Friday, October 24, 2008
Brodert Quink, the sage of Sandpoint
Sandpoint is fortunate to have an expert on the ancient ruins that dot Varisia's landscape. Brodert Quink is an expert on Varisian history who moved to Sandpoint recently to study the town's own Thassilonian ruin, the Old Light. Brodert is tremendously excited to be living in the shadow of a runelord ruin, and does everything he can to aid those seeking information on this topic.
Unfortunately, much of the lore about ancient Thassilon has been lost. What does remain has been gathered from barely legible carvings on the surviving monuments or extracted from the myths and oral traditions of Varisian seers and storytellers. What Brodert does know about ancient Thassilon is that it was a vast empire ruled by powerful wizards. The sheer size of the monuments they left behind testifies to their power and the unnatural way many of these monuments have resisted erosion and the march of time testifies to their skill at magic. Most sages place the height of the Thassilon Empire at 7,000 to 8,000 years ago, but Brodert thinks the empire was even older. He suspects it collapsed no sooner than 10,000 years in the past.
Much of what Brodert has to say is vague theory based on conjecture. His belief that the Old Light was once a war machine capable of spewing fire from its peak is relatively unpopular among his peers, for example. Yet he can tell interested listeners a few things of interest about the strange seven pointed star, namely, that it seems to be one of the most important runes of Thassilon. The star itself is known as the "Sihedron Rune" and originally signifies not only the seven virtues of rule (generally agreed among scholars to have been chastity, abstinence, liberality, diligence, patience, kindness, and humility), but also subsequently the seven schools of sin runemagic recognized by scholars of arcane lore (greed, lust, pride, gluttony, envy, wrath, and sloth). In the Thassilonian hieroglyphic script, the same symbol was used both for the virtue of rulership and the opposing sin of runemagic. The only difference was the vertical orientation of the rune. That is the virtue rune and sin rune were opposite in terms of their orientation much as the letters “M” and “W” are in the common tongue.
Brodert notes with a smirk that much of what is understood about Thassilon indicates that its leaders were far from virtuous. He believes that the classic mortal sins (greed, lust, pride, gluttony, envy, wrath, and sloth) originally arose from corruptions of the Thassilonian beliefs in sin runemagic. In any event, the Sihedron Rune was certainly a symbol of power, one that may well have stood for and symbolized the empire itself.
Saturday, October 18, 2008
Using the Sihedron Rune to track alignment
In order to track alignment for the Runelord campaign all you need do is add all the scores up for the seven sins and check the table below.
-21 to -13 chaotic evil alignment
-14 to -8 evil alignment
-7 to +7 unaligned "alignment"
+8 to +14 good alignment
+15 to +21 lawful good alignment
Any pc that does not currently make this minimum can meet with me to add points to make the minimum. I feel that everyone has sufficiently role played their alignment to meet this minimum.
-21 to -13 chaotic evil alignment
-14 to -8 evil alignment
-7 to +7 unaligned "alignment"
+8 to +14 good alignment
+15 to +21 lawful good alignment
Any pc that does not currently make this minimum can meet with me to add points to make the minimum. I feel that everyone has sufficiently role played their alignment to meet this minimum.
4708 13th Rova to 11th of Lamashan Sandpoint, Varisia
Pcs have the above down time to use as they please.
Bruntalmar:
See if I can get any ritual from the cleric in Sandpoint. Attempts to empty magic well fails as it refills self. Uncle Battlehorn seals well with oak timbers for free.
Andrian:
Will learn and practice alchemy. Crafts alchemical items and trains Toka in the hand crossbow.
Riley:
Riley lends the Thassilonian tomes to Brodert Quink while he spends his time working at the theater.
Carufinwe:
Uses his skills as a fletcher to build a greatbow.
Bruntalmar:
See if I can get any ritual from the cleric in Sandpoint. Attempts to empty magic well fails as it refills self. Uncle Battlehorn seals well with oak timbers for free.
Andrian:
Will learn and practice alchemy. Crafts alchemical items and trains Toka in the hand crossbow.
Riley:
Riley lends the Thassilonian tomes to Brodert Quink while he spends his time working at the theater.
Carufinwe:
Uses his skills as a fletcher to build a greatbow.
