terça-feira, 6 de setembro de 2016

Adaptação do etos de paladinos de Cuiraécen

Os paladinos de Cuiraécen, em Birthright, devem ter alinhamento Caótico e Bom, o que gera conflito com o etos seguido por paladinos Leais e Bons, descrito no livro vermelho dos paladinos.

A adaptação do texto do livro vermelho, com cortes e adições, encontra-se abaixo:

Strictures

    The most important elements of a paladin's ethos are his strictures, a set of inviolable rules from the PH that the paladin must follow at all times. The paladin's strictures are as inflexible as his ability requirements; they are part of what defines a character as a paladin and distinguishes him from other classes.

Chaotic Good Alignment

    Every paladin must be chaotic good. The moment he abandons the conditions of this alignment is the moment he stops being a paladin.    
    When will a paladin take a life? A paladin kills whenever necessary to promote the greater good, or to protect himself, his companions, or anyone whom he's vowed to defend. In times of war, he strikes down the enemies of his ruler or church.
    Otherwise, a paladin avoids killing whenever possible. He does not kill a person who is merely suspected of a crime, nor does a paladin necessarily kill someone he perceives to be a threat unless he has tangible evidence or certain knowledge of evildoing. He never kills for treasure or personal gain. He never knowingly kills a chaotic good being.
    Though paladins believe in the sanctity of innocent life, most kill animals and other nonaligned creatures in certain situations. A paladin may kill animals for food. He will kill a monster that endangers humans, even if the monster is motivated by instinct, not evil. While some paladins avoid hunting for sport, others may hunt to sharpen their combat and tracking skills.

Magical Item Limit

    The paladin's limited access to spells also extends to the number of magical items he may possess. Under no circumstances may a paladin retain more than 10 magical items, regardless of his level, kit, or status.
    Paladins are limited not only to the number of magical items, but also the type. Specifically, a paladin can have the following:
    One suit of magical armor. This excludes all pieces of normal armor that have been temporarily enchanted, as well as accessories such as a cloak of protection, a helm of protection, or boots of speed (all of which count against the paladin's miscellaneous item limit). A single piece of magical armor, such a chest plate, counts as a full suit for limitation purposes.
    One magical shield. 
    Four magical weapons. This excludes all normal weapons temporarily affected by enchanted weapon or similar spells, but includes holy swords. A quiver or case of arrows or bolts counts as one item. Individual arrows and bolts are counted as one item if they have special magical properties, such as arrows of direction and arrows of slaying.
    Four miscellaneous magical items. This category includes rings, rods, staves, gems, and scrolls. A bag of beans, a set of ioun stones, and a deck of many things each count as one item. A magical potion counts as one item, regardless of the number of doses. Items temporarily enchanted by spells are excluded.
    To ensure that a paladin stays within his limit, it's important to clarify who owns each of the party's magical items. In general, a paladin won't use a magical item unless it's his. It doesn't matter who actually carries the item; if a paladin has claimed ownership, it belongs to him. A paladin may loan items to his companions, but so long as he retains ownership, loaned items count against his limit. 
    Conversely, if a paladin has 10 items, he won't borrow items from other characters. A paladin won't look for ambiguities to exploit; he remains true to the spirit as well as the letter of these rules.
    Of course, a paladin may not know that an item is magical when he acquires it. But as soon as he becomes aware of its special properties, he's obligated to give it away or to get rid of another item to remain within his limit.
    A paladin may voluntarily rid himself of a magical item if he finds a more desirable one. For instance, he may give up an arrow of direction if he discovers a javelin of lightning.
    Excess magical items may be given to other chaotic good characters, donated to the paladin's religious institution, or simply discarded. Since excess items technically don't belong to the paladin (he won't claim ownership), they may not be sold or traded, even if the paladin intends to funnel the profits to a worthy cause.

Wealth Limits

    A paladin has no interest in wealth for its own sake. He seeks spiritual rather than material satisfaction, derived from serving his faith and his government to the best of his ability. To a paladin, the pleasures of ownership are fleeting, superficial, and ultimately debasing. The rewards of duty are lasting and deep.
    Still, the paladin realizes that a certain amount of money is necessary to survive. Rather than forego money altogether, he retains enough wealth to meet his worldly obligations and sustain a modest lifestyle.
    A paladin doesn't expect handouts, nor does he rely on the generosity of strangers or his companions. He feels responsible to pay his own way and takes pride in his self-sufficiency. He earns income from treasure, rewards, and fees, the same as anyone else. Unlike most other characters, however, the paladin operates under strict guidelines as to how he can spend his money and how much he can save.

Budgeting 
    A paladin requires funds to cover the following expenses:
    Food. A paladin is responsible for feeding himself and his steed. To hold down costs, the paladin might hunt his own game, and may gather fruits, nuts and vegetables from the wilderness.
    Weapons, armor, and clothing. This includes the costs of purchase, upkeep, repair, and replacement. A paladin seldom skimps in this area, spending as much as his funds will allow to secure the highest-quality equipment.
    Tack and harness. As with weapons and armor, many paladins splurge to buy the best, especially for bonded mounts.
    Lodging. When sleeping outdoors isn't practical, paladins seek out the least expensive inns.
    Taxes and licenses. The paladin must make all payments required by his liege. He must also pay all foreign tolls and fees levied during his travels.
    Training costs. A paladin may pay a tutor for training, providing the tutor is of chaotic good alignment and the paladin has permission from his patron. (See Chapter 7 for more about training procedures.)
    Miscellaneous provisions. Including medicines, lantern oil, clothing, bedding, and grooming supplies. Many paladins prefer to forage, improvise, or manufacture these items instead of buying them outright, in order to save money.
    Salaries. Fair salaries are required for all servitors and henchmen.
    Stronghold expenses. A paladin pays all costs associated with the construction and maintenance of his stronghold.
Strongholds
    In addition to his contingency fund, a paladin may also maintain a separate fund to save for a stronghold. As explained in Chapter 7, construction prices vary wildly, though all are expensive. A paladin may have to save for years, even decades, to accumulate enough wealth to build a stronghold. A wise paladin, then, begins his stronghold fund as soon as possible; 1st level isn't too early to start saving.
    Once a paladin establishes a stronghold, he acquires a universe of new expenses, particularly those involving personnel and maintenance. The paladin must adjust his monthly budget accordingly. He may also wish to build up his contingency fund to cover two or three months' worth of overhead.
    An established stronghold typically falls into one of three economic categories, each of which has a particular impact on the paladin's finances:
    Subsidized. The stronghold has no significant agricultural or manufacturing base. Any crops or goods produced at the stronghold are insufficient to pay the stronghold's maintenance costs and employees. The paladin must make up the difference out of his own pocket, which raises his monthly financial obligations dramatically.
    It's not unusual for a paladin to subsidize a new stronghold until it gets up and running. With careful management and a little luck, a stronghold becomes self-sustaining within a few months or, at most, a few years. Some paladins, however, subsidize their strongholds indefinitely, usually for one of two reasons:
  • The stronghold was never designed to generate income, functioning instead as a military stronghold, training center,   hospital, or religious sanctuary. Such a stronghold requires the commitment of a paladin with considerable resources.
  • The stronghold was designed to generate income, but due to misfortune or incompetent management, never succeeded.   Should the paladin decide to cut his losses and abandon the stronghold, he must first see to the well-being of his faithful employees, giving them adequate severance pay and doing what he can to find them new jobs.
    Self-sustaining. The stronghold pays its own way through the sale of crops, goods, or services. The paladin needn't subsidize the operation in any way, nor does he have to worry about the proper disposal of excess profits (there aren't any). This is the ideal arrangement for most paladins.
    Profit-making. The stronghold generates regular and dependable profits from the sale of crops, goods, or services. The paladin uses these profits to expand his holdings (to provide jobs for more people or to further glorify his deity, never for personal gain) or to increase his donations to his church or other worthy causes. A profit-making stronghold usually requires extra time and attention from the paladin, or the services of skilled managers.

