Council of Thieves: Evil Adventure Guide
Council of Thieves: Evil Adventure Guide
nd your companions
Aroden, Cheliax found a new spiritual guide to will surely face. Pay close attention to the
help tame the resulting lawlessness and wisdom contained herein, for it may save not
destruction—Asmodeus. Dominated today by only your life, but your very soul.
the Thrice-Damned House of Thrune, Cheliax is a This Adventure Path is specifically designed for
land of inflexible order, like a rigid steel blade evil player characters, and works best with
tempered in the fires of Hell. It is a land where characters eager, or at least willing, to work for
nobility and virtue take second place to a House Thrune and the lawful government of
ruthlessly imposed harmony. It is a place where Cheliax, as well as to face off against the
talks of past glories are only whispered in the dark, followers of the Iomedaean faith, including their
where heroic ambitions are kept to oneself, and knights the Glorious Reclamation.
where normal people strive to blend into the safe
anonymity of the crowd. It is here, in the country’s But though Council of Thieves gives you the
former capital of Westcrown, that the Council of chance to play the villain, that doesn’t mean you
Thieves Adventure Path takes shape. can act like a complete jerk. You’re still playing
a roleplaying game where you are a cooperative
In this adventure, you and your fellow villains seek player in a campaign with a defined goal. You
to make an example of the rebels rising up against need to come to the table with a character that
the rule of House Thrune. The Council of Thieves fits with the themes of the campaign and can
Adventure Path begins when the Hellknight Order work with the other players in the game. It may
of the Rack announces their interest in recruiting turn out that you and another player at the table
new members. Dissidents within Westcrown have have different goals for the endgame, but as
been shunning their duty to their nation and the starting characters you must to work together.
First Devil, Asmodeus himself. Heretics
worshiping the goddess Iomedae have begun CHARACTER TIPS
spreading lies about the 'true history' of Cheliax. As You’re starting the Council of Thieves
a result many curses have befallen the once Adventure Path, but what kind of character
glorious city, including an infestation of shadowy should you play? What is the best way to make a
beasts that attack citizens from dusk till dawn. character that will fit into the campaign and
Great rewards of prestige, glory, and power await excel at the encounters to come? The following
those who can prove themselves worthy of The hints, suggestions, and character options are
Order, or even as agents of House Thrune. designed to help you create a character perfectly
In this adventure, you and your fellow adventurers suited to fighting against the Glorious
help restore the crumbling honor of Westcrown, Reclamation and the forces of good and
fight against a decades-old curse, and do battle with overcoming the challenges the Council of
an enemy far more deadly than any simple Thieves Adventure Path has in store for you and
celestial, all in the hopes of returning a measure of your party. These suggestions are not exhaustive
splendor to this long-beset metropolis. But before —thousands of viable character concepts can
you set off on this quest, this guide will prepare shine in this campaign.
ALIGNMENT ADVENTURES
The Council of Thieves Adventure Path gives you Cheliax is a land of deception and
the chance to play an evil character. Just like in intrigue, backstabbings and bluffs.
adventures where you play heroes working together Westcrown in particular labors under a
for the greater good, in Council of Thieves you cursed history, with all manner of loosely
play villains working together for something larger moraled individuals populating its many
than the individuals in the group—you’re fighting shadowed streets. A flame shines all the
to save your nation. brighter in the dim Westcrown, though, and
Keep in mind whileplaying in this campaign that adventurers of courage and principle find their
being evil doesn’t mean you are impulsive or services greatly needed, and the ability to
reckless. Evil characters have the same sense of make a difference draws heroes and villains
self-preservation that heroes do. Also, evil alike from all over the land. The Wiscrani
characters don’t have to be evil all the time. They (as citizens of Westcrown are known) often
often choose the best times to be bad. Some evil live hard lives, yet they carry themselves
characters might not even think that they’re evil. with pride nevertheless. The following section
Treat your characters like the villains that we’ve presents information on the most common races
presented as the bad guys in our previous and classes that might rise to glory during the
Adventure Paths. Each of them has a backstory and course of the The Shadow of Westcrown
motivations that involve more than just wanton Campaign. For additional information about the
destruction, murderous rage, or continuous races and classes of Golarion, consult the
backstabbing (admittedly, some of them are that, Pathfinder Chronicles Campaign Setting.
