• Symbol

  • Perception

  • Fort

  • Ref

  • Will

  • CMD

  • Religion

  • History

  • Local

  • Arcana

  • Engineering

  • Dungeering

  • Geography

  • Planes

  • Nobility

  • Nature

  • Lord Elron Tonerdis

  • Mar’Vus

  • Eater of Men, Breather of Flame (EMBF)

  • Alphonse/(Arch) Number Nine

  • Yoshik

  • The Duchess Karolfena (Karol Sr.)

  • Charles Twinkle

  • Betery

  • B.P. (Big Piston)

  • The Magpie

  • Griboop

  • Daisy (the Dumbass Dragon)

  • Gnome (Trap Flyline)

  • The Prancing One (Prance)

  • Walmot

  • Pointe

  • Jonsey

  • Dreschiel

  • These Gods are the ones the Library Thieves encountered in some form or another. They are generally worshiped in the year 98AN. Fern and Creak have been major religions for most of remembered history. However, the pantheon of the castle is and will always be in flux. These gods do not represent their alignments whole.

  • Creak

  • Creak (of the Core)

  • Glimmer

  • Urp

  • Fern

  • Pfffght

  • Shackle

  • The Smiling Red

  • The Majestic People’s Democracy of the Elven Kin

  • The Kingdom of Devalis

  • The Market District

  • The Grand Arboretum

  • The Palace Town/The Mansion District

  • The Docklands

  • The Warehouse District

  • The Emerald Republic of Aranor

  • The Courtyard

  • The Rolling Wastes

  • The Krigog Alliance

  • The Grand Empire of the Kfah

  • The Rafters

  • The Sewers

  • Halflings

  • Dwarves

  • Elves

  • Kobolds

  • Butcher’s Fright

  • Gauging troops

  • Feb 7

  • Nine: 9

  • Twinkle: Star

  • Candid: Sun

  • Dwarf: Diamond

  • Tim: Masks

  • Bernie: Clubs (Suite)

  • Nine: 1

  • Twinkle: 8

  • Candid: 6

  • Dwarf: 7 (trapfinding also)

  • Tim: 6

  • Bernie: 4

  • Nine: 7

  • Twinkle: 6

  • Candid: 5

  • Dwarf: 3

  • Tim: 2

  • Bernie: 2

  • Nine: 3

  • Twinkle: 5

  • Candid: 1

  • Dwarf: 7

  • Tim: 4

  • Bernie: 5

  • Nine: 0

  • Twinkle: 3

  • Candid: 6 (+ 2 for enchantment)

  • Dwarf: 3

  • Tim: 3

  • Bernie: 5

  • Nine: 18

  • Twinkle: 18

  • Candid: 13

  • Dwarf: 12

  • Tim: 15 + 4 balance

  • Bernie: 15

  • Candid: 4

  • Tim: 7

  • Bernie: 8

  • Candid: 4

  • Bernie: 8

  • Tim: 9

  • Bernie: 8

  • Bernie: 9

  • Bernie: 8

  • Bernie: 8

  • Bernie: 10

  • Bernie: 8

  • Bernie: 8

  • Bernie: 8

  • Very embarrassed by his first name

  • Probably a tactician fighter/inquisitor mix

  • As a very strong-willed individual, he remembers his original god. Other elves attribute it to the failings of old age.

  • Relatively old for an elf despite his relative health. Like many elder elves, despite surprising wisdom and skill, he is loosing his effective sanity. He may not be muttering about things, but normal things don’t matter to him in the appropriate way.

  • Amuses himself in a nominal leadership position among the elven council. He will not be defied, but by mutual understanding he is not in charge of decisions of importance any more. (Hence his womanizing among other things. He is not fully in control of himself, to his horror. This is not foolishness, the birth of Candid was actually somewhat of divine inspiration, in the sexual sense at least.)

  • Brown hair, bulky features for an elf. A harsh form dressed in leaf armor in a shallow remembrance of his early years, circlet of intellect/super item. (Leaf armor in a damn castle is sorta stupid.) Chunk missing of his ear in stark contrast to his noble countenance.

  • Mar’Vus is a ridiculous figure, one eyed, stomach hanging bellow his shirt, simultaneously smelling of old books and cheap ale, each distinctly.

  • The barbarian librarian would be a tough fight for the party but doable.

  • Mar’Vus cannot have a past. Trying to give a history to people like this feels sorta meaningless.

  • Not a very bright man, he has simple pleasures. He likes the smell of a good book, a few kegs of beer to help him get all nice and loose.

  • Getting captured by the library ninjas that are stalking him just won’t happen, if there are two ways to avoid capture. A normal and a funny one, always have him do the funny one.

  • I have no idea how, but he has a few contingent abilities when he goes into heavy negatives.

  • Just thinking about it..he might not be a real dwarf in the strictest sense. He might be a very magiced demon, construct…a intelligent magic book.

  • Red Half-Dragon Centaur

  • Progeny of the red dragon for whom Gnome works

  • Actively preys upon normal centaurs

  • Currently emotionally dominated by Mar’Vus. I imagine a comical series of him trying to attack/escape from Mar’Vus at various points.

  • “COME BACK HERE, EDDIE!!! YOU BELONG TO ME LIKE A GOOD HORSE.” - Mar’Vus

  • Like all centaurs, he was given his name at the age of ten based on his actions. Which were mostly preying on other centaurs.

  • Mar’Vus calls him Red Eddie. He probably gave Mar’Vus a long speech about his power and natural rights as a dragon. Mar’Vus probably then beat the shit out of him.

  • Grandson of Matel

  • Brainwashed to be an Arch, an efficient agent who uses the discord of (Pillar) Number Nine to his advantage.

  • Brother to Nine the PC

  • He is a narcissist. He should always be defined by his selfishness while not in Archmode.

  • Very skilled pickpocket, possible rival for Dwarf?

  • The horse of Number Nine…and his second, older brother. Yoshik was killed along with their parents. He was subsequently reincarnated by Matel…unfortunately into the body of a horse.

  • His reincarnation means very little in actual game terms. His stats are horsey. If he is enhanced in intelligence in some way, he will be more of a character. He does have an innately elven understanding of the world that horses generally lack. (Hence his use of ladders, doors, god knows what else.)

  • A night hag who has made herself something of a local noble in the Emerald Confederacy.

  • It cannot be said she cared for her daughter, but the insult of having one of her children die is infuriating to her and weighs on her mind.

  • Her living is made simple by her apparent wealth and fame. Suitors come. They stay in her hospitality, she binds their soul. She sells it. It’s like she’s printing money.

  • Obviously, her sensuality cannot be denied.

  • She doesn’t have that much magical ability, so she has to have a few more competent minions at her disposal.

  • He should be a halfling. A badass halfling. A halfling that inspires fear in lesser men. He should still be a halfling.

  • Obviously, he wields an oversized +1 impact warhammer

  • Probably totem rager 6/vivsectionist inner alchemist 4

  • Actually a Kuwa Oni

  • Probably an alchemist for class levels

  • She’s been running a modest-sized criminal underground. Prostitution, drugs, protection, etc. While this isn’t a manhattanberg style thing to be illegal—the mephits won’t care unless its an excuse to bully people—there are good aligned orders and they are ever so annoying.

  • Home-ec teacher to both Twinkle and Dwarf

  • Her products are sold under the alias Crocker. She owns a surprisingly nice double-story house in the village. [The ground floor is a bakery that she uses as a front, the second story is her home. ] What are you talking about? There is no basement, and it’s certainly not soundproofed or connecting to a thousand different sewerways.

  • On the street, she’s a very nice lady. Every once in a while she goes out in the form of her own (fictional) consigliere to watch unfortunates in her territory grovel or enjoy the night life.

  • She is Twinkle’s mother. Not a bad mother on paper. Maybe she shouldn’t have let her hoes and enforcers babysit. Or introduced her to nice Uncle “Goodpowder” Smaegol.

  • Put simply, B.P. is an emancipated sexbot. He was created by a Efriti wizard for both personal and professional advantages. Then his master got a bit…bottled up. He’s been living a relatively nice life getting work where he can. And making his living on his back when he can’t.

  • Mechanically, B.P. has three construct hit die and similar abilities to a doppelganger with some changes. He cannot assume female form. He can charm person and empathy at will. His physical stats are above average, his charisma is relatively high. His normal form is an exquisitely realistic bronze construct somewhat akin to a small lithe iron golem.