Excess Funds 
    All of a paladin's excess funds must be forfeited. This includes all money remaining after he pays his regular expenses, as well as any money not specifically allocated to a savings fund for building a stronghold. He may keep a contingency fund equal to two or three times his normal monthly budget (including maintenance costs and employee salaries for his stronghold) but no more. He may not stockpile money to buy gifts, leave to his heirs, or pay a friend's expenses.
    What does a paladin do with the excess? He has three options:
  • Refuse it. If an appreciative community offers him a sack of gems for destroying a vampire, he politely declines. ("Your gratitude is more than sufficient.") If he discovers a treasure chest filled with pearls, gold pieces, and a book of poetry, he takes the book and leaves the rest (and he's likely to give the book to a friend or a library after he's finished reading it).
  • Donate it to the church. This does not count as a regular tithing (see the Tithing section below), as it's not considered   part of his income.
  • Donate it to another worthy institution of chaotic good alignment. Suitable recipients include hospitals, libraries, and orphanages. Research facilities, military organizations, and governmental operations are acceptable only if the paladin is certain that the money will be spent on chaotic good projects.
    Within these guidelines, a paladin may dispose of his excess funds as he wishes. He may donate treasure to a hospital on one occasion, and refuse a monetary reward for rescuing a kidnapped prince on another. However, he may never give his excess funds to another player character, or to any nonplayer character or creature controlled by a player.
    Remember, too, that just because a paladin declines a reward for rescuing a prince doesn't mean his fellow party members can't accept it. If a paladin kills an evil dragon, then walks away from its treasure hoard, his companions are still free to help themselves.

Loans 
    A paladin falling on hard times or confronted with unanticipated expenses may arrange for a loan from a chaotic good character or institution. While borrowing money may be a humiliating experience, it's rarely an ethos violation unless the paladin borrows money he doesn't need or doesn't intend to repay.
    In general, a paladin may borrow only small amounts of money (say, an amount equivalent to his monthly budget). He may also borrow the minimum amount required for an emergency; an opportunity to buy a treasure map leading to a holy sword doesn't qualify, but medicine to treat a dying companion might. Borrowing money to pay the monthly operating expenses of a stronghold is allowed, but only if necessary to keep lawful good workers employed or to make vital repairs. (A leaking roof can wait; a crumbled wall probably can't.) A paladin should strive to repay his debts as quickly as possible.
    Repeated borrowing is discouraged, and chronic debt should be considered an ethos violation. If a paladin borrows money for several consecutive months, he might lose his stronghold, his bonded mount, or any other obligation that's costing him more than he can afford.

Tithing

    A paladin must give 10% of all his income to a chaotic good institution. This 10% is called a tithe. In most cases, a paladin tithes to his church or other religious organization. If he doesn't belong to a church or operates independently (as in the case of the Expatriate character kit described in Chapter 4), he may designate any chaotic good organization, such as a hospital or university, as the recipient of his tithes. A paladin has no say in how his tithes are spent, though the money typically goes towards the institution's maintenance, recruitment, equipment, and education costs. A paladin usually tithes to the same institution for his entire career.
    A paladin's first tithe usually comes out of his starting funds of 5d4 x 10 gp. After that, he must tithe from all sources of income, including rewards, treasure, wages, and profits generated from his stronghold. When he acquires a gem or magical item, he owes his designated institution 10% of the item's value (as determined by the DM), payable at the earliest opportunity. If he finds a diamond worth 500 gp, he owes 50 gp; if the gem is lost or stolen, he still owes 50 gp (the institution isn't penalized for the paladin's carelessness).
    Tithes are due only on funds the paladin actually claims for himself. If he walks away from a treasure or refuses a reward, no tithes are necessary.
    It's the paladin's responsibility to get his tithes to his institution as soon as possible. A monthly payment will suffice in most cases, with the paladin turning in 10% of all the income he's acquired in the previous four weeks. If a monthly payment is impossible or impractical—for instance, if the paladin is on a mission halfway around the world, or if he's a prisoner of war—he may make other arrangements, providing he offers a satisfactory explanation. A paladin may personally present his tithings to his institution or he may deliver them by messenger.
    Tithes carried by the paladin but not yet delivered are still considered to be the property of the institution. A starving paladin who has no other funds aside from 10 gp of tithes may not spend his tithes on food, unless he first petitions his deity for permission. If he's behaved responsibly—say, if he used his last gold piece to pay for treatment of a dying child—permission is usually granted, with the understanding that the tithes must be replaced.