but they aren’t the ones with the grand plans). Just CLASSES
as they don’t go around betraying or attacking their While many of the same options that make great
allies, you should likewise try to avoid conflicts characters in any Adventure Path are good
with other players’ characters—everyone is here to choices for this campaign, a few class options
have fun, after all. are especially suited for an evil campaign. The
While this Adventure Path assumes that the first such class that stands out is the antipaladin.
characters are evil, it makes no assumptions about There hasn’t truly been a place to play an
the particular flavor of evil. Although the themes of antipaladin in our previous Adventure Paths
Cheliax, Hell, and Hellknights make lawful evil a (with the possible exception of Skull &
natural fit for Council of Thieves, you can enjoy Shackles), and Council of Thieves can help you
this campaign playing a character of any evil scratch that itch.
alignment. Even though Cheliax is a lawful evil There’s even a tyrant antipaladin archetype in
empire, the government still has chaotic evil and Pathfinder RPG Ultimate Intrigue, if you want
neutral evil people working for the strength of the to flavor your antipaladin with a lawful evil
nation. Ideally, this campaign should be able to alignment. As the church of Asmodeus is the
accommodate a chaotic evil demon worshiper, a state religion, a divine spellcaster would fit a
neutral evil nihilist, and a lawful evil devotee to number of the themes and intrigues in this
Asmodeus in the same group. campaign. Cleric is always a good choice for
You could possibly begin the campaign playing a this, but warpriests or inquisitors can also be
neutral or lawful neutral character, but due to the found in Thrune’s employ. If your group uses
foes you encounter and the acts you commit the unchained summoner from Pathfinder RPG
throughout the campaign, your character will Pathfinder Unchained, this might be fun way to
almost certainly slip into evil before long. This play with your own pet fiend as well.
might be a fun way to play a character who slowly
descends into evil, but you should talk over this
concept with your GM first.
represented by Chelaxians, with Taldans and
Varisians the next more common after that. That
said, Cheliax is a large and powerful nation and
ARCHETYPES AND PRESTIGE CLASSES all of the races in the Core Rulebook can be
A number of archetypes and prestige classes are encountered within the empire. For players who
unsuitable for a band of heroes fighting the choose to play a tiefling character, check out
good fight. Thankfully, you don’t have to worry Pathfinder Player Companion: Blood of Fiends
about being a righteous hero this time around— for more tips on creating a great tiefling
now you get to be a villain! Here’s your chance character for this campaign.
to dig into some of the Pathfinder RPG’s more
vile and sinister character options.
LANUAGES
Common is the most prevalent tongue spoken
by enemies and allies in this campaign. However,
characters might benefit from learning other
languages for the campaign. Many who aspire to
greatness within Cheliax and among the ranks of
House Thrune or the church of Asmodeus make it a
point to learn Infernal. Knowing Celestial can be
important when it comes to interrogating enemy
outsiders or reading holy texts or intercepted
missives from the enemy. Other languages spoken
in Cheliax include Elven, Halfling, and
Shadowtongue.
ORIGINS RELGION
The Council of Thieves Adventure Path takes place The veneration of deities other than Asmodeus
in Cheliax and assumes that a majority of the PCs and subservient entities (archdevils, infernal
have a strong connection to their beloved empire. dukes, malebranche, et al.) is permitted by the
The campaign begins in the city of Westcrown grace of Her Infernal Majestrix, Queen
which might make for a good place for one of the Abrogail II of the Thrice-Damned House of
PCs to have grown up. If you want your character Thrune, and may be revoked at any time at her
to be from elsewhere, work with your GM and the sole discretion. Those practicing these faiths in
other players to create a compelling backstory for opposition to the Church of Asmodeus may be
why you are now in Cheliax and willing to work declared heretics and tried for their crimes, the
with House Thrune. Thankfully, Cheliax is a major penalty being execution or, in the case of clerics
nation in the Inner Sea region and people from of the Dark Prince’s enemies, damnation to
throughout Avistan and Garund pass through its Hell. Asmodeus is generous, and those who
ports and across its borders daily. serve him will be rewarded, even with the ability
RACES to follow other gods, as long as none supplant
the Archfiend in the hearts of his eternal
Cheliax is many things to many people, but it’s not servants—the people Cheliax.
exactly racially diverse. The majority of the
empire’s population is human, though there are also —Edict 4671.315A.2v5 §15j (Revision 6)
a few marginalized populations of tieflings, The easiest way for a religious character to
halflings, and gnomes. In the south, Garundi make the most of the Council of Thieves
Chelaxians from Khari are not uncommon, but for Adventure Path is to be a worshiper of
the most part the dominant human ethnicity is Asmodeus, but it is by no means required.