  • B.P. might have to deal with people hunting him to procure his parts or his life in service. His master’s containment might be found and he might seek to acquire it to guarantee his continued freedom.

  • The Magpie is a Dwarf woman of surprising frailty. She will obsess over items of seemingly insignificant value or indistinguishable difference. She hangs these bobbles on her person and around her canopy.

  • Skilled in alchemy and potion brewing, she will reward those who go out of their way to acquire the objects of her fancy. These objects may or may not be obtainable in a morally ethical way.

  • Likely a fourth level witch.

  • Oversized cat familiar

  • Diva Bard 5/Mindchemist Psychonaut Alchemist 2

  • Horn-rimmed glasses, stylish black robes and blue linen pants, wispy white hair, sunglasses. This is a goblin of style.

  • Will give Daisy a statue of Crack made of garbage.

  • Young adult green dragon

  • Daisy was never very smart for a dragon. That probably led to her becoming cursed to be stupid forever. Daisy now has a grand score of 6 int. She now rolls around in her “treasure”. Especially pungent garbage. Cause the smell is what makes it valuable. Nobody knows how she got that idea but it is in the interests of most to prevent her from being dissuaded. She is still a dragon, fearfully strong and able to breathe acidic annihilation.

  • Daisy’s “treasure” has left her in poor physical condition. Her eyes are rheumy, the teeth she still has are rotting brown. She is of a heavy weight for a dragon. She speaks in a rasping coughing voice. Her scales are tinged a dirty green-brown mix from rolling in her horde.

  • Dwarf’s Brother

  • “A harvest moon was setting in the night sky. The bustle of the market district sounded from the east as the morning began. The tower gave a lurch unlike any it had felt and began to tilt like a tired drunk. The nimble and alert among the Flyline-Stagelight brood spread outward like disturbed flies from a piece of rotting fruit, finding awnings and clothing lines to carry them outward. A young ROH Flyline found herself shoved into a cabinet swaddled in a mound of pillows clothes. The original base of the tower showed a storage room, flagstones melted to slag, the entire first floor of the tower flowing like melted wax. All of the family was eventually accounted for, alive or dead, except for one young halfling by the name of Gnome”

  • Retrieved an item for Fuegollax from the Flyline basement. He was protected from the protection…the tower’s first floor was not. He wasn’t warned beforehand and hasn’t come to terms with the guilt.

  • Draconic Sorc 4/Rogue 3/Dragon Disciple 1
    Intimidating Prowess, Canny Observer
    Dangerously Curious
    Skill Focus (UMD), Spell Focus (Evocation), Magical Tattoo (Evocation)
    Fire Breath, Mage Armor, Touch of Gracelessness, Flaming Hands, Vanish

  • Needs some sort of dragon minion…wyrmlings are still too high level for the party though

  • Belt of Mighty Constitution +2, Bonebreaker gauntlets

  • Gnome was always interested in magic, but never had the talent. That was how Fuegollax got in. First gifts of magical trinkets, then rewards for jobs that slowly became more sinister. Gnome isn’t a sorcerer through ancestry. Fuegollax has bestowed the power on him directly.

  • Voice like drunk Perry Cox

  • Half-Elf Cleric of Creak (Original) 7
    Revelry and Freedom Domains
    Dancing Bard 3

  • Was gallivanting about while Crack was defeated, will be a major headache for the resurfacing leader if a willing ally.

  • Horrible con
    Good dex
    Great wis
    Poor str
    Good cha
    Average int

  • Pacifist

  • Marid that tends to mysteriously usurp mom and pop stores

  • Undead Lord Cleric 3/Undead Necromancy Specialist Wizard

  • Undead Lord Zombie Half-Elf

  • Goes around building an army of enslaved undead

  • Gave up on finding her assigned creak temple

  • One of Twinkle’s childhood baby sitters

  • Her mother’s main enforcer

  • +2 Intelligent Longsword

  • Int 10
    Wis 15
    Cha 13

  • Allegro
    Exquisite Accompaniment

  • Redeeming angel secreted in the sword

  • Alignment

    Lawful Neutral

  • Domains

    Undead, Trade, Thievery and Loyalty

  • Origin

    Some say that Clink was a primordial force of order. Others say he was just a man who traveled the world building his collection for future profit. Whatever the truth, facts can also be collected—if not easily.

  • Organization

    The clergy of Clink are initiated through referral. A Collector invites another person to join the ranks if they are found to be worthy of joining Clink’s collection. The exact nature of worth is maleable. Sometimes wealthy merchants are chosen. Other times young sons or daughters of rich houses. The rare youth of recognized talent is also included.

    Houses of Clink tend to arise at crossroads or trade hubs—places where there is ample trade of goods. Often, local governments will chose to use the Collectors for tax collection or customs. Their zeal in these offices is said to be unnerving. The church also happily performs funerary rights…as long as you don’t mind your loved ones lacking a grave.

  • Doctrine

    Thievery is permitted so long as you are confident that you shall be making better use of that which you take than its current owner. Of course, things that have been misplaced or were once the property of the deceased should be acquired quickly. It is the only responsible thing to do. One should build your collection. Themed oddities are considered devotionals while merely having a large amount of similar items (i.e. gold, family, etc.) is considered to be admirable. Necromancy is a celebrated practice. After all, what is a dead body but another possession left behind carelessly.

  • Prayer

    Prayers of the Uncanny Collector are budgets or itineraries of your collections. More advanced prayers tend to be meticulous plans for acquisition.

  • Alignment

    Chaotic Neutral

  • Domains

    The domains of Creak are Art, Love, Lust, Glory, Trickery, and War.

  • Origin

    A force such as Creak might seem out of place in a static place such as a castle. Life, however, brings certain conceptual necessities. Creak is the zeitgeist of change, of passion, of conquest. Any artificial categoriser would throw his papers away in disgust at this divine amalgamation. However, alliances of different peoples means the alliance different concepts.

  • Organization

    It is rare that one intentionally studies to be a cleric of Creak. Worship begins in the tribe. Creak is often the glue that holds together alliances of usually rivaling races. Thus the clergy of Creak find themselves invested in the process of acquiring their natural places as elders or leaders. Creak is unpredictable with her divine gifts, producing a jaw dropping array of oracles within and without her communities.

    Creak has no houses of worship, and since the destruction of her Grand Stage, no public shrines. Insular shrines of Creak are maintained by those who find themselves blessed by her favor. Creak needs no house, she lives in the village whole. Unlike other more staid deities, Creak has many holidays of celebration where it is said she watches close for those who dance for her aid.

  • Doctrine

    Creak celebrates achievements, with few exceptions. Personal edification is meaningless to her unless it leaves a mark on the world. Creak is pleased by conquest, creation, and contrivance. Nothing is forbidden, celebration by the community is the pinnacle of a virtuous life.

  • Prayer

    Creak is traditionally reached through performing arts, especially dance. Terpsichores of the god are respected in their communities as helpful deacons. Feats done in the name of Creak are beloved. It is common that each community under her has their own unique style of prayer. Her prayers are, again, far beyond those of other gods in variation, as myriad as her faithful will try.

  • Alignment

    Chaotic Evil

  • Domains

    The domains of Creak are Murder, Art, Fear and Nightmare.

  • Origin

    Creak was once worshiped. And then she wasn’t. And now she is again.

    Creak of the Core is the maddened divine spark of Creak. She was trapped between the plane of the castle and the surrounding prime material.

  • Organization

    Creak’s Mad Dancers are only known through the slaughter they leave in their wake. Somewhere between alive and dead, these fearful creatures place others into magical slavery to fight for them. They appear to have ceremony to promote others to Mad Dancers.

  • Doctrine

    Nothing is known beside a dance of death and fear.

  • Prayer

    Creak is exulted by a celebration of her dark whims: dance and murder.

  • Alignment

    Chaotic Good

  • Domains

    The domains of Glimmer are Revelation, Moon, Sun, Redemption, Liberation and Exploration.

  • Origin

    Glimmer has never been considered a tangible force. As long as there has been moonlight, there has been a glimmer. He peaks through whatever may oppose him. In darkness, he thrives as if on stage. Other gods find him especially irritating as he refuses to be in their vision, by his nature always just out of sight.