Alignment of Associates

    A paladin is known by the company he keeps. Ideally, a paladin associates only with good-aligned companions. Relationships with neutral characters may be tolerated in limited circumstances, but prolonged contact may result in an ethos violation. Any association with an evil-aligned character can be construed as an evil act. In general, a paladin bears responsibility for the actions of his associates, even those taken without his knowledge or consent.
    Hirelings. Without exception, all of a paladin's men-at-arms and stronghold employees must be chaotic good. The paladin should do his best to determine their alignment before he hires them. Should a hireling commit an evil act or otherwise reveal himself to be of an alignment other than chaotic good, the paladin has no recourse but to fire him and, if necessary, turn him over to the proper authorities for prosecution.
    In some cases, a paladin shares responsibility for the evil actions of his hirelings. For instance, a paladin's stable master commits murder. The paladin may not be legally liable, but he may be considered an accomplice in an ethical sense. Although the authorities may not prosecute the paladin, he may still suffer a punishment for violating his ethos, particularly if he was remiss in investigating the stable master's background prior to his employment. As always, it's up to the DM to determine if an ethos violation has been committed.
    Henchmen. A paladin accepts only chaotic good characters as henchmen. As with a hireling, the paladin should make every effort to determine a potential henchman's alignment before an alliance develops. The paladin must immediately dismiss a henchman who commits an evil act.
    Good characters. In an adventuring party, a paladin naturally gravitates to other chaotic good player characters, making them his confidants and closest companions. Rarely, however, can a paladin choose the composition of his party, as fate often throws together characters of vastly different outlooks. A paladin cooperates with a party so long as the majority of the characters are good-aligned; a majority of neutral characters or the presence of even a single evil character may present problems.
    A paladin can maintain a comfortable partnership with a neutral good characters, despite his reservations about the neutral good character's indifference to individual liberties. However, the neutral good character must be working strictly in the interests of good. A paladin is less at ease with lawful good characters, owing to their dependent nature and lack of respect for individuality. But a paladin will work with lawful good characters so long as their behavior complies with his goals.
    Neutral characters. Next to good characters, some paladins feel most comfortable with chaotic neutral characters, admiring them for their sense of individuality and loyalty to the cause of freedom. This, of course, presumes the chaotic neutral characters serve as benevolent freedom fighters, not bandits or raiders.
    A paladin will cooperate with a party that contains a minority of chaotic neutral or true neutral characters. But he most likely keeps neutral characters at arm's length, resisting their gestures of friendship. Instead, he tries to serve as an example to the neutral characters, hoping to convince them through words and deeds that a commitment to good results in a richer, fuller life. So long as neutral characters refrain from committing evil acts, a paladin continues to work with them.
    A paladin won't join a party consisting entirely of neutral characters, unless the stakes are exceptionally high. He may, for instance, work with a neutral party to retrieve a holy artifact, rescue his king, or save his church from destruction. For less momentous undertakings, such as treasure hunts or reconnaissance expeditions, the paladin should excuse himself. (If a party mostly consists of neutral PCs, the DM should explain the general nature of a new adventure to a player with a paladin PC. The player should have the option of gracefully bowing out of the adventure or choosing another character.)
    Evil characters. Because he is duty-bound to suppress evil, a paladin won't tolerate an evil PC. He may take the evil PC into custody, physically restrain him, or demand his expulsion from the party. If all else fails, the paladin severs his ties with the party and go his own way. In any event, inaction is unacceptable.
    A paladin finds it difficult, if not impossible, to avoid contact with evil NPCs. They're everywhere: walking down a street, dining at an inn, shopping at a bazaar. A paladin's ethos doesn't compel him to attack or even confront all evil NPCs; in many cases, hostile confrontations could be counterproductive, particularly if such an action distracts the paladin from a more important mission, or if it triggers retaliation from the NPC's companions against innocent bystanders.
    Time and circumstances permitting, a paladin may question evil NPCs, follow them, or make inquiries about them. None of these actions violate a paladin's ethos when used in moderation. A paladin walks on shaky ground, however, the moment he begins an association with an evil NPC that could be perceived as friendly or compliant. 


Edicts

    Edicts include commands, instructions, and traditions the paladin has pledged to obey, usually imposed by the paladin's patron. The paladin must follow his edicts to the letter; he takes them as seriously as any other element of his ethos.
    A paladin doesn't choose which edicts to follow. Rather, he pledges to follow any and all edicts issued by specified sources. The paladin chooses his sources when he begins his career. Additionally, the DM may make recommendations or require specific sources.
    Edict sources may be chosen from the list below. Usually, a paladin's background will suggest appropriate choices. For instance, a paladin whose parents expect him to adhere to their traditions may swear to follow all edicts from his father and mother.
    The DM determines the nature of all edicts. He also decides how they apply and when they occur. At the DM's direction, a source may issue a set of edicts at the outset of a paladin's career. Alternately, a source may wait to issue edicts until a particular event occurs (such as the acquisition of a stronghold or a declaration of war). At any time, a source may issue new edicts, modify old edicts, or suspend standing edicts. It's possible that a source may never issue an edict. In any case, it's up to the paladin to keep track of his edicts and follow them exactly.
    Occasionally, edicts from different sources may conflict. For instance, a paladin's church might issue an edict that clashes with an edict from his government. In most cases, religious edicts take priority over edicts from other sources. In all cases, a paladin's strictures and core principles have priority over strictures issued by any social institution. For more about conflicting edicts, see Chapter 8.

Religion and Philosophy
    If the paladin belongs to an organized religion, the church will probably be the major source of edicts. Church edicts encompass spiritual obligations, behavior restrictions, and service requirements. Philosophies, too, may have their own edicts, imposed by the architects of the philosophy or by the paladin himself. A deity may also issue edicts to the paladin directly, appearing in a dream or as an avatar. Chapter 8 discusses religious and philosophic edicts in detail.

Government
    A paladin who has pledged fealty to his government must follow its edicts. Some examples:
  • Perform military service.
  • Donate the use of his stronghold for any legitimate government purpose (housing soldiers, entertaining government guests, storing supplies, and so on).
  • Pay a one-time tax or fee.
  • Temporarily loan a stronghold hireling.
  • Guard a particular item or person. The paladin assumes complete responsibility for the safety of the item or person.
  • Undertake a cavalcade, a long journey for the purpose of escorting dignitaries, delivering messages, or scouting new territory.
  • Represent the government in a jousting match or other contest of skill at a tournament.
  • Appear at a state banquet or other ceremonial function.

Mentor
    Paladins who have no ties to an organized religion often choose to follow the edicts of a mentor. A mentor can be any teacher, sage, or elder whom the paladin respects; often, the mentor is the paladin's ethical role model or the person who tutored him in philosophy. A group or organization can also qualify as a mentor. Possible edicts:
  • Take regularly scheduled tests that measure intelligence or integrity. For instance, the mentor may engage the paladin in probing philosophic discussions on the nature of evil or the obligations of friendship.
  • Care for the mentor in his old age.
  • Pass along the mentor's ideas to a young acolyte of the mentor's choice. (In effect, the paladin becomes a mentor to someone else.)

Culture
    Unless they contradict the principles of his government or religion, a paladin may choose to follow edicts from his culture. Cultural edicts arise from the long-standing traditions of a particular tribe, region, or race, and as such, they rarely change. Examples include:
  • Marry by a certain age.
  • Always bow from the waist or curtsy to strangers and elders.
  • Hold the lives of animals to be equal to those of men. A paladin following this edict never eats meat, never hunts for sport or food, and only kills an animal to protect himself or those he's sworn to defend.