However, religion is less restricted in Cheliax than
one might think (see the On Religion sidebar officially working for House Thrune
above). As long as you follow the rule of law in the or a Hellknight Order when they start play,
empire, you are free to worship whatever gods you that opportunity arises early in the
wish. Aside from worshiping Asmodeus, many Adventure Path, and they should all be eager
Chelish people also venerate the various archdevils (or at the very least, willing) to serve and
and whore queens of Hell, or follow the philosophy ally themselves with House Thrune and the
of diabolism. Thrune dominated government of Cheliax.
Among other popular deities in Cheliax, Abadar is These traits provide a reason for characters to
revered in the nation’s cities, Erastil in the rural support House Thrune, and are designed to
areas, and Zon-Kuthon in some places. help players create characters perfectly
Realistically, you can probably worship a neutral suited to adventuring through this campaign.
deity without too many problems in this campaign, Amoral Mercenary: You have always
but the worship of good deities is not suitable for looked after yourself first, and done
this Adventure Path. Likewise, excessively chaotic whatever you need to do to survive. You’ve
religions are not typically welcome in Cheliax, as killed before, and you’ll kill again, but you don’t
they have a tendency to disregard the importance of lose sleep over it. If it’s you or them, you
law and thwart proper societal norms. If you’re invariably choose yourself. You follow no code,
really eager to worship a good or heroic deity, you unless it’s doing whatever brings you to the top.
should set aside that character concept for now and Of course, sometimes you have to work with
use it for Hell’s Rebels or another Adventure Path others, and that’s fine too, as long as the pay is
focusing on heroic characters. right—whatever it takes to get the job done.
THINGS TO CONSIDER With the current unrest in Cheliax, it’s starting
In addition to the previous advice regarding to look like a good deal to work with House
creating your character, here are a few more things Thrune. You know Thrune rewards those who
to consider when you’re playing through the serve it well, and there’s no one else in Cheliax
Council of Thieves Adventure Path. who can offer the power, prestige, and money
that Thrune can.
Be Smart: As mentioned earlier in the alignment
section of this Player’s Guide, being evil doesn’t You’ve got a keen eye for what makes a good
mean that you’re foolish, self-destructive, arrangement and when to walk away from a bad
unintelligent, or unlikeable. Plenty of evil deal. You gain a +1 trait bonus on Sense Motive
characters have grand motivations, networks of checks, and Sense Motive is a class skill for you.
friends, and interests that don’t always include In addition, as an immediate action once per
murder, subjugation, abuse of power, or perversion. day, you can shift your effective alignment so
Make sure that the character you bring to the table that you are considered neutral instead of evil
is a compelling villain rather than just a caricature. for the purpose of good effects that target evil
Just like good people, evil characters don’t want to creatures (such as holy smite or a paladin’s
expose themselves to undue distress, so don’t play smite evil ability). Your alignment does not
your character as if she were reckless or stupid. actually change when you use this ability. You
Doing so will result only in annoyed friends and a must be neutral evil to take this trait.
campaign cut too short. Apprentice Devilbinder: It’s no secret that
CAMPAIGN TRAITS conjuring and binding devils is a popular pursuit
in Cheliax, and you have served as an apprentice
These campaign traits tie characters to the Council to a diabolist since a young age. Eventually,
of Thieves Adventure Path, which begins in the city however, you decided you wanted more for
of Westcrown in the nation of Cheliax. Though yourself than a life of study and service, and
player characters created for this campaign are not when you felt you had learned all that you were
likely to from your master, you uprising of the Glorious Reclamation in Cheliax,
struck out on your own. You know you can there is much concern among the aristocracy,
achieve the loftiest heights of power with and House Thrune needs the support of loyal
the support of Hell behind you, just as you nobles now more then ever.
are aware you can fall to the lowest depths This trait assumes you belong to a minor noble
if you’re incautious and lose that support. human family with a small manor or estate in
You are determined to use your skills and some backwater of the empire. If you’re not
abilities to bind Hell and its minions to your human, either you were adopted into a noble
will, and to make a name for yourself as one human family, or your family was recently
of Cheliax’s premier devilbinders. granted a nonhereditary noble title. You gain a
When you cast a summon monster spell to +1 trait bonus on Knowledge (nobility) checks,
summon a devil or fiendish creature, the and Knowledge (nobility) is a class skill for you.