  • Organization

    Glimmers priests are transients by nature. The Brothers and Sisters of Light journey so as to spread the revelation of the Hole in the Wall. Those that see the light feel an impulse to join immediately. The “Shinies” are generally treated as an acceptable nuisance. Their evangelism is loud and enthusiastic, only counterbalanced by generosity, altruism and magnanimity that seems uniform in their ranks.

    There are two citadels of Glimmer. One lies in the rafters of the great hall above the Mansion Wing. The other deep in the sewers on the other side of the Vast Arboretum. In each there is only one permanent resident, the Mother of Light in the Sanctum of the Shinning Mirror and the Father of Light in the Sanctum of the Shimmering Torch. All others are only there for so long before they continue on their journeys. There are rumors of a third citadel hidden well.

  • Doctrine

    Glimmer is a benevolent god. He commands his followers to spread hope wherever they may roam. The vehicle therein may be either philosophical or material. It seems to be a silly concept to those who have not seen the Light. The average believer is said to see only a fraction of Glimmer’s true light. The masters of the Sanctums see enough to blind lesser beings. Exploration is a secondary goal of the Children of the Light. For how can one see the light if one lives where light does not reach. (Of course, it reaches to all places, but some need it to be brighter to notice.)

  • Prayer

    Glimmer is pleased by oblations of hearty song, brightly light sacrifice and impassioned declarations of his goodness. These serve not his ego but further his reach.

  • Alignment

    Lawful Good

  • Domains

    The domains of Urp are Loyalty, Repose, Nobility and Friendship.

  • Origin

    Urp is said to be the easiest god to whom to pray. She has existed as long as there has been just enough food to go around.

  • Organization

    Urp’s followers are organized around a central granary in the market district. From the center, loyal followers naturally gravitate towards being ordained clergy and disciples of the bountiful larder. The devout describe their awakening to the faith as far from an awakening. Most simply wake up one morning, decide to be ordained and then continue along their business. They have been living a faithful life out of habit in any case, nothing needs to change.

    The church pays special attention to those who have the spirit of Urp but not the means. Calling such souls missionaries lacks nuance, as they do not proselytize. They lead by example. With the wealth of their organization supporting them, they travel to places in need and act with a natural justice and benevolence. Urp is not a god that grants hand-outs, but it is not so hard to deserve her bounty. Within months, Servers of Urp are almost always pillars of their community.

  • Doctrine

    Urp is served through rewarding industry, loyalty and goodwill. Piety is not ostentation but the subtle thanks of those who were in need. Those who would take what is not given are detestable in the eyes of Urp. Equally devoid of merit are those who would take what is given but not deserved. Food and drink, as perhaps the most base reward, are essential components of Urpian religion. Lesser places are taken by clothing, shelter, and small luxuries.

  • Prayer

    Urp is praised through the act of belching after a meal. More elaborate prayers gain weight every so often until such a point as believers inevitably realize how little meaning such gestures carry to her.

  • Alignment

    Neutral Good

  • Domains

    The domains of Fern are Trade, Seasons, Rivers, Ancestors, Plant, Growth, and Animal.

  • Origin

    Fern is possibly the oldest god in the castle. The rituals attached to Fern once and still are practiced outside the castle to worship local fey. Beyond this information, little is known. The cultures that worship Fern rarely possess a written history.

  • Organization

    The holy men of Fern are best called witch doctors or shamans. They preform sacrifices, rites, and spend much of their time in contemplation for the betterment of the tribe. In cultures that worship the nature god, such as the centaurs of the Arboretum, druids are common. They act as stewards of the faithful and of nature as well as a role akin to guildsmen.

    The traditions of Fern are passed down through fireside teachings in an oral tradition. Altars as civilized races see them are nonexistent. Most prayer and sacrifice are directed toward symbols drawn or carved in a natural material such as dirt or bark.

  • Doctrine

    Fern is never known to have proscribed any edict of note. When someone has harmed nature, Fern shows displeasure in return until its faithful treat the wound. Those who try to persuade Fern towards altering the natural state quickly find it futile. Fern only shifts the balance, never removes the weights. Nonetheless, Fern’s desired state of the world proves relatively hospitable to wise races.

  • Prayer

    Fern is petitioned through offerings. The more serious the intervention, the heavier the cost. This reaches to lifeblood and, yet farther, to life. The rituals to ask of Fern are surprisingly complex, containing many steps in preparation and invocation. It is said that the wiser among its shamans now secret tricks to increase the potency of their pleas.

  • Alignment

    Neutral Evil

  • Domains

    The domains of Pfffght are Evil, Darkness, Murder, Fear, Thievery, and Torture.

  • Origin

    Pfffght slowly came to being as fear in the darkness of the castle sewers crystallized into faith. The smell was pervasive, pungent, and noxious. Those who covered their mouths to pass through these odorous passageways unpursued would thank the smell. Eventually, the smell received their thanks.

  • Organization

    The unholy followers of Pfffght are cruel men of few morals and much sadism. Those who would duck through the sewers are desperate men. They drag the secrets of passage through the lowest tunnels out of others in whichever way is most expedient. These secrets are rituals. Slowly, the sounds of sewer gas from decomposing sewage form a foul voice that leads them further into darkness.

    Most illicit organizations on the surface have a hidden room, stinking of rubbish, where the faithful may supplicate. To uninitiated members, the faint smell is an annoyance they can never place. Deep in the the darkest sewer, there is a river of pure excrement. On the walkways adjacent, the foul servitors chant their god’s evil praises.

  • Doctrine

    Never fail to cause suffering when one may. Never help others without cost. Never show oneself without need. Never let fear go unspread. The dogma of Pfffght is full of these noisome commands. If one can take pleasure, one takes it as long as the cost to oneself is small. All other things exist for the foul pleasure of believers.

  • Prayer

    The truest supplication to Pffght is the corruption of something pure. If that is impossible, the destruction will suffice. Most spoken prayer is approximately begging his foulness for relief. Sacrifices are rarely destroyed but left to rot. For the speaking and breathing among the sacrifices, this means a slow death of hunger, wallowing in waste and sorrow.

  • Alignment

    Lawful Evil

  • Domains

    The domains of Shackle are Evil, Torture, Tyranny, Slavery, Blood, Lust and Trap.

  • Organization

    In the faith of Shackle, one is always a slave to a higher power. This may be unknown or known, willing or forced. Often, clerics are several Links down from the devils that serve the Slaver’s Chain, directly under powerful creatures or tyrants. Those who find themselves in the irons of the faith at a young age are tested. The strong are raised as holy warriors according to their aptitude, antipaladins prominent but fighter and rangers not unusual.

    The doors that hide the homes of those tyrants face out to the street, strong and shut, guarded by hired hands who know not who presses coin into their palms. One must only look for a neighbor who seems far too private to find a Link.

  • Doctrine

    Shackle is the god of slaves and slavers. Her doctrine is cruel. The weak serve the strong. They have no other purpose. The strong command the weak. They have the right. Those who challenge their place are proven worthy only by success—usually through might. The god cares not for your pain unless it shows her authority over you. If you think otherwise, her followers would take grim glee in reminding you of your place

  • Prayer

    The worship of Shackle features a litany of abuse combined with mind-numbingly repetitive chanting. Most who have not merely been enslaved possess the tools to flagellate themselves or their possessions. Shackle rewards his slaves in measure to their devotion.

  • Alignment

    True Neutral

  • Domains

    The domains of the Smiling Red are none of your business. (Artifice, Thought, Magic, Solitude, Wards, Deception and Isolation.)

  • Organization

    The clerics of the Smiling Red all possess their own professions, usually in service or trade. They are competent if unremarkable and distant. At the moment when the top is about to fall, they put a hidden finger to the edge and let it spin a while longer. They do so under cover of their own motivations, carefully constructed well in advance.

    Their induction into his people comes from his manifestation. The picture of a smiling man dressed in red always appears where few would see it. One would not call its hanging point hidden but merely out of the way. Those of the right temperament find themselves knowing secrets and their source, the painting. They become more than shopkeepers or bartenders silently.

  • Doctrine

    The Smiling Red maintains the balance of the castle. He will stop at nothing to maintain that balance. Good, evil, law, and chaos are all forces to be juggled and tricked so that the gains of all never last for long. He parlays his knowledge of the secrets of the castle into the means and material to wage his strange war. Of course, his impartial eyes watch and his smile never fades.