The History of Varisia including the influence of the Runelords
At the height of Old Azlant, the wizened mystics of that island continent-kingdom exiled a powerful wizard named Xin for his heretical beliefs that cooperation with the lesser races could build a greater nation. The outcast arrived on the shores of Avistan with an army and a plan. He established the empire of Thassilon, and in so doing brought commerce and civilization to the simple folk he found living on Avistan as nomads, a people known as the Varisians. As Thassilon's reach and influence continued to grow, Xin appointed seven of his most powerful wizardly allies as governors, splitting his empire into seven nations. Xin's governors, each focused on arcane magic he him self helped define in accord with his seven virtues of rule. These governors became known as the runelords. Each was charged with promoting a particular virtue and with eradicating the destructive vice it opposed (see sins and virtues below). Hubris was the downfall of all the runelords as each promoted themselves as paragons of virtue. By enforcing the letter of Xin's moral legislation they lost sight of its true spirit. In the way of such hypocrisy, the Runelords fell prey to they very sin they so professed to oppose. Some sources claim that Asmodeus the Prince of Darkness had a hand in their fall, but this is likely just conjecture. Many scholars insist that the similarity between the Sihedron Rune of Thassilon and the unholy symbol of Asmodeus is no coincidence.
Xin's optimism of a moral golden age of humanity was sadly misplaced. The runelords wrested control of his empire from him, and for centuries their cruelty led Thassilon along the path of decadence, ultimately collapsing into ruin when the Starstone rocked Golarion (although sages argue to this day upon the exact cause of Thassilon's demise). Asmodeus's involvement has also been suspected because the few survivors of Thassilon's fall were found to be cursed with the horns, tails, and red skin reputed to be characteristic of the Prince of Darkness in his corporeal form.
The region remained wild for thousands of years, inhabited only by barbarian tribes known as the Shoanti and the nomadic Varisian survivors of Thassilon's fall, until it came to the attention of expansionist Cheliax, whose armies marched on the region in 4405. Che1ish armies drove the warlike Shoanti into the rugged regions to the northeast, while colonists adopted a tenuous peace with the native Varisians under the pretense of bringing "culture and civilization" into their lives. It was at this time that the ancient frontier came to be known as Varisia.
Modern Varisia is a region of conflict, a strip of frontier laid against the land of barbarians and giants to the northeast-the Storval Rise. Although no central government controls Varisia, three city-states have emerged, each of which could some day soon claim control over the region. The eldest and largest of these is Korvosa, a city of Chelish loyalists ruled by a monarchy but cleaving close to Cheliax in a bid to be reabsorbed into the empire. The second largest city in Varisia, cosmopolitan Magnimar, flourishes while Korvosa, at best, stagnates in its thick traditional values. And further to the north lies Riddleport, a solution to those who find law of any sort oppressive. Riddleport serves as safe harbor for mercenaries, thieves, bandits, and pirates of all cuts.
Yet bandits and pirates are far from the only perils that haunt this ancient land. In many areas, Varisia remains a true wilderness, claimed by deadly predators and ferocious humanoids none too eager to share their territories with the advance of humanity. Along the coastal reaches, hundreds of goblin tribes dwell in sea caves and thistle-thick woodlands, bickering among themselves until leaders strong enough to unite several tribes at once take hold. Further inland, ogres and trolls hold court on rugged mountaintop and in deep forest glen, yet the true lords of the wildlands are the giants. Descended from the slave castes of ancient Thassilon, giants of all types call the true wilderness reaches of Varisia home, and their periodic forays and raids against humanity make for constant and brutal reminders that this realm is far from tame.
Other creatures dwell in the darkest corners of Varisia as well, monsters in some cases left over from Thassilon's rule, tales of whom frighten even the giants of the land. These include mighty dragons, the cannibal spirits known as wendigos, sinister and capricious fey, pockets of scheming drow, and even sinister explorers and pilgrims from other worlds whose eldritch corners brush unwholesome and unwelcome against parts of this haunted landscape. And against this menacing backdrop broods an even darker evil, for the ancient lords of the land are said to exist still, dead but dreaming, awaiting the time for their return to rule over lands once theirs. Should these all-but-forgotten runelords rise, Varisia could be but the first of Golarion's nations to fall.
Xin's optimism of a moral golden age of humanity was sadly misplaced. The runelords wrested control of his empire from him, and for centuries their cruelty led Thassilon along the path of decadence, ultimately collapsing into ruin when the Starstone rocked Golarion (although sages argue to this day upon the exact cause of Thassilon's demise). Asmodeus's involvement has also been suspected because the few survivors of Thassilon's fall were found to be cursed with the horns, tails, and red skin reputed to be characteristic of the Prince of Darkness in his corporeal form.
