual's energy and made it your own before you escaped to safety. Ever since, you've been haunted by strange nightmares about the ritual, and have long felt that the energies it bathed you in have changed you. Recently, those energies have changed ­ it's as if you've finally managed to come to terms with your past and have turned the ritual's aftereffects to your advantage, following the old adage of what doesn't kill you makes you stronger. You've been unable to learn more about the ritual or what it was for, but the question lingers in the back of your head to this day. This nagging has instilled in you a fury against demonkind. Today, when you face demons in combat, those energies bolster your fury, granting you a  +2  trait bonus on all combat maneuver checks against demons. 
Associated Mythic Path:  Champion.  
Multiple Characters:  You and any other PC who takes this trait were all part of the same ritual, and it was only by working together that you managed to escape-further, the support of your fellow ritual survivors has played a key role in your coming to terms with it, and you retain a close bond of friendship (or perhaps a friendly rivalry)  to this day.
Touched by Divinity:  
As long as you can remember, you've had an unexplainable interest in one deity in particular. One of your parents may have been a priest of this deity, or you may have been an orphan raised by the church, but these alone cannot explain your deep connection to the faith. You've always felt calm and at ease in places holy to the deity, and often have dreams about the god or goddess visiting you-most often in the form of a sacred animal or creature. Your faith is strong, even if you don't happen to be a divine spellcaster-if you are a divine spellcaster, you should be a worshiper of this deity. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain's ist-level domain spell as a spell-like ability usable once per day (CL equals your character level).  
Associated Mythic Path:  Hierophant. 
Multiple Characters:  If other characters choose this trait, you should all work together to decide what deity you're associated with – it should be the same deity shared by all of you. You might even share the same dreams.

<u>Crusader Orders</u>

There are numerous knightly orders that have risen and fallen in the Worldwound, some to obscurity while others are toasted in warcamp and tavern alike. Drawn from nations and religious backgrounds from all over Golarion, the following are the current most well known in the City of Kenabres and the Worldwound at large.

Everbright Crusaders

The Everbright Crusaders allow only the most virtuous warriors, who live lives of temperance and restraint, into their ranks. Members scrupulously avoid drinking, gambling, and lying, and take any promises they make seriously. In addition to attending religious services once a week, members spend at least an hour a day in prayer.

Among the crusader camps, the Everbright Crusaders garner respect for their conviction and battle prowess, but their rigidity and superior attitudes tend to alienate others. Commander Ciar Cobelen maintains a humble, good-natured attitude that appeals to others, and is widely regarded among the camps as the most approachable of the Everbright Crusaders.

The Order of the Flaming Lance

The Order of the Flaming Lance believes in doing what needs to be done to triumph. They stay within the bounds of law and righteousness—but sometimes only by the narrowest margin. None doubt the fierce conviction of the order’s crusaders, but some whisper that the order cares more about vanquishing evil than maintaining their own purity. The crusader Miammir is known as “The Scholar” for the time she spends at Blackwing researching all she can on demon fighting tactics.

The Order of the Sunrise Sword

The Order of the Sunrise Sword is well established in Kenabres. They were once known for the great ballads and odes their members composed about the crusades, but after an incident in which several of their number were possessed by demons, they have altered their focus to exorcism. Commander Ashus Striegher, a somber and soft-spoken Taldan, specializes in recognizing and ending demonic possession.

The Eagle Watch

The Eagle Watch is a group of righteous crusaders who realized that though most of their enemies live in the Worldwound across the river, a great many walk the streets of Kenabres and make their camps north of the city walls. The group was founded by an Eagle Knight who felt that the greater threat to freedom wasn’t Andoran’s clashes with Cheliax, but rather the Abyssal rift spitting demons into world. Dismayed by the behavior of their brothers and sisters, the Eagle Watch seek to rid the crusaders of corruption and improper vices. Many other crusader groups see the Eagle Watch as a nuisance, and even Hulrun works to keep them marginalized.

Witch Hunters

Prelate Hulrun might be the most notorious witch hunter in Kenabres, but he’s hardly the first. In 4622, during the First Crusade, holy warriors streamed into Mendev, where they encountered Sarkorians practicing their unique druidic faith. The crusaders, goaded by their righteous fervor, mistook the wooden fetishes and rustic rituals for evidence of demonic influence. In that first year, more than 40 natives of the region died at the hands of ardent crusaders.