  • Prayer

    He accepts no prayer. He aids who will aid his cause in precise measure.

  • The East Side

  • Leadership

    The Elven Halls as they are now known are headed by a council of elders of varying number. Admission to the ruling body is permitted once an elf reaches 248 years of age. The ruling entity de jure is the Lord Elder, a title conferred by majority vote, currently Elron Tonerdis. In his mental illness, several of the younger lords are acting as his ministers.

  • Geography

    The Elven Halls are lined by the Great Corridor to the east. They span floor upon floor of winding halls and close set rooms. The edge beyond the Corridor has several port towns.

  • Encounters

    The Elven Halls are mostly free of bandits and other forms of normal opposition. Nests of low CRs monsters are somewhat unavoidable in the south halls. (Dire Corbies, etc.) Other common monsters would be gargoyles and incorporeal undead.

  • The Elven Halls are unsurprisingly primarily Elven. The core territory in the north halls are kept mostly without other uninvited races through quiet encouragement. The south halls are left more open, finding a mix of humans and visiting races. The nearby goblins are conspicuously absent from the territories.

    The elves are more prone to wizardry and druidism than other common races. Their natural scholarship has led to several well-renowned libraries. In general, impressive stewardship of their adopted halls and a sharp eye towards recovered goods has let the elven gentry survive on luxury trade and elite tourism alone. The lower class manages subsistence living through scavenging.

  • The West Side

  • Leadership

    The original exposition was headed by a son far in line from the throne. His son now heads the the “Kingdom”. The dukes of Devalis haphazardly hold territory across the kingdom. They tax the individual settlements somewhat harshly. The strength of rule has become increasingly dubious.

  • Geography

    The Kingdom is characterized by taller floors and bigger rooms than the Elven Halls. There are several large rooms that dot the Kingdom, all settled as villages.

  • Encounters

    Banditry is not unheard of in the Kingdom. There are some uncomfortable corners for evil things to hide in. Evil things are probably aberrations or high cr undead.

  • The kingdom is dotted with villages of various sizes and natures. The majority race is human. The borders are relatively nonexistent. The dukes have the power to repel major attacks combined, but consensus is rather unlikely without serious reason. Large groups of halls are unoccupied either through danger or lack of dominion.

  • The Theater District

  • Geography

    The Market District is open air. Stone builds of various original uses dot the ground. Between them, structures of dizzying construction web. There are streets and such, but it is equally possible for a skilled operator to move from building to building.

  • Encounters

    The Market District has too many people for hidden monsters to stay that way. Visiting outsider may chosen to interact with the party for various reasons. There are gangs in the area, and the party may bite off more than they can chew.

  • The market district is a true crossroads. Along with the Mansion District and the Courtyard, the market district comprises the attraction of the castle to outsiders. It possess the majority of the entertainment of the castle as well as a decent subset of the shops.

    The halfling clans make both a backbone of the enterprises in the region and a constant annoyance to the travelers of the region as pickpockets and con men.

  • The Park

  • The Park provides most of the food of the castle via the farms of the inhabiting centaur tribes. The centaurs are mostly rangers and druids. They send out parties of three centaurs with carts of food to trade for Neks. They usually bring along one or more human liaisons. Passage through the park requires permission from the Centaurs. They kill and eat all trespassers.

    Various other monstrous races and plant creatures inhabit the park. Travel is dangerous with centaurs, without them it is just short of suicidal.

  • Wall Street

  • Leadership

    Nek?

  • Geography

    A grandiose subcastle of more traditional means. The inner area is an inaccessible maze but to those invited by Nek.

  • The Mansion district showcases some truly impressive hotels and spas. Only the most wealthy come there for reasons of business or pleasure.

  • South Street

  • Geography

    A collection of docks, quays, and marinas almost never used for intended purposes. The ever present places to hide make for unfortunate traveling

  • The dominion of the goblin ninja guilds and far worse groups of mercenaries and bandits. Few tred the docklands without a purpose and several armed guards.

  • West Harlem

  • Geography

    A large series of interconnected storage rooms

  • The warehouse district houses the headquarters of all of the castle guilds as well as several academies for more aggressive studies. It makes the average denison stuffy yet eccentric.

  • The East Village

  • Leadership

    The Emerald “Republic” has been a military dictatorship for its entire life.

  • Geography

    As the boundary between the higher castle and the yard, the republic enjoys some truly impressive walls and several floors of proper castle. The rooms tend to be spartan and the halls straight. To the east, a functioning port serves an unfortunate bevy of pirates.

  • Mostly populated by humans, currently allied with the goblins to the north. A rough area with many “tolls”

  • The Village

  • Leadership

    The Dwarves loosely control the area. They are not much for negotiations so the clans operate entirely on a system of favors, bribes, and obligations. Thus the most prosperous clan at the time are the de facto rulers of the area.

  • Geography

    The Courtyard is almost entirely mortal constructions of wood and stone. Walls criss-cross the yard with original structures attached. The dwarves have dug into the sewers and somehow convinced the castle to recognise these underhalls as part of itself. They are growing more and more complex.

  • The dwarves work their industry in the area and are frequently seen strutting around in their finery. The Courtyard is the foremost place to commission fine work of any nature. Movers and shakers tend to buy mansions in the neighborhood as an elegant and quiet area.

  • Harlem

  • Leadership

    Crack and Co.

  • Geography

    Shanties and rolling hills

  • The Lower East Side

  • Leadership

    The goblin kingship passes from head to head for as long as they aren’t rolling.

  • Geography

    The castle rapidly begins to gain floors as one goes farther north. The rooms appear to mostly be servants quarters and rooms like kitchens and workrooms.

  • The goblins are poorly organized and bellicose. Worse still, being small easy prey, they have attracted some of the worst predators of the castle. Nonetheless, their natural instinct for treasure regularly finds truly impressive items i their possession.

  • Washington Heights

  • Pre-Castle

    The empire of Kfah had much the same structure outside the castle as it does now. The war-party from Old Kfah was headed by the Third Prince with the majority of his holdings mobilized.

  • Politics

    The Grand Empire is a feudal monarchy centered around the house of Kfah. The overwhelming tendency, as Pre-Neck, is to be isolationist.

  • Racial Makeup

    The ruling class of Kfah are Tengu. They are served by a Myconid (?) serfdom. There is a class of Ratfolk freemen that form a variety of roles in between.

  • Halflings typically form large clans in specific areas. It is a truly broken Halfling that resorts to begging but many find jobs in “street employment”: pickpocketing, begging, giving tours, and working as as couriers. Halflings otherwise find work in a variety of eccentric careers that benefit from their natural inquisitiveness and acrobatic talent.

  • Halflings possess a scruff. This combined with their innate balance and jumping ability leads scholars to posit that they are akin to catfolk and other animalkin.

  • Dwarves are communal creatures that near always bear membership in a clan. These clans form familial guilds, with most members of each clan trained in some trade. These range from merchanthood to garbage collection. In the case of interclan marriage, the young dwarflet choses between his parents clans when he comes of age.

  • Dwarven women do possess beards of a finer quality than their menfolk. While dwarven men are likely to use metal bands, plain ribbons, and bangles to decorate their beard, women will use patterned ribbons, metal ornaments, and dyes.

  • Dwarves possess immense pride in their appearance. If a dwarf looks a certain way, it is because she has chosen to look so. In the market district, it is not uncommon to see Dwarves decked in rings, decorative helms of fine metal, and mail of tiny colored steel rings.

  • Elves are perhaps the least suited to life in the castle. Confined within their insular nation, few understand how the Elven economy functions. The truth is that Elves have combined a knack for understanding the castle’s pathways with a gift for trading to make a pocket economy of recovered luxuries and tourist destinations.

  • Traditional dress for an elf is a woven tunic over a leaf skirt. This is a surefire way to recognize a nobleman, who else could afford wearing plants in a castle?

  • Elves experience a form of senility as they age. They rarely truly forget but their temperament becomes more and more like the fey. “Elfsheimers”

  • Life for the kobold in the castle is one of stress. Either it is the stress to suppress their natural urges for thievery and graft among “civilized races” or it is the pressure of the grind working for Dragon Corp or one of its lesser competitors.