Family
    Family edicts derive from tradition, obligations to relatives, and the wishes of particular family members. Edicts may be issued by the paladin's parents or grandparents, or by a consensus of all living family members.
    Won't all paladins automatically choose to follow the edicts of their families? Not necessarily. A paladin's family may not be of good alignment. The paladin may be an orphan and have no knowledge of his family. Sympathetic families may not wish to burden the paladin with their problems. If a paladin has not vowed to follow the edicts of his family, his obligations to them are no different from his obligations to anyone else.
Typical family edicts include:
  • Visit the family burial ground once per year on a designated day.
  • Uphold a tradition never to harm a particular animal. (For example, if a bear sacrificed itself to save the paladin's infant sister from a dragon, the paladin may vow never to harm bears.)
  • Donate a fixed percentage of all income to the family.

Cuiraécen dogma: The doctrines of Cuiraécen’s churches have certain similarities despite the lack of an overarching hierarchy. Followers of Cuiraécen are prohibited from showing fear before an enemy and are forbidden to refuse a just battle.
Furthermore, they must seek out those who oppress the weak and defenseless and offer them battle. Followers of the Stormlord traditionally were expected to act as heralds of the church of Haelyn, but this particular requirement has fallen into disuse since the disintegration of the Anuirean Empire.
Certainly, followers disagree on what exactly constitutes a "just battle" or how oppression is defined, but each individual strives to obey his god's dictates.

Virtues

    Virtues are traits exemplifying the highest standards of morality, decency, and duty. They comprise the paladin's personal code. Although not specifically detailed in the PH definition of a paladin, a paladin's virtues are implied by his strictures as well as his outlook, role, and personality. Just as a paladin must obey his strictures, he must also remain true to his virtues.
    Though most paladins adhere to all of the virtues described below, exceptions are possible. For instance, a paladin from a primitive society may be so unfamiliar with civilized etiquette that including courtesy as part of his ethos would be unreasonable. All adjustments must be cleared by the DM at the outset of a paladin's career.
    There are no rules for adjudicating virtue violations. The DM is advised to err in favor of the paladin when the player makes honest mistakes. Conversely, the player should graciously accept the DM's rulings and, in the spirit of the paladin, avoid looking for loopholes to take advantage of the DM's good will. The entries below include examples of how virtues might influence the paladin's behavior in the context of a game.

Fealty

    In feudal times, fealty referred to the relationship between a warrior and his lord. A warrior swore allegiance to a lord in exchange for protection, support, and property. The lord, in turn, could count on the warrior for military duty and other services. Both the lord and the warrior scrupulously honored this agreement. Perfidy, the breaking of the promise by either party, was considered a treacherous breach of faith.
    This book takes a broader view of fealty, defining it as loyalty not only to a lord but to any chaotic good government, religion, or philosophy. For convenience, we refer to the recipient of a paladin's loyalty as the patron.
    Regardless of who—or what—functions as the patron, fealty gives the paladin a sense of belonging to something greater than himself. Fealty also sets the criteria for a paladin's moral code; in essence, the patron establishes the difference between right and wrong, good and evil. However, although the patron provides the basic moral code, it is ultimately the paladin who is responsible for and bears the consequences of his actions. 
About the Categories
    Let's take a closer look at the three categories of fealty patrons:
    Religion. A religion is a set of beliefs centering on one or more omnipotent deities with supernatural powers. The patron is usually a church representing an established religion, but can be a deity.
    Government. This can be any individual or governing body with the absolute power to make laws and declare war. In most campaigns, the patron is usually a monarch.
    Philosophy. A philosophy is a system of ideas that explains the nature of the universe, exclusive of supernatural beings. The patron may be an established philosophy developed by scholars, or a unique philosophy developed by the paladin himself. (Chapter 8 discusses the definition of a philosophy in more detail, including the differences between philosophies and religions.) For the purposes of fealty, religion and philosophy are mutually exclusive; a paladin can't pledge fealty to both.

Choices of Patrons
    Every paladin must pledge fealty to something. As a minimum, he must pledge fealty to either a religion or philosophy; this faith is what grants him the special powers described in Chapter 2. Beyond this requirement, patrons should derive logically from the paladin's background and outlook. In most campaigns, the proper patrons will be self-evident. For instance:
  • If a paladin follows the tenets of a chaotic good religion and serves in the military of a chaotic good ruler, he probably swears fealty to both his church and government.
  • If a paladin comes from a rigid theocratic culture (a society ruled exclusively by priests) or serves no feudal lord, he   probably pledges fealty to the church alone.
  • If a chaotic good monarchy has no formal relationship with an established religion, the paladin might pledge fealty to a ruler and a philosophy, and not to a church.
  • If a paladin operates independently and has no ties to a government or church, he'll probably pledge fealty to a philosophy.
    For reference, Table 14 lists all possible fealty combinations. A paladin may pledge fealty to any of the Permitted combinations (assuming the DM approves). He may not pledge fealty to any of the Forbidden combinations. The ways in which governments, religions, and philosophies interact are discussed at length in Chapter 8.

Table 14: Fealty Combinations

Combination      Permitted/Forbidden
Government, religion,   Forbidden*
  and philosophy
Government and religion  Permitted
Government and philosophy  Permitted
Religion and philosophy  Forbidden*
Government alone    Forbidden**
Religion alone      Permitted
Philosophy alone    Permitted
   * For the purposes of fealty, religion and philosophy are mutually exclusive.
  ** Every paladin must pledge fealty to either a religion or philosophy, which serves as the source of his special powers (described in Chapter 2).

Obligations of Fealty
    Once a paladin pledges fealty to a particular patron, he's bound to that patron indefinitely. Should his king engage in evil activities, or his church become corrupt, the paladin may be forced to pledge fealty to another patron; the Expatriate kit (see Chapter 4) describes one possible consequence. Normally, however, a paladin's patrons never change.
    The responsibilities associated with fealty vary with the patron. Monarchs, for instance, may require their paladins perform military service. Churches may expect their paladins to follow rigid rules of behavior. The "Edicts'' section elsewhere in this chapter discuses such requirements in detail. In general, however, fealty requires the paladin to:
  • Faithfully serve the patron regardless of personal adversity.
  • Promote the principles and ideals of the patron.
  • Honor and respect the representatives and symbols of the patron.
  • Sacrifice his life for the patron if necessary.
    Examples:
  • Sir Geffen, who has declared fealty to his king, learns that his homeland has declared war against Dryston, a neighboring state. Geffen is distressed by the news. Many of his schoolmates now live in Dryston, and so does his brother-in-law. Nevertheless, Geffen vows to engage all soldiers of Dryston as enemies, regardless of who they might be.
  • In a distant village, Sir Geffen hovers on the edge of death, struggling to recover from serious wounds inflicted by a red dragon. A compassionate farmer offers to take Geffen to a medical specialist. Geffen accepts, and the farmer loads him in his wagon. An hour into their journey, the wagon passes a herald carrying the banner of  Geffen's homeland. Geffen demands that the cart stop, then insists that the driver lift him to his feet. Reluctantly, the driver does as he's told. With his last ounce of strength, Geffen raises his hand to salute the flag. 