As the years passed, formalized groups of witch hunters emerged from the disorganized chaos of the First Crusade. These witch hunters were often self-styled, their tactics little more than brutal trial and error. The least bit of “evidence” could mark a target for investigation—a club foot, a thick accent, or even a “suspicious” absence of abnormalities. The witch hunter groups gained reputations for being cruel and arbitrary, although these weren’t always deserved. Demons ranged freely over the Worldwound and often spilled into Mendev. Demonic possession did happen, though not nearly as often as the witch hunters charged. Genuine witch hunters used divination magic and cautious investigation to draw out and destroy fiends, but they were rare compared to the inf lamed inquisitors who burned innocent Mendevians at the stake.

With the advent of the Fourth Crusade, the Order of Heralds took strong measures to end the bloody witch hunts of Mendev. The frequency of hunts has dropped substantially, but Prelate Hulrun remains an active and enthusiastic hunter. He maintains a troop of trained witch hunters he dispatches throughout the city to investigate rumors of corruption and possession. The power of the witch hunters isn’t absolute, but the sight of their Iomedaean vestments edged with orange flames makes even the most pure-hearted citizen uneasy. Hulrun’s witch hunters are led by the stone-faced Liotr Hawkblade, an Ulfen warrior who has served under Hulrun for the last 15 years.

<u>Mystical Orders</u>

The Riftwardens
Though the identity of the Riftwarden leader in Kenabres remains unknown, the spokesperson for the organization is a popular figure in town. Beltran Ravenken is a friendly, gregarious man who remembers names and faces after a single meeting and always knows the latest bit of gossip. Beltran specializes in answering questions without giving any useful information away, and assuaging concerns about the Riftwardens while helping conceal the organization’s secretive activities. The Riftwardens have an understandable interest in sealing the Worldwound, but not out of any altruistic desire to save the world. Their more inscrutable beliefs on the importance of sealing planar rifts guide them, and if the chance to seal the Worldwound rose, the Riftwardens would take it no matter what the cost in lives.

Blackfire Adepts
The Blackfire Adepts are circumspect about their goals and activities. On occasion, a zealot dressed in trademark red-and-black robes ventures out across the river to explore the Worldwound, sometimes returning with tales of the furious energy of the planar rift. Those familiar with the group’s philosophy believe the Blackfire Adepts desire to see the Worldwound ripped completely open, drawing all of Golarion into the Abyss.




Righteous Medals

These ornate military medals are awarded to crusaders and adventurers who excel and deserve commendation in the war against the Worldwound. A medal must be affixed to a worn article of clothing to function, but doesn’t have to be worn visibly. Any number of righteous medals can be worn, but the effects of multiple medals of a single type don’t stack. A righteous medal functions only if the wearer has legitimately achieved the feat for which she received the medal. As a swift action, the wearer can gain a +2 sacred bonus to the medal’s associated ability score for 1 minute. In addition, each righteous medal grants a constant sacred bonus on one type of roll, as detailed below.

Righteous Medal of Agility: This triangular iron medal shows a demonic face surrounded by three swords. It is awarded to a hero who delivers a death blow to a demon in combat before that demon gets a chance to act in the combat. This medal is associated with Dexterity and grants a +1 sacred bonus on Initiative checks.

Righteous Medal of Clarity: This circular blue medal depicts a pair of feminine gray eyes surrounded by a circular silver lightning bolt. It is awarded to a hero who recovers vital information of great use against the Worldwound and delivers this intelligence to the crusaders. This medal is associated with Intelligence and grants a +2 sacred bonus on saves against insanity or confusion effects.

Righteous Medal of Command: This circular medal depicts a leering demon head before two crossed swords. It is awarded to a hero who redeems one of the enemy and convinces the redeemed character to join the crusade. This medal is associated with Charisma and grants a +2 sacred bonus on saves against emotion-based effects (including fear effects).

Righteous Medal of Spirit: This rectangular medal depicts the symbol of Iomedae on a field of red. It is awarded to a hero who becomes possessed or mentally controlled by a demon but escapes from that control before he is forced to do evil. This medal is associated with Wisdom and grants a +2 sacred bonus on saves against charm and possession effects (including dominate effects).

Righteous Medal of Valor: This medal looks like a demonic skull, the top of which has been pierced by four red hilted swords. It is awarded to a hero who delivers a death blow to a demon whose CR is at least 1 higher than the hero’s character level. This medal is associated with Strength and grants a +2 sacred bonus to CMD.

Righteous Medal of Vigor: This hexagonal medal depicts a white castle on a field of red with gold trim. It is awarded to a hero who is reduced to negative hit points by a demon but survives (or alternately, is restored to life) and rejoins the battle before that demon is defeated. This medal is associated with Constitution and grants a +2 sacred bonus on saves against death effects.