The region remained wild for thousands of years, inhabited only by barbarian tribes known as the Shoanti and the nomadic Varisian survivors of Thassilon's fall, until it came to the attention of expansionist Cheliax, whose armies marched on the region in 4405. Che1ish armies drove the warlike Shoanti into the rugged regions to the northeast, while colonists adopted a tenuous peace with the native Varisians under the pretense of bringing "culture and civilization" into their lives. It was at this time that the ancient frontier came to be known as Varisia.
Modern Varisia is a region of conflict, a strip of frontier laid against the land of barbarians and giants to the northeast-the Storval Rise. Although no central government controls Varisia, three city-states have emerged, each of which could some day soon claim control over the region. The eldest and largest of these is Korvosa, a city of Chelish loyalists ruled by a monarchy but cleaving close to Cheliax in a bid to be reabsorbed into the empire. The second largest city in Varisia, cosmopolitan Magnimar, flourishes while Korvosa, at best, stagnates in its thick traditional values. And further to the north lies Riddleport, a solution to those who find law of any sort oppressive. Riddleport serves as safe harbor for mercenaries, thieves, bandits, and pirates of all cuts.
Yet bandits and pirates are far from the only perils that haunt this ancient land. In many areas, Varisia remains a true wilderness, claimed by deadly predators and ferocious humanoids none too eager to share their territories with the advance of humanity. Along the coastal reaches, hundreds of goblin tribes dwell in sea caves and thistle-thick woodlands, bickering among themselves until leaders strong enough to unite several tribes at once take hold. Further inland, ogres and trolls hold court on rugged mountaintop and in deep forest glen, yet the true lords of the wildlands are the giants. Descended from the slave castes of ancient Thassilon, giants of all types call the true wilderness reaches of Varisia home, and their periodic forays and raids against humanity make for constant and brutal reminders that this realm is far from tame.
Other creatures dwell in the darkest corners of Varisia as well, monsters in some cases left over from Thassilon's rule, tales of whom frighten even the giants of the land. These include mighty dragons, the cannibal spirits known as wendigos, sinister and capricious fey, pockets of scheming drow, and even sinister explorers and pilgrims from other worlds whose eldritch corners brush unwholesome and unwelcome against parts of this haunted landscape. And against this menacing backdrop broods an even darker evil, for the ancient lords of the land are said to exist still, dead but dreaming, awaiting the time for their return to rule over lands once theirs. Should these all-but-forgotten runelords rise, Varisia could be but the first of Golarion's nations to fall.
Quote from Karzoug the Runelord of Greed
"Your sniveling is neither amusing nor an excuse. As a servant of Shalast you rightly understand that you are held to certain expectations. Failure in your duties extends beyond yourself, affecting your family, your countrymen, and this realm at large. Yet, no one feels your inadequacies more keenly than yourself.”
"As your ineptitudes have stolen something precious from me, I will repay you in turn. I seem to recall that you have seven sons, Arrdual of Vadan. Therefore, for each gold coin you have miscounted, one of your children will be brought to the Pinnacle of Avarice. There, his flesh will be transmuted into the same gold you seem to place so little value upon."
"But fear not, Vault-keeper your children will be returned to you-and of greater value than ever before. Their gilded flesh will be a new monument set within Vadan's square-an enduring reminder of precision’s necessity, and that all things within this domain belong to me."
-Karzoug, the Runelord of Greed, to the High Vault-keeper of Vadan
"As your ineptitudes have stolen something precious from me, I will repay you in turn. I seem to recall that you have seven sons, Arrdual of Vadan. Therefore, for each gold coin you have miscounted, one of your children will be brought to the Pinnacle of Avarice. There, his flesh will be transmuted into the same gold you seem to place so little value upon."
"But fear not, Vault-keeper your children will be returned to you-and of greater value than ever before. Their gilded flesh will be a new monument set within Vadan's square-an enduring reminder of precision’s necessity, and that all things within this domain belong to me."
-Karzoug, the Runelord of Greed, to the High Vault-keeper of Vadan
Sin Magic
For more than a thousand rears, Thassilon dominated western Avistan, erecting an arcane empire on the backs of countless slaves and subjugated races. From seven fractious domains, the rulers of the empire, the runelords, quarreled among themselves, each vying for dominance. The source of their powers, the rune magic discovered and cultivated by Thassilon's benevolent first emperor, Xin, paved the way for his ruthless inheritors to work feats of magical might whose effects still scar the land. Thassilon fell to ruin nearly 10,000 years ago, and nearly all traces of the once-vast empire have crumbled in the millennia since, save for the magically preserved monuments that litter the Varisian landscape.