Valor

    A paladin demonstrates unyielding courage in the face of adversity. No danger is too great to prevent him from fulfilling a promise or completing a mission. His commitment is stronger than his fear of pain, hardship, or even death.
    A paladin's valor is particularly evident on the battlefield. He regards war as a noble enterprise, and combat as an opportunity to glorify the institution he represents. A paladin attacks an enemy without hesitation, continuing to fight until the enemy withdraws or is defeated. Whenever possible, a paladin chooses the most formidable enemy—a powerful monster, a giant, a dragon, or the leader of an army—as his primary opponent. In general, a paladin prefers melee to missile combat, so he can engage his opponent face to face.
    Examples:
  • A moment ago, Sir Geffen and his companions were riding peacefully through a shaded valley when they were ambushed by a brutish hill giant. The giant snatched young Fredrin from his horse and is now waving him in the air like a trophy.
    "I claim this youth as my slave!'' thunders the giant. "If you want him back, send your best man to fight!''
    Without hesitation, Sir Geffen rides forward.
  • Locked in battle with an army of ogres, Sir Geffen's party is suffering mounting casualties. "Withdraw!'' shouts Bordu, a friend of Geffen. "We will regroup and fight another day!''
    Sir Geffen's companions scramble from the battlefield, but Geffen lingers behind. "Come with us!'' cries Bordu. "You can't win!''
    "Perhaps not,'' says Geffen, steeling himself for a phalanx of charging ogres. "But I shall cover your withdrawal as long as I can.''

    At the DM's discretion, a paladin can withdraw with honor if outnumbered by more than 2:1 in hit dice. If the paladin belongs to an elite organization, the DM might allow the paladin to withdraw if he faces odds of more than 3:1. If the player suspects such a situation exists, he may ask the DM whether a withdrawal with honor is possible. With the DM's permission, the paladin may withdraw without violating his ethos.

Honor

    An honorable paladin conducts himself with integrity regardless of circumstance. He behaves in a morally sound manner even when he's by himself or when no one else will know of his actions. It's an admirable act to comfort a dying friend, but an act of honor to comfort a dying enemy.
    Honor also involves respect, not just for the paladin's peers and superiors, but for anyone sharing the paladin's commitment to goodness. The paladin shows mercy to the repentant, and refuses to inflict undue suffering even on the vilest evildoer.
    Additionally, an honorable paladin:
  • Defers to the judgment of all chaotic good characters of superior social class, rank, and level.
  • Acknowledges the dignity of all chaotic good people, regardless of their race, class, or economic status, by treating them   with courtesy and respect.
  • Accepts all challenges to duel or fight given by those of comparable status and power. (A challenge from an arrogant youngster or a drunken warrior may go unheeded).
  • Dies before compromising his principles, betraying his liege or faith, or abandoning a protected charge.
    Examples:
  • After a lengthy battle, the king of the lizard men lies bleeding at Sir Geffen's feet. "I beg you,'' gasps the lizard king, "Let me live.'' Sir Geffen reflects. The lizard king is old and broken. He can no longer be considered a threat. And he has fought honorably.
    Sir Geffen sheathes his sword. He motions for his aides to haul the lizard king away. The king will spend his remaining years in prison. 
 • Sir Geffen has been captured by a cult of evil clerics. Bound with chains, Sir Geffen stares into the eyes of a cleric who holds a blade to his throat. "Renounce your blasphemous faith,'' hisses the cleric, "and I will spare your life.''
    "Renounce yours, and I will spare you!'' says Sir Geffen.


sexta-feira, 12 de agosto de 2016

A Queda do Duque Teladrin

Esta aventura foi criada para conhecer o universo de Changeling The Dreaming. É uma aventura muito breve com personagens prontos, foi utilizada em virtual table top. Passa-se em São Paulo e é compatível com a segunda edição.


Introdução

Em 2007 o Duque Teladrin, da Casa Eluined, possuía um Freehold em um casarão no Belém, conhecido como After Dark, para os mundanos era apenas uma casa noturna gótica, para os changelings, um dos poucos freeholds no hostil território urbano, denso em Banalidade.

Embora um duque comumente possua terras mais vastas e importantes do que um conde ou um barão, Teladrin foi incumbido de defender este pequeno freehold em uma área de alta Banalidade.

O Freehold passou a ser uma casa noturna gótica quando o duque teve a fase mais depressiva de sua vida, alguns de seus subalternos incentivaram a abertura da casa, desde então o duque vem oscilando de humor.

Alguns poucos changelings locais visitavam a casa com alguma frequência, como sacis (às vezes confundidos com redcaps) e curupiras. E como era de se esperar em um ambiente de góticos, vampiros. Esses eram evitados pelos changelings frequentadores (em sua maioria sluaghs e eshus) sob ordens do duque.

Embora como todos da casa Eluiened, Teladrin faça parte da Corte Seelie, a casa era aberta a membros da Corte Aseelie também. Um desses frequentadores, o Barão Moriad possuía um desejo secreto de tomar o freehold para si, e com seu companheiro redcap, Olho Amarelo e sua gangue de mundanos, causava intrigas e conflitos entre os changelings.

Entretanto as coisas iriam piorar, porque Moriad entrou em contato com lacaios da wyrm, primeiro fomori, e depois por intermédio desses, dançarinos da espiral negra. Agora seu plano perverso se desenrola.

Duque Teladrin

Cena 1 - A morte do bufão.

Um dos personagens levanta em uma manhã de sábado, após coletar glamour dormindo no Freehold e encontra Lucca, o pooka jester a serviço do duque, caído em uma poça de sangue no final do corredor, ele está morto.

Lucca


O personagem precisa decidir o que vai fazer. Se investigar o corpo, descobre que o lado direito do crânio foi aberto por uma arma pesada provavelmente, e os miolos do pobre pooka estão espalhados embaixo de seu rosto. Cedo ou tarde, o corpo é levado para o Duque Teladrin.

Cena 2 - A Profecia.

Quando o corpo é levado ao duque, os personagens e alguns poucos npcs são os únicos próximos à ele. Teladrin então convoca Kesela, a seer da corte, a fada sluagh, de cabelos negros, pele pálida e enormes olhos negros começa seus rituais com ossos de pequenos animais e círculos desenhados com cinzas no chão.