duration of that spell increases by 1 round. In addition, you gain a +1 trait bonus on
In addition, you gain a +1 trait bonus on Charisma based checks against other members
opposed Charisma checks against devils conjured of the Chelish aristocracy. The Noble Scion feat
with planar binding spells, and payments to devils (Pathfinder Campaign Setting: The Inner Sea
you conjure with planar ally spells are reduced by World Guide 288) does not have a Charisma
10%. prerequisite for you. Lastly, you start play with a
Asmodean Acolyte: You grew up in the church of noble’s outfit, a signet ring, and a single
Asmodeus, and have served as a faithful follower additional nonmagical item worth no more than
your entire life. You’ve studied the unholy texts, 200 gp.
committed the rigid hierarchies of Hell to memory, Erratic Malefactor: Some people follow codes
and striven to eliminate emotion and mercy from and traditions; others look out for only
your mind in emulation of the Prince of Darkness. themselves. You don’t care—you do what you
You may have continued your career in the church, want, when you want, sometimes for a good
officially joining the priesthood and aspiring to reason, and sometimes for no reason at all. You
advance to positions of higher authority and greater revel in your status as an outlier, and take pride
power, or you may have left the church, deciding in the fact that you follow no one else’s orders—
the life of a priest was not for you. In either case, at least most of the time. In a lawful land like
the education you received in the church has Cheliax, one has to be more careful and at least
remained with you. You gain a +1 trait bonus on pay lip service to the rules and restrictions of
Diplomacy, Knowledge (planes), and Knowledge society. As a result, you try to manage the chaos
(religion) checks, and one of these skills (your that rages within your soul, but you’re always
choice) is a class skill for you. You also know the on the lookout for the opportunity to truly
Infernal tongue (this does not count toward your unleash destruction. These days, there’s plenty
number of languages). of work for someone who will do what needs to
Chelish Noble: You had the fortune to be born into be done, no questions asked, and the rewards
one of Cheliax’s noble families, and even more from House Thrune for those who work with it
importantly, your family is one of those loyal to are a strong incentive as well. If working with
House Thrune. Perhaps your family has been allied others gives you the freedom to carry out some
with Thrune since the Chelish Civil War, or maybe of your darkest instincts without fear of
Thrune granted your family its title in exchange for repercussion, then why not—at least for now.
its support during that conflict. In any case, your You can worry about the future when it comes.
experience growing up among the nation’s well-to- Your unpredictability and volatile temperament
do has given you an upper hand when it comes to gives you an advantage over your foes. You gain
knowledge of high society, and you start the game a +2 trait bonus on initiative checks. In addition,
with a modest inheritance. With the nascent you are willing to work with others, and have
since, you’ve vowed to some day get
revenge against the church of Iomedae
—and with the current situation brewing
in Cheliax, you might finally have the
opportunity.
Choose one: against followers of
Iomedae, including many (but not all)
archons and angels, you gain a +1 trait bonus
on attack rolls and weapon damage rolls, or
you gain a +1 trait bonus on the save DCs
of your spells.
Good Slip: Halflings are a common sight
in Cheliax and make up the majority of
that nation’s slave population. Known derisively
as “slips,” halflings are almost universally
treated with scorn and contempt, while
paradoxically valued as the most precious
slaves. You are a Chelish halfling, but unlike
most of your race, you have embraced your role
in Chelish society, and used it to your own
advantage. People constantly overlook you or
discount you as an inconsequential slip, but you
know the truth—halflings are just as vital to the
empire’s health as its nobles, priests, and
warriors. You may have been born a free
halfling who has never known the chains of
slavery, or a slave who was later freed after a
period of loyal servitude. Or perhaps you are
learned to use your allies’ strengths to reinforce
still a slave, happy (or at least content) in your
your own skills and abilities. Once per day, as long
enslavement, and hoping for some eventual
as an ally is within 10 feet of you, you can reroll a
recognition of your contribution, however small,
single attack roll or skill check before success or
to Cheliax’s great and orderly society.
failure is known. You must take the results of the
second roll, even if it is worse. You must be chaotic You are skilled at prevaricating and dissembling,
evil to take this trait. both to deflect blame away from yourself and to
mislead others as to your true abilities and role.