A mythic character who wears all six righteous medals gains one additional use of mythic power per day.


<u>Major Deities in Wrath of the Righteous:</u>
You can certainly choose any deity you wish, but these deities may come up in the adventure path far more often. To benefit from obedience to your chosen deity you must have the Deific Obedience feat.


Master of the First Vault

Source Inner Sea Gods pg. 12 (Amazon)
Pathfinder Wiki Abadar

Alignment LN
Areas of Concern Cities, laws, merchants, wealth
Domains EarthLawNobilityProtectionTravel
Favored Weapon Light crossbow
Symbol Golden key
Sacred Animal(s) Monkey
Sacred Color(s) Gold, silver

Obedience: Take a handful of mixed gems, coins, and keys. Include coins from three or more different currency systems (such as from three different kingdoms), as well as at least three different keys—one of which should be the key to a lockbox, vault, or other such storage item. Kneel before a scale and balance the items as perfectly as you can on it, removing and replacing items in order to create the most equitable balance of items. Randomize the items you select each time you perform this obedience, so as not to let your obedience become routine. Meditate on the teachings from The Order of Numbers. Gain a +4 sacred or profane bonus on saving throws against spells and effects generated by creatures with a chaotic alignment. The type of bonus depends on your alignment—if you’re neither good nor evil, you must choose either sacred or profane the first time you perform your obedience. Once made, this choice can’t be changed.

Centers of Worship Absalom, Andoran, Brevoy, Cheliax, Katapesh, Mana Wastes, Molthune, Nex, Osirion, Sargava, Taldor, Varisia
Nationality Taldan
Paladin Code: Of all the neutral gods, only Abadar supports and promotes a holy order of paladins. As the god of civilization and order, Abadar recognizes the value of holy warriors in advancing society’s aims. His paladins follow the standard paladin code of protecting the innocent, acting with honor and honesty, and respecting lawful authority. In addition, an Abadaran paladin upholds the following creed.

  • I am a protector of the roadways and keep travelers from harm. No matter their destinations or goals, if they are peaceable and legitimate travelers who harm no others on the road, I will ensure that they pass safely.
  • Bandits are a plague. Under my will they come to justice. If they will not come willingly before the law, where they can protest for justice in the courts, they will come under the power of my sword.
  • Corruption in the courts is the greatest corruption of civilization. Without confidence in justice, citizens cannot believe in their countries, and civilization begins to disappear. I will root out corruption wherever I find it, and if a system is fundamentally flawed, I will work to aid citizens by reforming or replacing it.
  • I am an aid to the markets. I ensure equitable trade between merchants and citizens. Theft and deceit on either side are intolerable.
  • I make opportunities, and teach others to recognize them. When I aid others, I open the way for them, but will not carry them—they must take responsibility.




Song of the Spheres

Source Inner Sea Gods pg. 44 (Amazon)
Pathfinder Wiki Desna

Alignment CG
Areas of Concern Dreams, luck, stars, travelers
Domains ChaosGoodLiberationLuckTravel
Favored Weapon Starknife
Symbol Butterfly
Sacred Animal(s) Butterfly
Sacred Color(s) Blue, white


Obedience: Dance in a random pattern beneath the light of the stars, trusting in the guidance of destiny. If no stars are currently visible, softly sing or chant all of the names of stars that you know as you perform your dance. Let your mind expand and turn your thoughts away from where your feet might land, allowing your steps to fall where chance wills. When the dance feels complete, cease dancing. Ponder the steps you took and the position in which you stopped, and consider what portents these subtle clues might hold for the future. Gain a +1 luck bonus on initiative checks and a +4 sacred bonus on Perception checks made to determine whether you are aware of opponents just before a surprise round.

Centers of Worship Kyonin, Lands of the Linnorm Kings, Nidal, Numeria, River Kingdoms, Ustalav, Varisia
Nationality Varisian


Our Lord in Iron

Source Inner Sea Gods pg. 60 (Amazon)
Pathfinder Wiki Gorum

Alignment CN
Areas of Concern Battle, strength, weapons
Domains ChaosDestructionGloryStrengthWar
Favored Weapon Greatsword
Symbol Sword in mountain
Sacred Animal(s) Rhinoceros
Sacred Color(s) Gray, red

Obedience: Dress yourself in the heaviest set of metal armor you own. Shout your oath of loyalty to Gorum at the top of your lungs, punctuating each pause for breath by smashing your weapon against a shield or against your armor-clad body. After your oath is done, kneel on one knee with your weapon resting against your shoulder. Recite your victories in battle in a sonorous voice until the time for your obedience is done. If you should be attacked while conducting your obedience, slay the creature who dared test your might. (You may be assisted by allies, but you must strike the killing blow.) Gain a +4 sacred or profane bonus on Strength checks and Strength-based skill checks. The type of bonus depends on your alignment—if you’re neither good nor evil, you must choose either sacred or profane the first time you perform your obedience, and this choice can’t be changed.