Kesela


" A morte do tolo o início é. A mão de glamour de pesadelos cumprimenta a mão da banalidade tóxica. Equilíbrio que traz desequilíbrio. O caminho da entropia só não destrói a casa totalmente porque o vento negro leva a chama ao lobo da terra."

Duque Teladrin tenta obter mais respostas mas só consegue retórica e trechos já citados da profecia. Cansado, ele dispensa a sluagh e chama seu reeve, Aludrum e pede que reúna todos os plebeus e nobres presentes.

Cena 3 - A demanda.

O duque reúne todos os presentes e nomeia Sefeleth, seu cavaleiro, para descobrir quem foi o criminoso e trazê-lo à justiça, o duque envia seu thane Mezu para ajudá-lo e mais dois (ou três) plebeus que podem ser úteis (a sátira e o eshu - e talvez a pooka).

Ao coletar informações no próprio freehold os personagens podem conversar com Tylio, o pooka mais próximo de Lucca (com exceção talvez de Aisha), como um pooka Seelie ele conta tudo o que sabe de maneira invertida. Não há muito a descobrir, como bufão, Lucca fazia todos rirem de todos, então a maioria das testemunhas tendem a apontar o crime na direção de alguém mal-humorado ou na direção de alguém que não gosta. Tylio desconfia do Barão Moriad. Se os personagens saírem do freehold para investigar outro lugar, Tylio insiste em ajudá-los e vai na forma de cachorro.

Tylio na forma de cachorro


Se as jogadas dos personagens para descobrir informação forem boas, o pc com o número mais alto ouve um outro sluagh lhe contar que Lucca estava observando com frequência, um mundano que usava óculos escuros redondos e cabelos espetados. Esse mesmo mundano já foi visto com frequência conversando com o Barão Moriad.

Poucos changelings que frequentam o freehold não estão presentes: Barão Moriad; Olho Amarelo; Twain, o brownie; e Tsur, o nocker.

Cena 4 - Investigações fora do freehold.

Twain pode ser encontrado em seu pequeno restaurante na rua Tobias Barreto. Tsur possui uma pequena loja de assistência técnica na mesma rua. Moriad possui um casarão na esquina da Rua Clark com a rua dos Trilhos, e cedeu uma de suas casas, na rua dos Trilhos para Olho Amarelo. Durante o dia, nem Moriad, nem Olho Amarelo estão em suas casas. No sábado, Twain e Tsur estão bastante atarefados.

Tobias Barreto com Siqueira Bueno


Restaurante do Twain

A atendente avisa Twain que os personagens querem vê-lo e ele rapidamente esvazia a cozinha para atendê-los. Twain é muito solícito, aparenta ficar muito chocado com a morte do bufão, procura saber tudo o que os pcs podem contar e não adiciona muita coisa além de confirmar o que os outros changelings sabem: os mais mal-humorados são Moriad, Olho Amarelo e Tsur, Moriad sempre tratou o bufão com um silêncio frio, Tsur retornava as ofensas e Olho Amarelo ameaçava comer a cabeça do bufão.
Além disso, Twain só pode oferecer fofocas, 'Moriad pretende adquirir um freehold a qualquer custo', 'Moriad negocia com outros pródigos perigosos', 'Moriad conspira contra o rei', 'Tsur espiona o freehold', 'Olho Amarelo conduz sua gangue de mundanos em vários crimes', 'O Duque Teladrin está cada vez mais depressivo, pode desvanecer a qualquer momento', 'Sua dançarina predileta está apaixonada por ele', 'Vampiros andam aparecendo com maior frequência no freehold, às vezes fazendo perguntas demais', 'Alexandre, o malkaviano e Leonardo, o toreador são clientes frequentes', 'Alemão, o redcap é um rival do Olho Amarelo, mas nunca entrou no freehold nem possui seguidores mundanos.'

Twain


Loja do Tsur

A atendente, uma jovem loira, bonita, atende os pcs e vai chamar Tsur (Tenório). Ele dispensa a moça pelo resto do dia e atende os pcs no balcão mesmo, resmungando e arremessando insultos com frequência.
Tsur reconhece o sidhe programador e critica seu trabalho. Ele não está disposto a ajudar, mas se os pcs citarem a fofoca de Twain sobre ele espionar o freehold, Tsur fica furioso, xingando os pcs e o boggan, se os pcs conseguirem acalmá-lo, ou de alguma forma convencerem o knocker a ajudar, Tsur mostra a eles as imagens que capturou da entrada do After Dark: "Embora 'saia do ar' por alguns instantes, em determinado momento é possível ver Olho Amarelo saindo do freehold com o machado sujo de sangue e conversando com Moriad na esquina".

Tsur


Rua dos Trilhos com rua Clark


Casa do Olho Amarelo

A casa aparenta estar abandonada, na verdade Olho Amarelo pouco aparece, passa mais tempo causando confusão com sua gangue, seguindo Moriad ou perambulando no freehold.
Por dentro fica evidente a total falta de higiene do dono. Restos de comida, insetos, ratos e coisas piores rastejam por todos os cantos. Não há realmente nada de útil aqui, pelo contrário, há uma grande chance dos pcs serem atacados por alguma chimera (veja feyr em fichas de npcs).

Casarão do Barão Moriad

A grande casa do barão é guardada por uma armadilha quimérica na pequena sala de entrada, uma enorme grade de ferro é disparada e cai em cima de Tylio, terminando com a vida do pequeno pooka a menos que os pcs tomem precauções. A grade precisa ser destruída ou levantada de alguma forma para que seja possível entrar.

Se vasculhada, o personagem com a jogada mais alta de investigação encontra e-mails trocados com um executivo tratado como sr. Norberto, da Multilix, empresa de coleta de lixo, embora as palavras estejam disfarçadas, fica claro o interesse de Moriad em cooperar com a Multilix com fornecimento de informação privilegiada. Em um dos e-mails fica acordado que o sr. Norberto está enviando um agente especial, muito superior aos guarda-costas já fornecidos para organizar a retomada do 'escritório' do sr. Moriad.
Um grupo de fomori, os citados guarda-costas (na verdade apenas 2 deles) volta para o casarão nesse momento e confrontam os pcs.

Cena 5 - A queda do Forte Livre

Os pcs já tem informações suficientes para culpar Moriad, na verdade se os fomori ou a chimera foram derrotados, Moriad adianta o plano e os pcs são pegos no ataque final ao freehold enquanto se reúnem com o duque.