Ex-Iomedaean: You, or perhaps your family, were
You gain a +1 trait bonus on Bluff checks, and
once worshipers of Iomedae, but something
Bluff is a class skill for you. In addition, your
happened that made you lose your faith. Perhaps
tacit support of Cheliax’s social structure, and
your family was accused of being dishonorable or
the clear knowledge of your own place in
cowardly, or maybe one of your family members
society, strengthens your resolve. Once per day,
was the victim of church “justice.” Or perhaps you
when you are adjacent to a human ally of
simply met someone who opened your eyes and
Chelish descent, you can reroll a Will saving
showed you the truth—that the Inheritor’s so-called
throw before success or failure is known. You
honor, valor, and justice are just tin plating on a
must take the results of the second roll, even if it
strict dogma that seeks to control people by
is worse. You must be a halfling to take this
restricting their free will. In any event, you left the
trait.
church, and as a result, your family was subjected
to scorn and holier-than-thou disapproval. Ever
Hellknight Aspirant: You have methods used.
always admired the authority, discipline, You gain a +1 trait bonus on Intimidate checks,
and righteousness of the ebon-armored and Intimidate is a class skill for you. In
Hellknights. Whether it’s their unwavering addition, you gain a +1 trait bonus on weapon
self control, uncompromising dedication to law and damage rolls when you are flanking a foe with
order, relentless pursuit of justice, or an ally.
merciless administration of punishment, you
have tried to model your own actions on the Scion of the Nine Circles: While the worship of
Hellknight philosophy called the Measure Asmodeus is widespread throughout Cheliax,
and the Chain. Your most fervent wish is to you follow a different path: that of the
eventually join one of the Hellknight orders philosophy of diabolism. Asmodeus and the
and take your place among the grim ranks other archdevils are worthy of respect and
dedicated to upholding and enforcing the emulation, certainly, but rather than worship one
laws of Hell and of Cheliax. Lord of Hell above all others, your faith is
instead based on the veneration of the order and
You gain a +1 trait bonus on Knowledge (planes) laws of Hell itself as a model for a perfect
checks, and Knowledge (planes) is a class skill for society. Free will must be suppressed to prevent
you. In addition, choose one of the following rebellion, slavery is required to keep the
Hellknight orders. You have trained yourself in the unworthy in their place, and evil and cruelty are
use of that order’s favored weapon (if more than necessary for good and kindness to exist.
one weapon is listed, pick one), and gain a +1 trait
bonus to your Combat Maneuver Defense You gain a +1 trait bonus on Knowledge
whenever an opponent tries to sunder or disarm (planes) checks, and Knowledge (planes) is a
you of that weapon. class skill for you. You also know the Infernal
tongue (this does not count toward your number
Order of the Chain: Flail. of languages). In addition, your studies of Hell’s
Order of the Gate: Dagger. underlying structure give strength to your
Order of the Godclaw: Morningstar. determination. You gain a +2 trait bonus on Will
saves against the mind-affecting effects of
Order of the Nail: Lance or halberd. outsiders with the good subtype.
Order of the Pike: Longspear. Thrune Informant: The Thrice-Damned House
Order of the Pyre: Glaive. of Thrune rules Cheliax with autocratic power,
and its representatives can be found throughout
Order of the Rack: Longsword or whip. the empire, drawn from all walks of life. Most of
Order of the Scourge: Heavy mace or whip. these agents do not work directly as government
employees, but they still serve House Thrune in
Local Tough: You were born and raised in the city
whatever ways they can. You are a true patriot of
of Westcrown, or at least have lived there long
Cheliax, and have long worked for House
enough that you’re considered a native. You’ve
Thrune as a paid informant. You report what you
never been one for the quiet life, and have been
see to the authorities, and occasionally carry out
considered a miscreant and reprobate since you
specific tasks suited to your skill set and abilities
were a child. As an adult, you’ve made something
when asked. People like you help prevent
of a name for yourself as a thug, enforcer, and petty
potential traitors and other “undesirables” from
thief in city, hiring yourself out to anybody who
undermining Thrune’s authority and keep
needs muscle in exchange for a few coins. With the
Chelish society running smoothly. You hope that
recent unrest within the city and the rumors of the
with continued faithful service, you will
resturn of the Council of Thieves, you have been
eventually be rewarded with greater authority
seeking slightly more legitimate work. The
and autonomy as a sworn agent of House
Hellknights are looking for strongmen to help
Thrune.