THASSILONIAN RUNES
One of the great achievements of the Runelords of Thassilon was the creation of arcane runes empowered to infuse living flesh with magical power. With these arcane markings, the fundamentals of one's life force were altered, allowing the bearer to activate various magical abilities. Thassilonian runes resemble runic tattoos inscribed in the flesh with arcane inks and scar-inducing irritants. Their intricate forms are endless variations on the seven runes of sin magic. Any individual bearing a Thassilonian rune can make use of its abilities even if not a spellcaster.
A Thassilonian rune is considered a magic item. An individual is limited to possessing one rune, regardless of the creature's or the rune's actual size. The potent magics essential to these runes' function is disrupted by the addition of a second rune, preventing either from working. Once a rune is inscribed, it cannot be removed. Even the loss of that body part is not foolproof, for if it is regenerated or otherwise recovered, it returns with the rune still upon it.
RUNEFORGED WEAPONS
During Thassilon's height, many of the empire's greatest soldiers, mercenaries, and assassins wielded weapons infused with magic that worked together to grant the wielder additional prowess over practitioners of an opposing school of sin magic. Such weapons were often banned in Thassilon, so wary were the runelords of their propagation, yet all seven kept champions and assassins armed with these runeforged weapons against their own enemies in secret.
MAGIC OF ENVY
The magic of Runelord Belimarius, the Queen of Edasseril, concerned itself with both the defense of one's own magic and the theft of others'. Queen Belimarius layered defensive rituals over all she possessed, her wealth, her servants, and her lands. She even defended because of paranoia against the intrigues and predations of her fellow runelords. From the plague ridden hands of her devoted apprentices, ever laboring beneath her poisonous Palace Miasmoria, came an endless stream of covetous, back biting magics, several of which lie hidden away in the ruins of northern Varisia and the Land of the Linnorm Kings to this day.
MAGIC OF GLUTTONY
With the profane immortality of the undead, Zutha, the lich-like runelord of gluttony, spent years of his centuries-long rule at work in the Flesh Pits beneath Xin-Gastash. Endlessly attempting to satisfy his eternal hunger while at the same time imagining new debaucheries to indulge in, his efforts resulted in the production of a vast collection of foul arcana and unspeakable experiments into the workings of necromantic magic.
MAGIC OF GREED
Shrewd and imperious Karzoug, the runelord of greed, faced dual wars during his rule; one against Bakrakhan's armies of wrath, and another against his own unquenchable greed. Seeking ever more of all that was worth having, Karzoug drove his apprentices and slave-wizards to manufacture endless quantities of magical equipment and new arcane innovations on merciless deadlines. Those servants who failed became fodder for his personal alchemical research on the transmutation of flesh into gold. Those who succeeded were merely saddled with higher and more impossible expectations. Although the runelord sacrificed countless loyal subjects, the rune-vaults of Shalast were forever teeming with scrolls and arcane equipment. Many of these lost vaults remain so filled even to this day, buried beneath the weight of fallen Thassilon.
MAGIC OF SLOTH
A master of rune magic and high priest of the rune goddess Lissala, Runelord Krune was both respected and feared-and not just by his people, but by the other six rulers of Thassilon as well. He took great satisfaction in his peers' fear, and displayed the strange and unique powers granted to him by the goddess whenever possible. Among such divine boons were a variety of unique rituals, spells, and magical items he claimed were gifts from Lissala, the formulas of their creation being imparted to him in visions as rewards for his extreme piety. Although the divine nature of his creations was often questioned behind closed doors, their deadly effectiveness was not.
MAGIC OF WRATH
Although possessed of wizardly might on par with the other runelords, Alaznist, ruler of Bakrakhan, cared little for the tedium of spell research and magical item construction. Her interests tended more toward the corruption, mutation, and empowerment of her vast legions, utilizing her cruel arcane genius to create the deadliest warriors in all of Thassilon. For all her efforts, though, the Runelord of wrath saw her minions as expendable pawns to be sacrificed at her whim. Thus, into the ranks of her armies she seeded potent magical creations that often proved as deadly to the user and his allies as to the enemies of Bakrakhan.