  • Large Undead

  • Alignment

  • Attributes

  • HP

  • AC

  • Saves

  • BAB

  • MAB

  • CMB

  • CMD

  • Attacks

  • Special Abilities

  • Attack them with some mook dancers

  • Prance prophecies a heist to pay his way uptown.

  • Dragon corp processing building has a mcguffin coming through.

  • Dhampir sorcerer 5/sensei monk 2
    Dwarf, elf, human blood drinker
    Stunning Pin
    majordomo sorta

  • human Paladin of Tyranny 4
    head maid

      • Neutral Evil

      • Str 18

      • Dex 12

      • Con -

      • Int -

      • Wis 18

      • Cha 17

      • 76 (9d8+27)

      • 17

      • Fort

      • Ref

      • Will

      • 6

      • 10

      • 15

      • 16

      • 4 Slams +10 (1d6+6)

      • Stench (DC 17)

      • Fear (10’, DC 17)

      • DR 10/bludgeoning

      • Blindsight 30’

      • Mcguffin is a manual of quickness

      • Daytime staff: 30 kobold clerks (experts lvl 1-10), magical attache (diviner 5 with trasmutation focuses), 6 mook guards (standard race fighter 2), 3 kobold agents (1 umd expert and 2 alchemists), 1 contractor (venedaemon)

        Nighttime staff: 4 kobold clerks, magical attache, 12 mook guards, 2 kobold agents, the contractor

      • Guards all carry warning horns

      • Should give fair warning about the daemon for them to align their weapons or something

      • Built inside a small gatehouse in a broken wall

      • Entrances

      • Rooms

      • Just have one agent in residence. He’s a summoner 6. Invisible summoning ability means fuck this dude. Summon a bunch of fiendish wolves and a dretch for good measure. Oh, and glitterdust the players after the dretch. Constantly eagle’s splendored

      • 5

      • 3

      • 9

      • Back gate is boarded up. It is also alarmed by the attache. If taken down, it is connected to a non-essentials hallway. (A)

      • Front gate is guarded by three mooks and leads to the main floor. (B)

      • Sewer entrance leads to a guarded loading dock (C). Otyugh lurks in the local sewer.

      • The only open window leads into the attache’s study (D). He takes walks using a rope trick spell that he casts outside most evenings.

      • A: The non-essentials hallway connects to the restroom, breakroom, the records room, and a stairway up and down (C,E). It ends in the workfloor.

      • B: The workfloor has desks for 20 kobolds. The reception area is in front. One alchemist agent is on the floor during the day.

      • C: The loading dock will be alarmed. It has a single podium and a winch from the sewer floor to lift from boats. The local sewer is quite deep with a 10’ walkway on the far side (~15 feet). There is a gated door that leads to the stairway. Along the small hallway, there is illusory wall that covers the door to the Contractor’s room. The door has a window in it. Be afraid.

      • D: The attache’s room contains a nice sized alchemy kit, a small private library, a comfortable chair, an oversized bed, and a fireplace. During the day, he might be in the room 40% of the time working on alchemy or research, the other 60% is giving magical advice and casting divinations. It also contains a monocle for discern value and the wizard’s spell book. (400gp of powdered gemstone is saved for him by the quartermaster.) The room connects to the second floor hall (E). The attache carries on his person a pouch of 5 pearls of power.

      • E: The second floor hall connects to the Attache’s room, the quartermaster’s office, the convenience rooms, and a board room.

      • F: The Contractor’s room has several soul gems in a small pewter bowl. It does not sleep so there is no bed. The creature adorns the walls with trophies from vanquished spellcasters. An careful sweep will turn up a few ripped pages from spellbooks, an arcane text or two, and multiple scrolls.

      • G: The quartermaster’s office has a simple desk with some petty change in a locked drawer. The door is thoroughly trapped at night. The back half of the room is behind a locked grate wall. There is some collection of trade goods, utility scrolls, several deeds and contracts to be sent out.

      • H: The third floor hallway has a locked door on the stairs. This level has the head clerk’s office, and the room for extra expensive things. (I)

      • I: The treasure room has an alarmed and locked door. Behind it are two guards. Behind them is a hallway with a slashing cage trap. Behind that is a sonic trap. Inside are several very lucrative documents, the manual and some sandals of the lightest step.

      • J: The roof area has a small rookery and a locked and alarmed door. The roof guards are equiped mostly with ranged weapons and are under orders to retreat and arm traps under conflict.