Centers of Worship Brevoy, Lastwall, Lands of the Linnorm Kings, Nirmathas, Numeria, Realm of the Mammoth Lords, River Kingdoms
Nationality Kellid



The Inheritor

Source Inner Sea Gods pg. 76 (Amazon)
Pathfinder Wiki Iomedae

Alignment LG
Areas of Concern Honor, justice, rulership, valor
Domains GloryGoodLawSunWar
Favored Weapon Longsword
Symbol Sword and sun
Sacred Animal(s) Lion
Sacred Color(s) Red, white

Obedience: Hold your primary weapon in front of you and hang a holy symbol of Iomedae from it. Kneel while focusing on the holy symbol, pray for guidance and protection from the Inheritor, and swear to follow her teachings. Gain a +4 sacred bonus on Diplomacy and Knowledge (nobility) checks.
Centers of Worship Absalom, Andoran, Cheliax, Galt, Lastwall, Mendev, Molthune, Nirmathas, Sargava
Nationality Chelaxian

Paladin Code: The paladins of Iomedae are just and strong, crusaders who live for the joy of righteous battle. Their mission is to right wrongs and eliminate evil at its root. They serve as examples to others, and their code demands they protect the weak and innocent by eliminating sources of oppression, rather than merely the symptoms. They may back down or withdraw from a fight if they are overmatched, but if their lives will buy time for others to escape, they must give them. Their tenets include the following affirmations.

  • I will learn the weight of my sword. Without my heart to guide it, it is worthless—my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died.
  • I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and I will not tarnish her glory through base actions.
  • I am the first into battle, and the last to leave it.
  • I will not be taken prisoner by my free will. I will not surrender those under my command.
  • I will never abandon a companion, though I will honor sacrifice freely given.
  • I will guard the honor of my fellows, both in thought and deed, and I will have faith in them.
  • When in doubt, I may force my enemies to surrender, but I am responsible for their lives.
  • I will never refuse a challenge from an equal. I will give honor to worthy enemies, and contempt to the rest.
  • I will suffer death before dishonor.
  • I will be temperate in my actions and moderate in my behavior. I will strive to emulate Iomedae’s perfection.



The Dawnflower

Source Inner Sea Gods pg. 132 (Amazon)
Pathfinder Wiki Sarenrae

Alignment NG
Areas of Concern Healing, honesty, redemption, the sun
Domains FireGloryGoodHealingSun
Favored Weapon Scimitar
Symbol Angelic ankh
Sacred Animal(s) Dove
Sacred Color(s) Blue, gold

Obedience: The Dawnflower values the redemptive powers of compassion and patience, and extends them to all who might be capable of good. Offer to heal a stranger of his wounds, either by using the powers granted to you by Sarenrae or with a potion, scroll, or other item you possess. Tell the stranger it is by the will of Sarenrae that you share your healing gifts. You may also use your Heal skill to perform this act of healing service. If you can’t find a stranger who will accept your offer, stand beneath the open sky during the daylight hours. Blindfold yourself with a red-and-gold scarf and try to locate the sun in the sky through the layers of fabric. Gain a +2 sacred bonus on Perception checks.

Centers of Worship Absalom, Katapesh, Osirion, Qadira, Taldor, Thuvia
Nationality Keleshite
Paladin Code: The paladins of the Dawnflower are fierce warriors, like their goddess. They provide hope to the weak and support to the righteous. Their tenets include the following adages.
  • I will protect my allies with my life. They are my light and my strength, as I am their light and their strength. We rise together.
  • I will seek out and destroy the spawn of the Rough Beast. If I cannot defeat them, I will give my life trying. If my life would be wasted in the attempt, I will find allies. If any fall because of my inaction, their deaths lie upon my soul, and I will atone for each.
  • I am fair to others. I expect nothing for myself but that which I need to survive.
  • The best battle is a battle I win. If I die, I can no longer fight. I will fight fairly when the fight is fair, and I will strike quickly and without mercy when it is not.
  • I will redeem the ignorant with my words and my actions. If they will not turn toward the light, I will redeem them by the sword.
  • I will not abide evil, and will combat it with steel when words are not enough. I do not flinch from my faith, and do not fear embarrassment. My soul cannot be bought for all the stars in the sky.
  • I will show the less fortunate the light of the Dawnflower. I will live my life as her mortal blade, shining with the light of truth.
  • Each day is another step toward perfection. I will not turn back into the dark.