MAGIC OF LUST
Subtlety and control typified the magic of Sorshen, runelord of lust. Within her numerous palaces scattered throughout the lush paradise of Eurythnia, blind guards protected troves some of the most diverse arcane treasures in all of Thassilon. The magical hoards of Eurthania spoke less to the industry of the domain and more to the craft of its ruler, for these potent arcane riches were coaxed from the hands of every other domain in Thassilon. Sorshen excelled in exploiting the lusts of her opponents, and what she couldn’t gain as a gift utilizing seduction and political acumen, she took using her unique master of mind-magic.
MAGIC OF PRIDE
Xanderghul, Runelord of Pride, Satrap of Cyrusian, Master of the Unblinking Eye, unsubstantiated Heir of First King Xin, and self-proclaimed Rightful Emperor of Thassilon, claimed many titles, but few so true as Lord of Illusion. His lofty throne was Citadel Arete, which contradicting accounts record as either a mile-high tower or as a floating castle. From Arete Xanderghul veiled his domain in vast illusions, some to delight his fantastically wealthy populace, others to cull the passions of his slaves, but most to baffle the eyes of his opponents. Through out the entirety of his rule no force dared invade Cyrusian, as none ever truly knew the extent of the domain's forces. To maintain this deceptive veil, the Runelord of Pride employed a variety of potent magical items, including arcana said to have been stolen from Heaven itself.
THASSILONIAN RUNES
One of the great achievements of the Runelords of Thassilon was the creation of arcane runes empowered to infuse living flesh with magical power. With these arcane markings, the fundamentals of one's life force were altered, allowing the bearer to activate various magical abilities. Thassilonian runes resemble runic tattoos inscribed in the flesh with arcane inks and scar-inducing irritants. Their intricate forms are endless variations on the seven runes of sin magic. Any individual bearing a Thassilonian rune can make use of its abilities even if not a spellcaster.
A Thassilonian rune is considered a magic item. An individual is limited to possessing one rune, regardless of the creature's or the rune's actual size. The potent magics essential to these runes' function is disrupted by the addition of a second rune, preventing either from working. Once a rune is inscribed, it cannot be removed. Even the loss of that body part is not foolproof, for if it is regenerated or otherwise recovered, it returns with the rune still upon it.
RUNEFORGED WEAPONS
During Thassilon's height, many of the empire's greatest soldiers, mercenaries, and assassins wielded weapons infused with magic that worked together to grant the wielder additional prowess over practitioners of an opposing school of sin magic. Such weapons were often banned in Thassilon, so wary were the runelords of their propagation, yet all seven kept champions and assassins armed with these runeforged weapons against their own enemies in secret.
MAGIC OF ENVY
The magic of Runelord Belimarius, the Queen of Edasseril, concerned itself with both the defense of one's own magic and the theft of others'. Queen Belimarius layered defensive rituals over all she possessed, her wealth, her servants, and her lands. She even defended because of paranoia against the intrigues and predations of her fellow runelords. From the plague ridden hands of her devoted apprentices, ever laboring beneath her poisonous Palace Miasmoria, came an endless stream of covetous, back biting magics, several of which lie hidden away in the ruins of northern Varisia and the Land of the Linnorm Kings to this day.
MAGIC OF GLUTTONY
With the profane immortality of the undead, Zutha, the lich-like runelord of gluttony, spent years of his centuries-long rule at work in the Flesh Pits beneath Xin-Gastash. Endlessly attempting to satisfy his eternal hunger while at the same time imagining new debaucheries to indulge in, his efforts resulted in the production of a vast collection of foul arcana and unspeakable experiments into the workings of necromantic magic.
MAGIC OF GREED
Shrewd and imperious Karzoug, the runelord of greed, faced dual wars during his rule; one against Bakrakhan's armies of wrath, and another against his own unquenchable greed. Seeking ever more of all that was worth having, Karzoug drove his apprentices and slave-wizards to manufacture endless quantities of magical equipment and new arcane innovations on merciless deadlines. Those servants who failed became fodder for his personal alchemical research on the transmutation of flesh into gold. Those who succeeded were merely saddled with higher and more impossible expectations. Although the runelord sacrificed countless loyal subjects, the rune-vaults of Shalast were forever teeming with scrolls and arcane equipment. Many of these lost vaults remain so filled even to this day, buried beneath the weight of fallen Thassilon.
MAGIC OF SLOTH
A master of rune magic and high priest of the rune goddess Lissala, Runelord Krune was both respected and feared-and not just by his people, but by the other six rulers of Thassilon as well. He took great satisfaction in his peers' fear, and displayed the strange and unique powers granted to him by the goddess whenever possible. Among such divine boons were a variety of unique rituals, spells, and magical items he claimed were gifts from Lissala, the formulas of their creation being imparted to him in visions as rewards for his extreme piety. Although the divine nature of his creations was often questioned behind closed doors, their deadly effectiveness was not.