enforce order and they aren't too picky about the
You gain a +1 trait bonus on Diplomacy checks to Barrowood: Far to the north beyond
gather information, Disguise checks, and Lake Sorrow lies the Barrowood, a place
Knowledge (local) checks, and one of these skills with more stories than truths. What folk
(your choice) is a class skill for you. do know is the trees that grow therein are
Westcrown Environs worth much to traders and craftsmen downriver
or in lands east. Barroak, in the hands of
Westcrown lies as the last vestige of the old order, Wiscrani shipwrights, becomes sleek dark
where the reluctant nobility sulked away after the craft of uncommon maneuverability and strength
Thrice- Damned House of Thrune subjugated the without added weight. Wizards talk of the
rest of the country under its new, diabolical rule. even rarer shade maple, a strong wood
Like the fading warmth of twilight, Westcrown very easily enchanted as wands or staves.
remains but a specter of its former glory, its ancient While nearly 300 miles out of Westcrown,
and eclectic architecture dominated by a crumbling the Barrowood figures prominently
northern quarter filled with an unseen menaces and among Wiscrani trades- and craftsmen.
its nights haunted by a twilit plague of deadly Deep within the woods, rumors of small
shadows. This is the setting for the The Shadow of settlements of elves persist, but they tend to
Westcrown Adventure Path. While a complete GM- keep to themselves and avoid travelers.
focused article about Westcrown can be found in
Pathfinder Campaign volume #25, the following Citadel Rivad: Nestled among the hills less than
information is designed as an overview of region a day’s ride west of the City of Twilight is one
around that shining metropolis, land rife with tiny of Cheliax’s most forbidding sites—the hilltop
communities and homesteads from where all stronghold that spawned the Order of the Rack,
manner of heroes might arise, having been raised the first of the original Hellknights. Citadel
just outside the sight of the land’s infernal Rivad, once the estate of a longexiled Andoren
aristocracy. PCs interested in making characters noble, is now a sinister walled enclosure, its two
native to Westcrown should consult Pathfinder gates and surrounding battlements bristling with
Companion: Cheliax, Empire of Devils for a iron spikes. The dark, three-towered fortress
player-focused summary of the city. provides soldiers with a commanding view of
their surroundings. Seven buildings within the
The Westcrown Region: Many sites important to enclosure quarter 150 of the order’s soldiers,
the daily life of Westcrown that are not situated attendant slaves, and sundry servants and
within the city walls or directly on its waters. Many administrators. As the greatest holding of the
Wiscrani power players draw their influence or use first Hellknight Order, Citadel Rivad is a sought-
the effects of these places or structures to increase after prestigious post for many Hellknights.
their influence or hold over others. In addition, the
geography and environs of the South Adivian The Dhaenfens: This title refers to the collective
region affect all those who live therein and those scores of small streams, shallow pools, meres,
who rule over them. Among the many places of and bogs within a ridge of hills where the Upper
interest or influence are the following. Adivian ends more than 25 miles west-
northwest of the City of Twilights. Within these
Adivian Bridge: The Hellknight Order of the Rack waterlogged lowlands live many types of
garrisons the Adivian Bridge a mile west-northwest undead, hags, will-o-wisps, and shrieks of
of the city. The Chelish-made bridge arches more harpies.
than 30 feet above the Dhaenflow’s surface, its dual
gatehouses on both ends of the bridge each manned Dhaenhold: This long-abandoned castle rots and
by a score of Hellknights, at least four Signifiers, crumbles amid the overgrowth and wildlife of
and a Paralictor in command. The double-portcullis the Dhaenfens. Rumors mention treasures long
in each gatehouse allows defenders to let travelers held by the Mad Larquessa Olara Dhaen and her
in and trap them between the gates, leaving them at father, the insane Larquess Roakar Dhaen. They
the mercy of the murderholes overhead. and their kin held enough power to flee Wiscrani
enemies here deep in the swamps
and build a three-storied castle from stones
pulled from the murk. Stories say too that
those fell magics eventually turned every
servant, soldier, and son into rotting undead
monsters, while the daughters became
shrieking haunts throughout the swamp.
Scores of adventurers have entered the
Dhaenfens hoping to leave with Olara’s
treasures or diabolical knowledge. Few in
Westcrown have ever heard of anyone
returning from such quests.