The Eternal Rose

Source Inner Sea Gods pg. 140 (Amazon)
Pathfinder Wiki Shelyn

Alignment NG
Areas of Concern Art, beauty, love, music
Domains AirCharmGoodLuckProtection
Favored Weapon Glaive
Symbol Multicolored songbird
Sacred Animal(s) Songbird
Sacred Color(s) All


Obedience: Paint a small picture, compose a short poem or song, dance a scene from a ballet, or create another work of art, whispering praise to Shelyn’s beauty and grace as you do so. The art piece need be neither large nor complex, but heartfelt and made to the best of your ability. Gift the piece of art to a stranger and pay her a sincere compliment as you do so. If there are no suitable individuals around to receive the gift, leave it in an obvious place with a note praising Shelyn and asking whoever finds it to take it with your warmest wishes. Gain a +4 sacred bonus on Craft and Perform checks.

Centers of Worship Absalom, Galt, Sargava, Taldor
Nationality Taldan

Paladin Code: 

The paladins of Shelyn are peaceable promoters of art and beauty. They see the ugliness in evil, even when cloaked in the form of beauty, and their mission is to defend those who devote their lives to the creation of beauty, bring it forth themselves, and prevent the weak and foolish from being seduced by false promises. Their tenets include the following adages.

  • I see beauty in others. As a rough stone hides a diamond, a drab face may hide the heart of a saint.
  • I am peaceful. I come first with a rose rather than a weapon, and act to prevent conflict before it blossoms. I never strike first, unless it is the only way to protect the innocent.
  • I accept surrender if my opponent can be redeemed—and I never assume that they cannot be. All things that live love beauty, and I will show beauty’s answer to them.
  • I live my life as art. I will choose an art and perfect it. When I have mastered it, I will choose another. The works I leave behind make life richer for those who follow.
  • I will never destroy a work of art, nor allow one to come to harm, unless greater art arises from its loss. I will only sacrifice art if doing so allows me to save a life, for untold beauty can arise from an awakened soul.
  • I lead by example, not with my blade. Where my blade passes, a life is cut short, and the world’s potential for beauty is lessened.


Father of Creation

Source Inner Sea Gods pg. 148 (Amazon)
Pathfinder Wiki Torag

Alignment LG
Areas of Concern Forges, protection, strategy
Domains ArtificeEarthGoodLawProtection
Favored Weapon Warhammer
Symbol Iron hammer
Sacred Animal(s) Badger
Sacred Color(s) Gold, gray

Obedience: After reciting a traditional prayer to Torag, either work at a forge or strike a small replica of an anvil or a sizable flat stone with a hammer for at least 10 minutes. If the sound of your hammer draws a creature near, encourage it to join in your worship of the Father of Creation. If hostilities become inevitable, leap into the fray with a battle shout in praise of Torag. Perform some small act toward maintaining your weapon, such as sharpening or polishing it, as you conclude your obedience with another prayer to Torag’s might and wisdom. Alternatively, if you have created something through this effort, grant it to the next person you meet who strikes you as fair and honorable. Gain a +1 sacred bonus on all attack rolls made with warhammers.

Centers of Worship Druma, Five Kings Mountains, Lands of the Linnorm Kings, Mana Wastes
Nationality dwarf

Paladin Code: 
Paladins of Torag are dedicated to protecting not just the lives but the way of life for those under their charge, and hold the ways of their chosen people as holy, especially when they are the centuries-old works and traditions of an entire race. Their tenets include the following affirmations.

  • My word is my bond. When I give my word formally, I defend my oath to my death. Traps lie in idle banter or thoughtless talk, and so I watch my tongue.
  • I am at all times truthful, honorable, and forthright, but my allegiance is to my people. I will do what is necessary to serve them, including misleading others if need be.
  • I respect the forge, and never sully it with half-hearted work. My creations reflect the depth of my faith, and I will not allow flaws save in direst need.
  • Against my people’s enemies, I will show no mercy. I will not allow their surrender, except when strategy warrants. I will defeat them, yet even in the direst struggle, I will act in a way that brings honor to Torag.

For more information please view the recommended books for this campaign. Contact the GM if you are missing any!

Campaign Guide

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