MAGIC OF WRATH
Although possessed of wizardly might on par with the other runelords, Alaznist, ruler of Bakrakhan, cared little for the tedium of spell research and magical item construction. Her interests tended more toward the corruption, mutation, and empowerment of her vast legions, utilizing her cruel arcane genius to create the deadliest warriors in all of Thassilon. For all her efforts, though, the Runelord of wrath saw her minions as expendable pawns to be sacrificed at her whim. Thus, into the ranks of her armies she seeded potent magical creations that often proved as deadly to the user and his allies as to the enemies of Bakrakhan.
MAGIC OF LUST
Subtlety and control typified the magic of Sorshen, runelord of lust. Within her numerous palaces scattered throughout the lush paradise of Eurythnia, blind guards protected troves some of the most diverse arcane treasures in all of Thassilon. The magical hoards of Eurthania spoke less to the industry of the domain and more to the craft of its ruler, for these potent arcane riches were coaxed from the hands of every other domain in Thassilon. Sorshen excelled in exploiting the lusts of her opponents, and what she couldn’t gain as a gift utilizing seduction and political acumen, she took using her unique master of mind-magic.
MAGIC OF PRIDE
Xanderghul, Runelord of Pride, Satrap of Cyrusian, Master of the Unblinking Eye, unsubstantiated Heir of First King Xin, and self-proclaimed Rightful Emperor of Thassilon, claimed many titles, but few so true as Lord of Illusion. His lofty throne was Citadel Arete, which contradicting accounts record as either a mile-high tower or as a floating castle. From Arete Xanderghul veiled his domain in vast illusions, some to delight his fantastically wealthy populace, others to cull the passions of his slaves, but most to baffle the eyes of his opponents. Through out the entirety of his rule no force dared invade Cyrusian, as none ever truly knew the extent of the domain's forces. To maintain this deceptive veil, the Runelord of Pride employed a variety of potent magical items, including arcana said to have been stolen from Heaven itself.
The Seven Deadly Sins after the Fall of the Runelords
Sorshen the Runelord of Lust
Lust (or lechery) is usually thought of as involving obsessive or excessive thoughts or desires of a sexual nature. Giving in to lusts can lead to sexual compulsions and/or transgressions including (but obviously not limited to) sexual addiction, adultery, bestiality, rape, and incest.
Zutha the Runelord of Gluttony
Gluttony is the over-indulgence and over-consumption of anything to the point of waste. It is considered a sin because of the excessive desire for food, or its withholding from the needy.
Karzoug the Runelord of Greed
Greed (or avarice, covetousness) is, like lust and gluttony, a sin of excess. However, greed is applied to the acquisition of wealth in particular. This can include disloyalty, deliberate betrayal, or treason, especially for personal gain, for example through bribery. Scavenging and hoarding of materials or objects, theft and robbery, especially by means of violence, trickery, or manipulation of authority are all actions that may be inspired by greed.
Krune Runelord of Sloth
Sloth can was defined by Runelord Krune to incluce melancholy, apathy, depression, and joylessness. The last being viewed by Krune as being a refusal to enjoy the goodness of the world the gods created. Krune felt that apathy that affected the commoners by discouraging them from their work. Sadness was also considered part of sloth because it described a feeling of dissatisfaction or discontent, which caused unhappiness with one's current situation. Runelord Krune felt these emotions were a progenitor for lesser sins such as restlessness and instability. The most important aspect of sloth is the failure to utilize one's talents and gifts. For example, a student who does not work beyond what is required (and thus fails to achieve his or her full potential) would be labeled slothful. Krune felt that sloth was felt to be more simply a sin of laziness or indifference, of an unwillingness to act, an unwillingness to care. Sloth was considered just as serious as the other sins in ancient Thassilon.