The Rikkan Ports: Due to more problems
traveling up and downstream, two small
port citys have grown up on the shores of the lake
—Westpool and East Rikkan. Both hold many
taverns, inns, and places for folk to relax. Both also
provide any number of merchants looking to buy arrogant pilots or simply navigators distracted
goods and take them upriver themselves or a vast by the sight of Aroden’s great statue in the
potential of hireling or slave porters to move one’s northern harbor. The hundreds of shipwrecks
own goods. Due to the Great Stavian Arch, suggest why the city remained “unknown” for so
Westpool developed a larger community and now long to powers in the east. Seagoing vessels
actually spreads up alongside the falls. East must tack along the Gemcrown Cliffs at the
Rikkan, on the other hand, rests below the falls and eastern or western edges of the bay and turn
has more fishermen and more accessible docks for along the northern cliffs within 2 miles to safely
travelers. Since 4674 ar, Imperial forces frequently enter the brackish waters where the sea and the
occupy Westpool seeking rebels and traitors to river mix. Between the sheltering Gemcrown
House Thrune’s rule, as many believe those who Bay and the Rifardona, the City of Twilight
destroyed the Great Stavian Arch remain in the suffers very little grief from the tides or sea
area, fomenting dissent against the glory of the storms.
Infernal Majestrix. Westpool’s mayor, Tibalt The River Adivian: The massive South Adivian
Khrocini, gained much power and favor (and the challenges even the mighty Sellen River of the
title of Vismargrave of Adivian Falling) by press- east for strength of current, depth of both
ganging and forcibly enslaving ships and crews of mystery and water in places, and its importance
enemies of certain families at court. This move also to the region’s trade and travel. Much of the
allowed him to maintain the flow of goods (if not river is wide and slow moving, but it becomes
ships) up and onto Westpolitan adels for transport more powerful as its waters approach
to Lake Sorrow and Egorian. Gemcrown Bay. Much to the chagrin of early
The Rifardona: Despite its name, the “Reef of explorers and some traders still today, the
Aroden” is actually a massive sandbar reinforced Adivian proves impassable by larger vessels 80
and built up by mud and debris flowing down the miles upriver from Westcrown for various
Adivian. The slightly arced barrier is more than 12 reasons. For 2 weeks in late Gozran, snowmelt
miles long, rises to within 5 feet of the surface in out of the Menador Mountains floods Lake
some places, and shelters the river’s mouth against Sorrow and its rivers, increasing its depth (and
the worst sea tides and Westcrown from direct its relative flow) by up to 2 feet (and widening
assault by naval traffic. Scores of sunken ships lie the river by as much as a half-mile in places). In
beneath the waves against the southern slopes of addition, the riverbed varies in many places and
the Rifardona, victims of overbold explorers and hides rocky shoals that have sunk many vessels.
Searching for lost goods or treasures in the river or staggered trio of 5-foot plummets (the
the bay remains a career for a foolhardy many in greatest danger being the very shallow
western Cheliax. pools between the second and third falls).
The Stavian Arches: Then Emperor Stavian I of Next are Chalraka’s Tears, where a
Taldor, in his impatient fury at failing to sail up the massive boulder juts out of the riverbed break
River Adivian on his first official visit, ordered his to split the river into two distinct falls 33
engineers and wizards to find ways to “allow your miles north of Westcrown. Unknown
emperor to conquer this river as he has all obstacles hands carved the boulder’s downriver side as
in his path.” They built arches near the river, first of a mourning Azlanti woman’s face. The
wood and later of stone, and dug at the river’s edge narrower western flow drops 7 feet into a
to craft smooth, paved side channels with gentler deep pool very close to 15-foot-high
slopes than the falls. By 3850AR, smaller boats canyon walls. The eastern falls plummet
could be pulled up beside the falls by pulleys and only 4 feet onto a shallow, rocky slope that
ropes (and the obligatory teams of slaves, many of equally guides boats against the eastern
whom live in small villages next to the arches); by canyon walls or onto rocks just beneath the
4100AR, the great stone arches meant even surface along the eastern river. Seventeen miles
medium-sized vessels could traverse the Adivian to north lie the third and most famous falls.
Lake Rikkan. Completed in 4085AR, the Third Rikkan’s Falls, 15-foot-high horseshoe falls with
Stavian Arch—the massive span on the western a 4-mile-wide lake at the base of them, gained
shore of the Rikkan Falls— allowed even the their name from the Andoren author of Travels
largest ships to be hauled upriver for access to Lake on the Far Frontier, who first drew these falls in
Sorrow (provided enough slaves were on hand to 1896AR and published his journals in Almas
successfully pull the craft and its goods up its almost 40 years later.
channel ramp). The worst treason since the end of Turanian Hills: The coastal lands for miles
the Chelish Civil War was the destruction of the around Westcrown undulate with the rolling
Third Stavian Arch in 4660 ar, as this again Turanian Hills. Olives, grapes, and various other
prevented larger boats and forces easy access to the berries and food trees blanket the hills, making
capital of Cheliax. Even attempts to rebuild the this a rich land for many trade goods. In
arch failed due to assassinations of Imperial addition, the Adivian River and the many creeks
overseers and either the wholesale slaughter or and streams that feed it cut into those hills,
freeing of the slave workers (both of which cause exposing clay deposits. While nut-brown in
problems for House Thrune). color around Lake Sorrow, clay deposits along
The Three Falls: Between Lake Sorrow and the Adivian exhibit a peculiar reddish hue.
