Emerald Spire Player's Guide
Emerald Spire Player's Guide
Emerald Spire Player's Guide
Player's Guide
Emerald Spire
Player's Guide
Written by: Jester David Gibson Emerald Spire Superdungeon by: Keith Baker, Richard Baker,
(of the 5 Minute Workday webcomic & Wolfgang Baur, Jason Bulmahn, Ed Greenwood, Tim Hitchcock, James
blog). Jacobs, Nicolas Logue, Frank Mentzer, Erik Mona, Chris Pramas, Sean
K Reynolds, F. Wesley Schneider, Michael A. Stackpole, Lisa Stevens,
and James L. Sutter
Edited by awesome people like: Tyler Thornkeep By: Richard Baker, Jason Bulmahn, Ryan S. Dancey, Ed
Beck, The Sword Emperor, Ashram, Greenwood, Lee Hammock, James Jacobs, Mark Kalmes, Erik Mona,
rthormin, and a whole zoo of anonymous Lisa Stevens, and Michael Wallin
animals.
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This product makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Players Guide, Pathfinder
RPG GameMastery Guide, and the Character Traits Web Enhancement. These rules can be found online as part of the
Pathfinder Roleplaying Game Reference Document at paizo.com/pathfinderRPG/prd.
This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying
Game or the 3.5 edition of the worlds oldest fantasy roleplaying game.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game
License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names
(characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that
have previously been designated as Open Game Content or are in the public domain are not included in this
declaration.)
The River Kingdoms are a
collection of small kingdoms and
city-states. The region lacks a
central government and each realm
is independently ruled.
The only laws recognized
across the region are the Six River
Freedoms:
Say What You Will, I Live
Free
Oathbreakers Die
Walk Any Road, Float Any
River
Courts Are for Kings
Slavery Is an Abomination
You Have What You Hold
In the northwest corner of the River Kingdoms lies the Echo Wood. The forest serves as
the border between the River Kingdoms and Numeria and is separated from Ustalav by the
West Sellen River, the Echo Wood is populated by independent settlements and homesteads
living alongside barbarian tribes and goblins.
The Echo Wood is old, and filled with many ancient ruins. Most of these ruins belong to
the fallen goblin empire of Zog, but some are far, far older. One such ruin is known as the
Emerald Spire.
The following are character background questions. Use these to help you flesh out your
character and let your GM know.
1. Are you (already) a Pathfinder? Why are you a Pathfinder? What Pathfinder Society
faction are you from?
2. Do you already know other Player Characters? Do you rely on for teamwork, survival
and butt-kicking? Do you have a bro? A mentor? A father figure? A rival?
3. Why are you interested in investigating a dangerous dungeon?
4. Which nation did you grow up in? How did this nation influence you?
5. Did you grow up in Fort Inevitable? If not, how did you end up there?
6. What do you look like? What are you wearing? How does this vary when youre stalking
through forests, sewers, deserts or in glittering cities?
7. What do you love? What do you hate?
8. How does your race influence your views? Are you a stereotype of a certain race? How
are you different from most humans/elves/gnomes/orcs/tengu?
9. What are you afraid of? Do you have any phobias or worries?
10. What is your most treasured possession?
The Hellknights forcefully patrol Fort Inevitable and the surrounding lands, enforcing Drovusts
strict laws. They swiftly intervene to break up brawls and prevent crimes. If they fail to catch a
perpetrator on the scene, the Hellknights thoroughly investigate the situation. They maintain a
long wanted list of known or suspected criminals, and regularly circulate sketches or
descriptions of suspects. Bandits and other criminals from nearby towns have a saying: The
Hellknights never forget.
While obvious monsters are fair game to all, the Hellknights do not recognize the right of any
self-declared adventurer to kill villains and seize their belongings. Thats common banditry,
and those who ride back to Fort Inevitable after committing such vigilantism can expect to be
arrested unless theyve first secured a letter of warrant.
A letter of warrant is a license from the lord commander authorizing the bearer and her
company to act in the interest of good order and keep the lady commanders laws. That is
generally construed as doing most of the things adventuring parties typically do attacking
outlaws, hunting monsters, surveying dangerous ruins, and investigating mysteries. The lady
commanders agents also require reports of just what actions were taken with a letter of
warrant.
Further Reading