Alazinist Runelord of Wrath
Wrath (or anger) may be described as inordinate and uncontrolled feelings of hatred and anger. These feelings can manifest as vehement denial of the truth, both to others and in the form of self-denial, impatience with the procedure of law, and the desire to seek revenge outside of the workings of the justice system such as engaging in vigilantism and generally wishing to do evil or harm to others. The transgressions borne of vengeance are among the most serious, including murder, assault, and in extreme cases, genocide. Wrath is the only sin not necessarily associated with selfishness or self-interest (although one can of course be wrathful for selfish reasons, such as jealousy, closely related to the sin of envy). Runelord Alazinist described vengeance as "love of justice perverted to revenge and spite". In its original form, the sin of wrath also encompassed anger pointed internally rather than externally. Thus suicide was deemed as the ultimate, albeit tragic, expression of wrath directed inwardly, a final rejection of gifts of the gods.
Belimarius Runelord of Envy
Like greed, envy may be characterized by an insatiable desire; they differ, however, for two main reasons. First, greed is largely associated with material goods, whereas envy may apply more generally. Second, those who commit the sin of envy resent that another person has something they perceive themselves as lacking, and wish the other person to be deprived of it. Belimarius defined this as "love of one's own good perverted to a desire to deprive other men of theirs." The punishment for the envious is to have their eyes sewn shut with wire, because they have gained sinful pleasure from seeing others brought low. Belimarius described envy as "sorrow for another's good".
Xanderghul the Runelord of Pride
Because pride led to the downfall of the Runelords and ancient Thassilon, pride (or hubris or vanity) is considered the original and most serious of the seven deadly sins. And indeed it is the ultimate source from which the others arose. It is identified as a desire to be more important or attractive than others, failing to give compliments to others though they may be deserving of them,and excessive love of self. Xanderghul's definition was "love of self perverted to hatred and contempt for one's neighbor." In perhaps the best-known example, the story of Asomodeus, pride (his desire to compete with the Creator) was what caused his fall from Heaven, and his resultant transformation from an angel of light to the Prince of Darkness. Vanity and narcissism are prime examples of this sin.
Lust (or lechery) is usually thought of as involving obsessive or excessive thoughts or desires of a sexual nature. Giving in to lusts can lead to sexual compulsions and/or transgressions including (but obviously not limited to) sexual addiction, adultery, bestiality, rape, and incest.
Zutha the Runelord of Gluttony
Gluttony is the over-indulgence and over-consumption of anything to the point of waste. It is considered a sin because of the excessive desire for food, or its withholding from the needy.
Karzoug the Runelord of Greed
Greed (or avarice, covetousness) is, like lust and gluttony, a sin of excess. However, greed is applied to the acquisition of wealth in particular. This can include disloyalty, deliberate betrayal, or treason, especially for personal gain, for example through bribery. Scavenging and hoarding of materials or objects, theft and robbery, especially by means of violence, trickery, or manipulation of authority are all actions that may be inspired by greed.
Krune Runelord of Sloth
Sloth can was defined by Runelord Krune to incluce melancholy, apathy, depression, and joylessness. The last being viewed by Krune as being a refusal to enjoy the goodness of the world the gods created. Krune felt that apathy that affected the commoners by discouraging them from their work. Sadness was also considered part of sloth because it described a feeling of dissatisfaction or discontent, which caused unhappiness with one's current situation. Runelord Krune felt these emotions were a progenitor for lesser sins such as restlessness and instability. The most important aspect of sloth is the failure to utilize one's talents and gifts. For example, a student who does not work beyond what is required (and thus fails to achieve his or her full potential) would be labeled slothful. Krune felt that sloth was felt to be more simply a sin of laziness or indifference, of an unwillingness to act, an unwillingness to care. Sloth was considered just as serious as the other sins in ancient Thassilon.
Alazinist Runelord of Wrath
Wrath (or anger) may be described as inordinate and uncontrolled feelings of hatred and anger. These feelings can manifest as vehement denial of the truth, both to others and in the form of self-denial, impatience with the procedure of law, and the desire to seek revenge outside of the workings of the justice system such as engaging in vigilantism and generally wishing to do evil or harm to others. The transgressions borne of vengeance are among the most serious, including murder, assault, and in extreme cases, genocide. Wrath is the only sin not necessarily associated with selfishness or self-interest (although one can of course be wrathful for selfish reasons, such as jealousy, closely related to the sin of envy). Runelord Alazinist described vengeance as "love of justice perverted to revenge and spite". In its original form, the sin of wrath also encompassed anger pointed internally rather than externally. Thus suicide was deemed as the ultimate, albeit tragic, expression of wrath directed inwardly, a final rejection of gifts of the gods.