Furioso ao ver Moriad entrar com uma grande quantidade de mortais e Olho Amarelo, o duque faz o juramento das lâminas cruzadas: "Onde há dois, haverá apenas um. Eu juro inimizade a ti até o último pôr-do-sol. Que meu coração cesse de bater e minha mão perca sua força se eu alguma vez mostrar agrado a ti, e os ossos da terra são minhas testemunhas." Moriad gargalha e avisa que é inútil porque ninguém sairá vivo dali.
Teladrin invoca a Ira do Dragão e ataca Moriad envolto em chamas prateadas, nesse instante a matilha de espirais negras se transforma em crinos.

Se houverem mortais, todos entram em pânico e tentam fugir, a maioria dos changelings, com exceção da guarda sidhe também tenta fugir. É improvável que escapem, um massacre começa, os jogadores podem derrotar alguns fomori ou Olho Amarelo, mas deve ficar claro que eles não são páreo para os Espirais. Quando Teladrin também percebe isso (provavelmente já ferido mortalmente), comanda que seu cavaleiro e seu thane fujam com a fogueira (balefire).

Rua Itaqueri com rua dos Trilhos (loja do Ubiraci)


Final

Os que conseguirem sair vivos do freehold com o balefire são perseguidos pela matilha algum tempo depois. Se o eshu estiver vivo, ele acaba virando exatamente as ruas que levam para a loja do Ubiraci, que se reúne com alguns membros de sua tribo. Ao notar a presença dos espirais, os ni-guará entram em crinos e atacam a matilha o mais rápido possível.

Epílogo


Os poucos changelings sobreviventes são convidados a permanecer com Ubiraci pelo tempo que quiserem. É possível que eles usem o balefire para construir um freehold em conjunto com o mago amigo de Ubiraci.


Fichas de personagens (as fichas em xls tem as células ajustadas para a imagem de fundo)


Sefeleth é um sidhe seelie, o jovem nobre foi nomeado cavaleiro do Lorde Teladrin.


Veru é um eshu misterioso e curioso. Está sempre presente no Freehold, com sua chimera, Bicho Preto.


Veru e o Bicho Preto


Mezu é um poderoso oni, nomeado thane do Lorde Teladrin.


Emma lembra uma versão feminina do sátiro, passa bastante tempo no Freehold.


Aisha é uma pooka muitas vezes irritante, era muito amiga do bufão.

Fichas de NPCs



Tokens

Aisha

Emma

Veru


Freehold



Blood of Four Kings na cronologia oficial

A aventura Blood of Four Kings não segue a cronologia oficial do cenário de campanha de Birthright. Algumas modificações são necessárias para utilizá-la como parte da campanha e não como aventura do tipo arena.

Basicamente, as seguintes modificações são necessárias:


  • O Príncipe Fhileraene é na verdade um dos pais de Fhiele e não meio-irmão;
  • Fhileraene substitui Rainer na aventura, na época Fhileraene era apenas um jovem regente de law holdings;
  • O nome Raesa é substituído por Fhiele;
  • A rainha Ibelcoris entra em retiro para simular a gestação de Fhiele quando a garota é encontrada, enquanto Landen se esconde. O casamento termina;
  • Ohlaak parte para o norte deixando os source holdings com os primos de Fhiele no final do round 3 e passa a usar uma máscara de dragão;
  • Adan abdica seu posto no templo e Shandare assume;
  • Helmut era o lorde-mercador da Steelbender’s Guilden em Rohrmarch antes da morte de Wilhem I (ele substitui Siegfried Lessen).

Abaixo se encontram os trechos modificados da aventura.


Na ficha de Landen, no round 1, na página 20, substitua a descrição de Rainer por essa:

Fhileraene - Este é o jovem herdeiro do reino élfico que faz fronteira com o seu. Embora seu povo seja difícil de compreender, você passou a admirá-los mais e mais desde que casou com sua mãe, e embora tenha sido um casamento político, você aprendeu a gostar, e muito da Rainha Ibelcoris. Embora saiba que Fhileraene é um guerreiro honrado que também sucumbiu ao charme de Rowena, é difícil encarar seu enteado. Você é grato por ele ter respeitado a escolha da hora certa para contar à Rainha.

Na ficha de Adan the Blue, no round 1, na página 22, substitua a descrição de Rainer por essa:

Fhileraene - Você sabe pouco sobre este jovem elfo (que embora jovem para sua raça, é muito mais velho do que você) além da sua aparência, ele se porta como um príncipe guerreiro, mas você desconfia que ele seja mais do que isso. Nas vezes que vocês se encontraram ele parecia ter uma mente tão afiada quanto sua espada, mas também um temperamento forte. Talvez você possa ajudá-lo a manter o equilíbrio.

Na ficha de Lord Helmut, no round 1, na página 24, substitua a descrição de Rainer por essa:

Fhileraene - Este elfo é tão sério quanto Landen, mas jovem e tempestuoso. É bem capaz que também seja um mago, mais um motivo para você temê-lo. Ele pode ser um aliado formidável, e você pode se beneficiar de sua proteção, mas ele não parece gostar de você, é preciso ser cuidadoso.

Na descrição de Ohlaak na mesma página apenas substitua Rainer por Fhileraene.

Substitua a descrição de Rainer, nas páginas 26 e 27 por essa:

Fhileraene
Príncipe herdeiro de Tuarhievel
Guerreiro/Mago elfo masculino
Neutro

Força 17; Destreza 16; Constituição 15; Inteligência 16; Sabedoria 12; Carisma 15

Idade: 201; Altura: 1,86m; Peso: 79kg; Cabelos: Negros; Olhos: Negros

Nível: 5/5; CA: 1/4; TAC0: 13; PV: 40; Movimento: 12

Habilidades de sangue: (Sangue de Reynir, grande, 55) Senso de direção (menor), Sentidos Ampliados (menor), Proteção ao mal (maior), Cura (maior), Andar na Floresta (grande).
  Senso de direção faz com que seja quase impossível de você se perder; você pode sempre achar a direção que deseja.
  Sentidos ampliados liga você com o ermo, dando +4 de bônus para rastrear e tornando você difícil de surpreender (surpreso apenas com 1).
  Proteção ao mal é uma aura de 3m que causa penalidade de -1 nos ataques de criaturas malignas e as impede de encantar, dominar ou utilizar recipiente arcano em você.
  Cura permite a você curar 1d6+5 pontos de dano a um indivíduo uma vez por dia, e também permite que você lance remover paralisia mais curar doenças ou curar cegueira (como 7° nível).
  Andar na Floresta permite que você ande em qualquer floresta sem penalidades no movimento e torna impossível rastreá-lo. Você também recebe 5% por nível de resistência à magias que tentem localizá-lo enquanto estiver em uma floresta. Por fim, ao andar por pelo menos 24 horas menos 1/2 hora por nível em uma floresta, é possível se teleportar para qualquer ponto dentro da mesma floresta.