Gemcrown Bay, the South Adivian descends 900 When fired, the clay becomes a unique scarlet
feet in elevation, and there are many rapids and pottery found nowhere else. The clay found
three sets of waterfalls along the river. The between the Three Tumble Pools and the Rikkan
shallows and rocks beneath all of these falls keep Falls produces especially vibrant reds, often
the river from being passable by any craft without a referred to as “blood-clay,” since the spring
shallow draft like a barge or a very small boat floods make some canyon walls appear to bleed.
capable of riding the rapids. Because of this, the Valignus: “The Burning Dell” rests a bowshot
bulk of river traffic consists of cargo barges or southeast of Citadel Rivad and north of the Rack
wide “adels” (a Chelish barge used as a personal Road as it winds up toward the Lictor’s Gate.
transport instead of landed coaches). Since Many boots over the centuries have worn the
3875AR, systems of pulleys and ropes haul even slopes of the dell into an uneven natural
fully loaded barges up all but the Rikkorn Falls, stadium. At the bottom of Valignus, massive
which requires portaging of goods and barges along charred stumps as wide as a man is tall provide
the shores. From Westcrown heading north, the first mute evidence of Lictor Almansor’s monthly
met 26 miles upriver are the Three Tumble Pools, a “clarity pyres” (book burnings). The cluster of
stumps or the ground around them The River Edicts: Those who ply the waters in
smolders for at least5 days after each dusk- and around Westcrown understand and know
to-dawn burning of confiscated the Laws of Travel, also called the River Edicts.
“troublesome materials.” No one—not even Imperial troops—can halt the
Westcrown’s Foundations: Some wonder water travel of anyone from the Rikkorn Falls
about Westcrown’s islands and her western south to the open sea. (To do so without
shores, but most pay the city little mind. Imperial seals and orders can bring charges
After all, the Order of the Rack’s proximity from unlawful impediment to piracy.) No
makes it prudent not to dwell on “the Wiscrani canals can be blocked or closed save
confusions of the past over the clarity of by those given said authority by the Duxotar, the
today.” Hidden in various pockets around Regidottari’s Durotar, or the city’s imperial
Westcrown are fragments of history for naval commander. Unauthorized encroachment
those with the eyes to see them. The most of Imperial waters—always a 50-foot perimeter
obvious are the sewers and channels around any moving Imperial craft or 100 feet of
beneath the city’s streets and the extant canals of moored craft—is punishable by immediate
the Parego Regicona. More examples and pieces of attack and potential death. Attacks from shore to
Andoren, Taldan, and even Jistkan architecture can craft are allowed only in the defense of city
be found the deeper one delves beneath the city. property. Understanding the River Edicts is
Those who’ve dared the undercity know there are simple, and finding ways around them has also
sluice gates and diversionary pipes for waters in the been a long pastime. Common sidesteps of the
sewers built not by Chelish hands but by previous law include the following. There are no
settlers centuries ago. The sewers developed over mandatory berths for anyone traveling the river
time, having once been natural the flood channels or into port save those on official Imperial
or canals of earlier settlements when there were far business. (Anyone can refuse a boat’s docking if
more (but smaller) islands on the surface. The they control the dock, temporarily or otherwise.
western shores also expanded beyond the original Those who don’t charge outrageous fees for
banks, many fallen or sunken buildings and roads docking might add on charges to guard a
filling in the muddy shallows among the islands. berthed craft.)
The consolidation and completion of the peninsular
Spara occurred only within the last millennium as
part of the Chelish projects to honor Aroden upon
his return to the mortal world. Those who dive into
the waters or holes beneath the city risk much, for
many Chelish nobles still adhere to the Oath of
Adivus IV—“Where my family’s
blood falls, our claim to the lands
burn hot from lightning’s source
to the deepest cavern beneath us!”
Thus, their landholding includes
the air above and any earth (or
subterranean findings) beneath
them. Meandering around the
stale-aired pockets of “the lost
city” is considered trespassing at
best, stealing or sabotage at worst,
and any caught by officials here
often die without question.