Belimarius Runelord of Envy
Like greed, envy may be characterized by an insatiable desire; they differ, however, for two main reasons. First, greed is largely associated with material goods, whereas envy may apply more generally. Second, those who commit the sin of envy resent that another person has something they perceive themselves as lacking, and wish the other person to be deprived of it. Belimarius defined this as "love of one's own good perverted to a desire to deprive other men of theirs." The punishment for the envious is to have their eyes sewn shut with wire, because they have gained sinful pleasure from seeing others brought low. Belimarius described envy as "sorrow for another's good".
Xanderghul the Runelord of Pride
Because pride led to the downfall of the Runelords and ancient Thassilon, pride (or hubris or vanity) is considered the original and most serious of the seven deadly sins. And indeed it is the ultimate source from which the others arose. It is identified as a desire to be more important or attractive than others, failing to give compliments to others though they may be deserving of them,and excessive love of self. Xanderghul's definition was "love of self perverted to hatred and contempt for one's neighbor." In perhaps the best-known example, the story of Asomodeus, pride (his desire to compete with the Creator) was what caused his fall from Heaven, and his resultant transformation from an angel of light to the Prince of Darkness. Vanity and narcissism are prime examples of this sin.
Seven Virtues of Rulership before the Corruption of the Runelords
Runelord Soshen: Virtue of Chastity (sworn to erradicate the sin of Lust)
Courage and boldness. Embracing of moral wholesomeness and achieving purity of thought through education and betterment.
Runelord Zutha: Virtue of Abstinence (sworn to erradicate the sin of Gluttony)
Constant mindfulness of others and one's surroundings; practicing self-control, abstention, and moderation.
Runelord Karzoug: Virute of Liberality (sworn to erradicate the sin of Greed)
Generosity. Willingness to give. A nobility of thought or actions.
Runelord Krune: Virtue of Diligence (sworn to erradicate the sin of Sloth)
A zealous and careful nature in one's actions and work. Decisive work ethic. Budgeting one's time; monitoring one's own activities to guard against laziness.
Runelord Alazinist: Virtue of Patience (sworn to erradicate the sin of Wrath)
Forbearance and endurance through moderation. Resolving conflicts peacefully, as opposed to resorting to violence. The ability to forgive; to show mercy to sinners.
Runelord Belimarius: Virtue of Kindness (sworn to erradicate the sin of Envy)
Charity, compassion, friendship, and sympathy without prejudice and for its own sake
Runelord Xanderghul: Virtue of Humility (sworn to erradicate the sin of Pride)
Modest behavior, selflessness, and the giving of respect. Giving credit where credit is due; not unfairly glorifying one's own self.
Courage and boldness. Embracing of moral wholesomeness and achieving purity of thought through education and betterment.
Runelord Zutha: Virtue of Abstinence (sworn to erradicate the sin of Gluttony)
Constant mindfulness of others and one's surroundings; practicing self-control, abstention, and moderation.
Runelord Karzoug: Virute of Liberality (sworn to erradicate the sin of Greed)
Generosity. Willingness to give. A nobility of thought or actions.
Runelord Krune: Virtue of Diligence (sworn to erradicate the sin of Sloth)
A zealous and careful nature in one's actions and work. Decisive work ethic. Budgeting one's time; monitoring one's own activities to guard against laziness.
Runelord Alazinist: Virtue of Patience (sworn to erradicate the sin of Wrath)
Forbearance and endurance through moderation. Resolving conflicts peacefully, as opposed to resorting to violence. The ability to forgive; to show mercy to sinners.
Runelord Belimarius: Virtue of Kindness (sworn to erradicate the sin of Envy)
Charity, compassion, friendship, and sympathy without prejudice and for its own sake
Runelord Xanderghul: Virtue of Humility (sworn to erradicate the sin of Pride)
Modest behavior, selflessness, and the giving of respect. Giving credit where credit is due; not unfairly glorifying one's own self.
4708 Rova 13th Sand point, Varisia
AM
Sheriff Belor Hemlock receives a "dressing down" in a special session of the Merchant Council by Ameiko Kiajitsu. The vote of no confidence fails and Belor retains the office of sheriff.
Early PM
The pcs, Sheriff Hemlock, and four guards mount a final assault on the catacombs beneath the glass works. All opposition is easily crushed and the mutated goblin hero Koruvus and the imp mastermind Erylium are slain.
4708 Rova 10th-12th Sand point, Varisia
Pcs wait in Sandpoint for Sherriff Belor Hemlock to return. In the down time Andrian learns the alchemy feat from the short plump human middle aged Aliver "Pillbug" Podiker and the grey and crotchety half-elf Nisk Tander.
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