      {"cards":[{"_id":"3cde423658aedaabc000004b","treeId":"3c1b697ddde52d907200000d","seq":1,"position":0.25,"parentId":null,"content":"#Passive Stats"},{"_id":"3cdfb0de58aedaabc0000074","treeId":"3c1b697ddde52d907200000d","seq":1,"position":0.5,"parentId":"3cde423658aedaabc000004b","content":"Symbol"},{"_id":"3cdfb10058aedaabc0000075","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3cdfb0de58aedaabc0000074","content":"Nine: 9"},{"_id":"3cdfb16158aedaabc0000076","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3cdfb0de58aedaabc0000074","content":"Twinkle: Star"},{"_id":"3cdfb19258aedaabc0000077","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"3cdfb0de58aedaabc0000074","content":"Candid: Sun"},{"_id":"3cdfb1f658aedaabc0000078","treeId":"3c1b697ddde52d907200000d","seq":1,"position":4,"parentId":"3cdfb0de58aedaabc0000074","content":"Dwarf: Diamond"},{"_id":"3cdfb25558aedaabc0000079","treeId":"3c1b697ddde52d907200000d","seq":1,"position":5,"parentId":"3cdfb0de58aedaabc0000074","content":"Tim: Masks"},{"_id":"3cdfb32d58aedaabc000007a","treeId":"3c1b697ddde52d907200000d","seq":1,"position":6,"parentId":"3cdfb0de58aedaabc0000074","content":"Bernie: Clubs (Suite)"},{"_id":"3cde427558aedaabc000004c","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3cde423658aedaabc000004b","content":"Perception"},{"_id":"3cde431258aedaabc000004d","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3cde427558aedaabc000004c","content":"Nine: 1"},{"_id":"3cde434858aedaabc000004e","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3cde427558aedaabc000004c","content":"Twinkle: 8"},{"_id":"3cde438758aedaabc000004f","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"3cde427558aedaabc000004c","content":"Candid: 6"},{"_id":"3cde43c858aedaabc0000050","treeId":"3c1b697ddde52d907200000d","seq":1,"position":4,"parentId":"3cde427558aedaabc000004c","content":"Dwarf: 7 (trapfinding also)"},{"_id":"3cde443d58aedaabc0000051","treeId":"3c1b697ddde52d907200000d","seq":1,"position":5,"parentId":"3cde427558aedaabc000004c","content":"Tim: 6"},{"_id":"3d3b3a479794dda048000079","treeId":"3c1b697ddde52d907200000d","seq":1,"position":6,"parentId":"3cde427558aedaabc000004c","content":"Bernie: 4"},{"_id":"3cde44e358aedaabc0000052","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3cde423658aedaabc000004b","content":"Fort"},{"_id":"3cde450d58aedaabc0000053","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3cde44e358aedaabc0000052","content":"Nine: 7"},{"_id":"3cde454658aedaabc0000054","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3cde44e358aedaabc0000052","content":"Twinkle: 6"},{"_id":"3cde457758aedaabc0000055","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"3cde44e358aedaabc0000052","content":"Candid: 5"},{"_id":"3cde45b358aedaabc0000056","treeId":"3c1b697ddde52d907200000d","seq":1,"position":4,"parentId":"3cde44e358aedaabc0000052","content":"Dwarf: 3"},{"_id":"3cde45e858aedaabc0000057","treeId":"3c1b697ddde52d907200000d","seq":1,"position":5,"parentId":"3cde44e358aedaabc0000052","content":"Tim: 2"},{"_id":"3d3b3d349794dda04800007a","treeId":"3c1b697ddde52d907200000d","seq":1,"position":6,"parentId":"3cde44e358aedaabc0000052","content":"Bernie: 2"},{"_id":"3cde463658aedaabc0000058","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"3cde423658aedaabc000004b","content":"Ref"},{"_id":"3cde464d58aedaabc0000059","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3cde463658aedaabc0000058","content":"Nine: 3"},{"_id":"3cde467c58aedaabc000005a","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3cde463658aedaabc0000058","content":"Twinkle: 5"},{"_id":"3cde46b258aedaabc000005b","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"3cde463658aedaabc0000058","content":"Candid: 1"},{"_id":"3cde470358aedaabc000005c","treeId":"3c1b697ddde52d907200000d","seq":1,"position":4,"parentId":"3cde463658aedaabc0000058","content":"Dwarf: 7"},{"_id":"3cde477758aedaabc000005d","treeId":"3c1b697ddde52d907200000d","seq":1,"position":5,"parentId":"3cde463658aedaabc0000058","content":"Tim: 4"},{"_id":"3d3b3db69794dda04800007b","treeId":"3c1b697ddde52d907200000d","seq":1,"position":6,"parentId":"3cde463658aedaabc0000058","content":"Bernie: 5"},{"_id":"3cde47e158aedaabc000005e","treeId":"3c1b697ddde52d907200000d","seq":1,"position":4,"parentId":"3cde423658aedaabc000004b","content":"Will"},{"_id":"3cde481258aedaabc000005f","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3cde47e158aedaabc000005e","content":"Nine: 0"},{"_id":"3cde48bb58aedaabc0000061","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1.5,"parentId":"3cde47e158aedaabc000005e","content":"Twinkle: 3"},{"_id":"3cde490958aedaabc0000062","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1.75,"parentId":"3cde47e158aedaabc000005e","content":"Candid: 6 (+ 2 for enchantment)"},{"_id":"3cde495258aedaabc0000063","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1.875,"parentId":"3cde47e158aedaabc000005e","content":"Dwarf: 3"},{"_id":"3cde484358aedaabc0000060","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3cde47e158aedaabc000005e","content":"Tim: 3"},{"_id":"3d3b3e2e9794dda04800007c","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"3cde47e158aedaabc000005e","content":"Bernie: 5"},{"_id":"3cde4a1158aedaabc0000064","treeId":"3c1b697ddde52d907200000d","seq":1,"position":5,"parentId":"3cde423658aedaabc000004b","content":"CMD"},{"_id":"3cde4a5958aedaabc0000065","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3cde4a1158aedaabc0000064","content":"Nine: 18"},{"_id":"3cde4acc58aedaabc0000066","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3cde4a1158aedaabc0000064","content":"Twinkle: 18"},{"_id":"3cde4af558aedaabc0000067","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"3cde4a1158aedaabc0000064","content":"Candid: 13"},{"_id":"3cde4b5258aedaabc0000068","treeId":"3c1b697ddde52d907200000d","seq":1,"position":4,"parentId":"3cde4a1158aedaabc0000064","content":"Dwarf: 12"},{"_id":"3cde4c1e58aedaabc0000069","treeId":"3c1b697ddde52d907200000d","seq":1,"position":5,"parentId":"3cde4a1158aedaabc0000064","content":"Tim: 15 + 4 balance"},{"_id":"3d3b3ed39794dda04800007d","treeId":"3c1b697ddde52d907200000d","seq":1,"position":6,"parentId":"3cde4a1158aedaabc0000064","content":"Bernie: 15"},{"_id":"3cde4c6d58aedaabc000006a","treeId":"3c1b697ddde52d907200000d","seq":1,"position":6,"parentId":"3cde423658aedaabc000004b","content":"Religion"},{"_id":"3cde4c9658aedaabc000006b","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3cde4c6d58aedaabc000006a","content":"Candid: 4"},{"_id":"3cde4d0958aedaabc000006c","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3cde4c6d58aedaabc000006a","content":"Tim: 7"},{"_id":"3d3b3f4a9794dda04800007e","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"3cde4c6d58aedaabc000006a","content":"Bernie: 8"},{"_id":"3cde4d6358aedaabc000006d","treeId":"3c1b697ddde52d907200000d","seq":1,"position":7,"parentId":"3cde423658aedaabc000004b","content":"History"},{"_id":"3cde4d9958aedaabc000006e","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3cde4d6358aedaabc000006d","content":"Candid: 4"},{"_id":"3d3b3fc99794dda04800007f","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3cde4d6358aedaabc000006d","content":"Bernie: 8"},{"_id":"3cde4e8358aedaabc000006f","treeId":"3c1b697ddde52d907200000d","seq":1,"position":8,"parentId":"3cde423658aedaabc000004b","content":"Local"},{"_id":"3cde4ede58aedaabc0000070","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3cde4e8358aedaabc000006f","content":"Tim: 9"},{"_id":"3d3b406c9794dda048000080","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3cde4e8358aedaabc000006f","content":"Bernie: 8"},{"_id":"3d3b413c9794dda048000081","treeId":"3c1b697ddde52d907200000d","seq":1,"position":9,"parentId":"3cde423658aedaabc000004b","content":"Arcana"},{"_id":"3d3b41749794dda048000082","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3d3b413c9794dda048000081","content":"Bernie: 9"},{"_id":"3d3b41d59794dda048000083","treeId":"3c1b697ddde52d907200000d","seq":1,"position":10,"parentId":"3cde423658aedaabc000004b","content":"Engineering"},{"_id":"3d3b42a59794dda048000084","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3d3b41d59794dda048000083","content":"Bernie: 8"},{"_id":"3d3b42e49794dda048000085","treeId":"3c1b697ddde52d907200000d","seq":1,"position":11,"parentId":"3cde423658aedaabc000004b","content":"Dungeering"},{"_id":"3d3b43189794dda048000086","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3d3b42e49794dda048000085","content":"Bernie: 8"},{"_id":"3d3b436b9794dda048000087","treeId":"3c1b697ddde52d907200000d","seq":1,"position":12,"parentId":"3cde423658aedaabc000004b","content":"Geography"},{"_id":"3d3b43a29794dda048000088","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3d3b436b9794dda048000087","content":"Bernie: 10"},{"_id":"3d3b444d274d91e612000089","treeId":"3c1b697ddde52d907200000d","seq":1,"position":13,"parentId":"3cde423658aedaabc000004b","content":"Planes"},{"_id":"3d3b449d274d91e61200008a","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3d3b444d274d91e612000089","content":"Bernie: 8"},{"_id":"3d3b44ff274d91e61200008b","treeId":"3c1b697ddde52d907200000d","seq":1,"position":14,"parentId":"3cde423658aedaabc000004b","content":"Nobility"},{"_id":"3d3b452b274d91e61200008c","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3d3b44ff274d91e61200008b","content":"Bernie: 8"},{"_id":"3d3b4590274d91e61200008d","treeId":"3c1b697ddde52d907200000d","seq":1,"position":15,"parentId":"3cde423658aedaabc000004b","content":"Nature"},{"_id":"3d3b45df274d91e61200008e","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3d3b4590274d91e61200008d","content":"Bernie: 8"},{"_id":"3c1b6ac8dde52d9072000010","treeId":"3c1b697ddde52d907200000d","seq":1,"position":0.5,"parentId":null,"content":"#Character Portraits"},{"_id":"3c1b6b8edde52d9072000011","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3c1b6ac8dde52d9072000010","content":"Lord Elron Tonerdis"},{"_id":"3c1b8d35dde52d9072000014","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3c1b6b8edde52d9072000011","content":"Very embarrassed by his first name"},{"_id":"3c1b95bfdde52d9072000015","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3c1b6b8edde52d9072000011","content":"Probably a tactician fighter/inquisitor mix"},{"_id":"3c1b9661dde52d9072000016","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"3c1b6b8edde52d9072000011","content":"As a very strong-willed individual, he remembers his original god. Other elves attribute it to the failings of old age."