Habilidades de elfo: Visão noturna, 90% de resistência a sono e encantamento, imunidade à doenças e envelhecimento, não precisa dormir, movimento inalterado em qualquer terreno, não deixa rastros e tem bônus de -4 para surpreender oponentes (somente se estiver sozinho ou em companhia de outros elfos ou halflings - ou qualquer um que passe no teste de mover-se em silêncio).

Perícias com armas: Espada longa, arco longo, lança, espada curta, estilo de luta com uma mão.

Perícias comuns: Sidhelien (língua nativa), ler/escrever Sidhelien (17), Anuireano (16), Rjuven (16), rastrear (16), estratégia (14), sobrevivência - florestas (16), heráldica (16) e intrumento musical - harpa (16).

Magias/dia: 4/2/1

Magias conhecidas: Detectar magia, ler magias, truque, salto, expandir, queda suave, patas de aranha, provocação, arco sidhelien*; atacar primeiro*, borrar a visão, alterar-se, invisibilidade, detectar invisibilidade, esquecimento; idiomas, proteção a projéteis, velocidade, sugestão, respirar na água, montaria fantasmagórica.
Nota: (* magia contida em The Book of Magecraft)

Equipamento: espada longa +3, cota de malha élfica +1, roupas nobres, mochila, algibeira, arco longo, aljava com 12 flechas de guerra, espada curta, manto, botas.

Aparência: Você tem a aparência que um elfo da linha real deve ter, altivo, cabelos longo negros, olhar penetrante. Você impressiona os elfos, mais ainda os humanos, mas não se importa muito com isso, se for necessário se banhar em sangue para a segurança do seu reino, você o fará.

Personalidade: Você é bisneto de Rhuobe, seu sangue se divide entre as linhagens de Reynir e Azrai. Seus pais assumiram uma postura conciliadora com os humanos recentemente, mas você ainda não tem certeza se ama ou odeia os seres humanos, seu encontro com Rowena não ajudou muito a tirar essa dúvida. Para você o importante não são ideários morais, mas a vida, do seu povo, do seu reino, a sua. Embora capaz de compaixão, dos quatro elementos que o compõem, o fogo é o que fala mais alto, o que pode resultar em paixão ou fúria aniquiladora.

Histórico: Você não conheceu seu pai, morto durante a invasão do Gorgon. Sua mãe o criou para assumir um pesado fardo: governar os elfos de Tuarhievel. E teve que prepará-lo para as ameaças do mundo exterior e as ameaças internas, as intrigas das casas nobres élficas podem ser mortais, prova disso são as ameaças que sua mãe passou a receber quando declarou que se casaria com o Barão de Dhoesone. Até mesmo você ficou atônito, mas entendeu o que aquilo queria dizer.
  Foi mais fácil para você aceitar o fardo do trono depois disso, e perceber a necessidade da adaptação às mudanças que os elfos devem encarar. A Rainha Ibelcoris o investiu com os órgãos da lei de Tuarhievel como parte do treinamento.
  Infelizmente sua primeira falha veio logo depois de assumir a regência da lei. Rowena veio em uma missão diplomática e o seduziu rapidamente. Você não se importaria com isso se não fosse parte de um plano para roubar sua linhagem de sangue, colocando o reino em perigo.
  Quando Adan entrou em contato com você a costumeira fúria o dominou, o novo esposo de sua mãe também havia sido seduzido. Você então direcionou a fúria, Rowena vai pagar, e vai pagar caro.
  Unir-se aos outros regentes era parte necessária da missão, ser discreto também, ser rápido e preciso, mais ainda. O que fazer com a criança? Você não tem certeza, olhar para ela e ver a presença traiçoeira da mãe pode fazer sua parte de fogo difícil de controlar. Ela deve ser criada com alguém que ame a vida e saiba perdoar, ou uma atitude drástica deve ser tomada?

Seus companheiros:

Landen de Dhoesone - Você quase entende porque sua mãe o desposou. Caráter, honra, força individual. O peso de seus erros parecem esmagá-lo. Você se recusa a ter a mesma postura, seus erros serão consertados, todo esse peso será lançado como uma montanha em Rowena.

Adan o Azul - O sacerdote khinasi é ordeiro por demasia, mas é o que estrutura sua inteligência, pelo menos ele não age como um animal acéfalo. Sacerdotes são um dos principais responsáveis pelas derrotas que os elfos sofreram para os humanos. Você irá observá-lo com atenção.

Lorde Helmut Kraggenecht - Não há muito o que reparar nesse humano. Ele parece entender a falta de importância de ideologias morais, mas desperdiça isso se tornando obcecado por riqueza e prazer, ao ponto de se tornar como um daqueles animais que os humanos prendem para engordar e comer.

Ohlaak - Este é um exemplo de como o caos domina o universo. Humanos só conseguem usar magia por causa do sangue que suas divindades derramaram sobre eles, como um ser tão patético poderia deter o mesmo poder de um elfo? Caos. Você procura ver o lado positivo nisso tudo, pelo menos um ser patético como esse possui um intelecto que o redime parcialmente.

Jack Scarper - O garoto tem um pouco de elfo nele, às vezes você queria ser como ele, sem nenhum fardo para carregar, somente uma harpa para tocar, rios para nadar, florestas para correr, elfas para conhecer.

Na ficha de Ohlaak, no round 1, na página 29, substitua a descrição de Rainer por essa:

Fhileraene - O elfo é o que parece estar em maior sintonia com você ... no que se refere a essa missão. Você acha que ele está pronto para fazer o que for necessário, e talvez ir até mais longe do que você. Ele parece uma versão amplificada sua, mais isolado, mais forte, mais vingativo, talvez mais poderoso. Você não sabe ao certo o que sente em relação a ele, com certeza ele parece desprezá-lo, mais do que despreza os outros, talvez não tanto quanto despreza Helmut.

Na ficha de Jack Scarper, no round 1, na página 31, substitua a descrição de Rainer por essa:

Fhileraene - Você não sabe se admira ou se teme o príncipe elfo. Ele com certeza saiu de uma história de aventura. Sua voz é a voz de um verdadeiro bardo, parece imbatível, na verdade ele parece imbatível em todas as coisas. Só o fato de poder conhecer um elfo já faz essa jornada valer a pena.


Para o restante da aventura basta substituir o nome de Raesa por Fhiele e sua raça anuireana por meio-elfa. Nas descrições seu cabelo é negro como o de Fhileraene, suas orelhas pontudas e suas feições faciais uma bela mistura entre as de Rowena e os traços élficos.