},{"_id":"3c1b9a64dde52d9072000017","treeId":"3c1b697ddde52d907200000d","seq":1,"position":4,"parentId":"3c1b6b8edde52d9072000011","content":"Relatively old for an elf despite his relative health. Like many elder elves, despite surprising wisdom and skill, he is loosing his effective sanity. He may not be muttering about things, but normal things don't matter to him in the appropriate way."},{"_id":"3c1b9b0adde52d9072000018","treeId":"3c1b697ddde52d907200000d","seq":1,"position":5,"parentId":"3c1b6b8edde52d9072000011","content":"Amuses himself in a nominal leadership position among the elven council. He will not be defied, but by mutual understanding he is not in charge of decisions of importance any more. (Hence his womanizing among other things. He is not fully in control of himself, to his horror. This is not foolishness, the birth of Candid was actually somewhat of divine inspiration, in the sexual sense at least.)"},{"_id":"3c1ba2b5dde52d9072000019","treeId":"3c1b697ddde52d907200000d","seq":1,"position":6,"parentId":"3c1b6b8edde52d9072000011","content":"Brown hair, bulky features for an elf. A harsh form dressed in leaf armor in a shallow remembrance of his early years, circlet of intellect/super item. (Leaf armor in a damn castle is sorta stupid.) Chunk missing of his ear in stark contrast to his noble countenance."},{"_id":"3c1ba49cdde52d907200001a","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3c1b6ac8dde52d9072000010","content":"Mar'Vus"},{"_id":"3c1bb95adde52d907200001e","treeId":"3c1b697ddde52d907200000d","seq":1,"position":0.5,"parentId":"3c1ba49cdde52d907200001a","content":"Mar'Vus is a ridiculous figure, one eyed, stomach hanging bellow his shirt, simultaneously smelling of old books and cheap ale, each distinctly."},{"_id":"3c1bbe9ddde52d907200001f","treeId":"3c1b697ddde52d907200000d","seq":1,"position":0.75,"parentId":"3c1ba49cdde52d907200001a","content":"The barbarian librarian would be a tough fight for the party but doable."},{"_id":"3c1ba917dde52d907200001b","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3c1ba49cdde52d907200001a","content":"Mar'Vus cannot have a past. Trying to give a history to people like this feels sorta meaningless."},{"_id":"3c1bac8fdde52d907200001c","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3c1ba49cdde52d907200001a","content":"Not a very bright man, he has simple pleasures. He likes the smell of a good book, a few kegs of beer to help him get all nice and loose."},{"_id":"3c1bafb9dde52d907200001d","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"3c1ba49cdde52d907200001a","content":"Getting captured by the library ninjas that are stalking him just won't happen, if there are two ways to avoid capture. A normal and a funny one, always have him do the funny one."},{"_id":"3c1bcc14dde52d9072000025","treeId":"3c1b697ddde52d907200000d","seq":1,"position":4,"parentId":"3c1ba49cdde52d907200001a","content":"I have no idea how, but he has a few contingent abilities when he goes into heavy negatives."},{"_id":"3c1bd59adde52d9072000026","treeId":"3c1b697ddde52d907200000d","seq":1,"position":5,"parentId":"3c1ba49cdde52d907200001a","content":"Just thinking about it..he might not be a real dwarf in the strictest sense. He might be a very magiced demon, construct...a intelligent magic book."},{"_id":"3c1bbf5edde52d9072000020","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"3c1b6ac8dde52d9072000010","content":"Eater of Men, Breather of Flame (EMBF)"},{"_id":"3c1bc0c4dde52d9072000021","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3c1bbf5edde52d9072000020","content":"Red Half-Dragon Centaur"},{"_id":"3c1bc72adde52d9072000022","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3c1bbf5edde52d9072000020","content":"Progeny of the red dragon for whom Gnome works"},{"_id":"3c1bc781dde52d9072000023","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"3c1bbf5edde52d9072000020","content":"Actively preys upon normal centaurs"},{"_id":"3c1bc990dde52d9072000024","treeId":"3c1b697ddde52d907200000d","seq":1,"position":4,"parentId":"3c1bbf5edde52d9072000020","content":"Currently emotionally dominated by Mar'Vus. I imagine a comical series of him trying to attack/escape from Mar'Vus at various points."},{"_id":"3c1be638dde52d9072000027","treeId":"3c1b697ddde52d907200000d","seq":1,"position":5,"parentId":"3c1bbf5edde52d9072000020","content":"\"COME BACK HERE, EDDIE!!! YOU BELONG TO ME LIKE A GOOD HORSE.\" - Mar'Vus"},{"_id":"3c1be6c2dde52d9072000028","treeId":"3c1b697ddde52d907200000d","seq":1,"position":6,"parentId":"3c1bbf5edde52d9072000020","content":"Like all centaurs, he was given his name at the age of ten based on his actions. Which were mostly preying on other centaurs."},{"_id":"3c1bec18dde52d9072000029","treeId":"3c1b697ddde52d907200000d","seq":1,"position":7,"parentId":"3c1bbf5edde52d9072000020","content":"Mar'Vus calls him Red Eddie. He probably gave Mar'Vus a long speech about his power and natural rights as a dragon. Mar'Vus probably then beat the shit out of him."},{"_id":"3c1bf3bfdde52d907200002a","treeId":"3c1b697ddde52d907200000d","seq":1,"position":4,"parentId":"3c1b6ac8dde52d9072000010","content":"Alphonse/(Arch) Number Nine"},{"_id":"3c1bf627dde52d907200002b","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3c1bf3bfdde52d907200002a","content":"Grandson of Matel"},{"_id":"3c1bf67fdde52d907200002c","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3c1bf3bfdde52d907200002a","content":"Brainwashed to be an Arch, an efficient agent who uses the discord of (Pillar) Number Nine to his advantage."},{"_id":"3c1bfcfcdde52d907200002d","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"3c1bf3bfdde52d907200002a","content":"Brother to Nine the PC"},{"_id":"3c1bfe3cdde52d907200002e","treeId":"3c1b697ddde52d907200000d","seq":1,"position":4,"parentId":"3c1bf3bfdde52d907200002a","content":"He is a narcissist. He should always be defined by his selfishness while not in Archmode."},{"_id":"3c1bfe8ddde52d907200002f","treeId":"3c1b697ddde52d907200000d","seq":1,"position":5,"parentId":"3c1bf3bfdde52d907200002a","content":"Very skilled pickpocket, possible rival for Dwarf?"},{"_id":"3c2b9f7a30b733ec48000040","treeId":"3c1b697ddde52d907200000d","seq":1,"position":4.5,"parentId":"3c1b6ac8dde52d9072000010","content":"Yoshik"},{"_id":"3c2ba05130b733ec48000041","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3c2b9f7a30b733ec48000040","content":"The horse of Number Nine...and his second, older brother. Yoshik was killed along with their parents. He was subsequently reincarnated by Matel...unfortunately into the body of a horse."},{"_id":"3c2bc01330b733ec48000042","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3c2b9f7a30b733ec48000040","content":"His reincarnation means very little in actual game terms. His stats are horsey. If he is enhanced in intelligence in some way, he will be more of a character. He does have an innately elven understanding of the world that horses generally lack. (Hence his use of ladders, doors, god knows what else.)"},{"_id":"3c1c0585dde52d9072000030","treeId":"3c1b697ddde52d907200000d","seq":1,"position":5,"parentId":"3c1b6ac8dde52d9072000010","content":"The Duchess Karolfena (Karol Sr.)"},{"_id":"3c1c07bfdde52d9072000031","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3c1c0585dde52d9072000030","content":"A night hag who has made herself something of a local noble in the Emerald Confederacy. "},{"_id":"3c1c39d4dde52d9072000032","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3c1c0585dde52d9072000030","content":"It cannot be said she cared for her daughter, but the insult of having one of her children die is infuriating to her and weighs on her mind."},{"_id":"3c1c4f73dde52d9072000033","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"3c1c0585dde52d9072000030","content":"Her living is made simple by her apparent wealth and fame. Suitors come. They stay in her hospitality, she binds their soul. She sells it. It's like she's printing money."},{"_id":"3c1c62d8dde52d9072000034","treeId":"3c1b697ddde52d907200000d","seq":1,"position":4,"parentId":"3c1c0585dde52d9072000030","content":"Obviously, her sensuality cannot be denied."},{"_id":"3c1c8386dde52d9072000035","treeId":"3c1b697ddde52d907200000d","seq":1,"position":5,"parentId":"3c1c0585dde52d9072000030","content":"She doesn't have that much magical ability, so she has to have a few more competent minions at her disposal."},{"_id":"3c1cdbd4dde52d9072000037","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3c1c8386dde52d9072000035","content":"Dhampir sorcerer 5/sensei monk 2\nDwarf, elf, human blood drinker\nStunning Pin\nmajordomo sorta"},{"_id":"3c1ceaa6dde52d9072000038","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3c1c8386dde52d9072000035","content":"human Paladin of Tyranny 4\nhead maid"},{"_id":"3c1ceda4dde52d9072000039","treeId":"3c1b697ddde52d907200000d","seq":1,"position":6,"parentId":"3c1b6ac8dde52d9072000010","content":"Charles Twinkle"},{"_id":"3c1cef1fdde52d907200003a","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3c1ceda4dde52d9072000039","content":"He should be a halfling. A badass halfling. A halfling that inspires fear in lesser men. He should still be a halfling."},{"_id":"3c1d08bbdde52d907200003b","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3c1ceda4dde52d9072000039","content":"Obviously, he wields an oversized +1 impact warhammer"},{"_id":"3c1d170fdde52d907200003c","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"3c1ceda4dde52d9072000039","content":"Probably totem rager 6/vivsectionist inner alchemist 4 "},{"_id":"3c29af0c30b733ec48000030","treeId":"3c1b697ddde52d907200000d","seq":1,"position":7,"parentId":"3c1b6ac8dde52d9072000010","content":"Betery"},{"_id":"3c29afab30b733ec48000031","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3c29af0c30b733ec48000030","content":"Actually a Kuwa Oni"},{"_id":"3c29b24330b733ec48000032","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3c29af0c30b733ec48000030","content":"Probably an alchemist for class levels"},{"_id":"3c29b2d230b733ec48000033","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"3c29af0c30b733ec48000030","content":"She's been running a modest-sized criminal underground. Prostitution, drugs, protection, etc. While this isn't a manhattanberg style thing to be illegal--the mephits won't care unless its an excuse to bully people--there are good aligned orders and they are ever so annoying."},{"_id":"3c347730ee2a133505000042","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3.5,"parentId":"3c29af0c30b733ec48000030","content":"Home-ec teacher to both Twinkle and Dwarf"},{"_id":"3c29bd2c30b733ec48000034","treeId":"3c1b697ddde52d907200000d","seq":1,"position":4,"parentId":"3c29af0c30b733ec48000030","content":"Her products are sold under the alias Crocker. She owns a surprisingly nice double-story house in the village. [The ground floor is a bakery that she uses as a front, the second story is her home. ] What are you talking about? There is no basement, and it's certainly not soundproofed or connecting to a thousand different sewerways."},{"_id":"3c29c51530b733ec48000035","treeId":"3c1b697ddde52d907200000d","seq":1,"position":5,"parentId":"3c29af0c30b733ec48000030","content":"On the street, she's a very nice lady. Every once in a while she goes out in the form of her own (fictional) consigliere to watch unfortunates in her territory grovel or enjoy the night life. "},{"_id":"3c29c88b30b733ec48000036","treeId":"3c1b697ddde52d907200000d","seq":1,"position":6,"parentId":"3c29af0c30b733ec48000030","content":"She is Twinkle's mother. Not a bad mother on paper. Maybe she shouldn't have let her hoes and enforcers babysit. Or introduced her to nice Uncle \"Goodpowder\" Smaegol."},{"_id":"3c2a1b8e30b733ec48000038","treeId":"3c1b697ddde52d907200000d","seq":1,"position":8,"parentId":"3c1b6ac8dde52d9072000010","content":"B.P. (Big Piston)"},{"_id":"3c2ad97830b733ec48000039","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3c2a1b8e30b733ec48000038","content":"Put simply, B.P. is an emancipated sexbot. He was created by a Efriti wizard for both personal and professional advantages. Then his master got a bit...bottled up. He's been living a relatively nice life getting work where he can. And making his living on his back when he can't."},{"_id":"3c2b0aa730b733ec4800003a","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3c2a1b8e30b733ec48000038","content":"Mechanically, B.P. has three construct hit die and similar abilities to a doppelganger with some changes. He cannot assume female form. He can charm person and empathy at will. His physical stats are above average, his charisma is relatively high. His normal form is an exquisitely realistic bronze construct somewhat akin to a small lithe iron golem."},{"_id":"3c2b377d30b733ec4800003b","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"3c2a1b8e30b733ec48000038","content":"B.P. might have to deal with people hunting him to procure his parts or his life in service. His master's containment might be found and he might seek to acquire it to guarantee his continued freedom."},{"_id":"3c2b707930b733ec4800003c","treeId":"3c1b697ddde52d907200000d","seq":1,"position":9,"parentId":"3c1b6ac8dde52d9072000010","content":"The Magpie"},{"_id":"3c2b719d30b733ec4800003d","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3c2b707930b733ec4800003c","content":"The Magpie is a Dwarf woman of surprising frailty. She will obsess over items of seemingly insignificant value or indistinguishable difference. She hangs these bobbles on her person and around her canopy."},{"_id":"3c2b7f1b30b733ec4800003e","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3c2b707930b733ec4800003c","content":"Skilled in alchemy and potion brewing, she will reward those who go out of their way to acquire the objects of her fancy. These objects may or may not be obtainable in a morally ethical way."},{"_id":"3c2b803730b733ec4800003f","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"3c2b707930b733ec4800003c","content":"Likely a fourth level witch."},{"_id":"3cde907358aedaabc0000072","treeId":"3c1b697ddde52d907200000d","seq":1,"position":4,"parentId":"3c2b707930b733ec4800003c","content":"Oversized cat familiar"},{"_id":"3cd3b1d455c6e68b5f000043","treeId":"3c1b697ddde52d907200000d","seq":1,"position":10,"parentId":"3c1b6ac8dde52d9072000010","content":"Griboop"},{"_id":"3cd3b23055c6e68b5f000044","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3cd3b1d455c6e68b5f000043","content":"Diva Bard 5/Mindchemist Psychonaut Alchemist 2"},{"_id":"3cd3c12a55c6e68b5f000046","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3cd3b1d455c6e68b5f000043","content":"Horn-rimmed glasses, stylish black robes and blue linen pants, wispy white hair, sunglasses. This is a goblin of style."},{"_id":"3cd3d91955c6e68b5f000047","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"3cd3b1d455c6e68b5f000043","content":"Will give Daisy a statue of Crack made of garbage."},{"_id":"3cd3dae155c6e68b5f000048","treeId":"3c1b697ddde52d907200000d","seq":1,"position":11,"parentId":"3c1b6ac8dde52d9072000010","content":"Daisy (the Dumbass Dragon)"},{"_id":"3cd3de2855c6e68b5f000049","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3cd3dae155c6e68b5f000048","content":"Young adult green dragon"},{"_id":"3cd3e15755c6e68b5f00004a","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3cd3dae155c6e68b5f000048","content":"Daisy was never very smart for a dragon. That probably led to her becoming cursed to be stupid forever. Daisy now has a grand score of 6 int. She now rolls around in her \"treasure\". Especially pungent garbage. Cause the smell is what makes it valuable. Nobody knows how she got that idea but it is in the interests of most to prevent her from being dissuaded. She is still a dragon, fearfully strong and able to breathe acidic annihilation."},{"_id":"3cd3f92d55c6e68b5f00004b","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"3cd3dae155c6e68b5f000048","content":"Daisy's \"treasure\" has left her in poor physical condition. Her eyes are rheumy, the teeth she still has are rotting brown. She is of a heavy weight for a dragon. She speaks in a rasping coughing voice. Her scales are tinged a dirty green-brown mix from rolling in her horde."},{"_id":"3d89a22a045dedd50200008f","treeId":"3c1b697ddde52d907200000d","seq":1,"position":12,"parentId":"3c1b6ac8dde52d9072000010","content":"Gnome (Trap Flyline)"},{"_id":"3d89a41d045dedd502000090","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3d89a22a045dedd50200008f","content":"Dwarf's Brother"},{"_id":"3d89a6f3045dedd502000091","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3d89a22a045dedd50200008f","content":"\"A harvest moon was setting in the night sky. The bustle of the market district sounded from the east as the morning began. The tower gave a lurch unlike any it had felt and began to tilt like a tired drunk. The nimble and alert among the Flyline-Stagelight brood spread outward like disturbed flies from a piece of rotting fruit, finding awnings and clothing lines to carry them outward. A young ROH Flyline found herself shoved into a cabinet swaddled in a mound of pillows clothes. The original base of the tower showed a storage room, flagstones melted to slag, the entire first floor of the tower flowing like melted wax. All of the family was eventually accounted for, alive or dead, except for one young halfling by the name of Gnome\""},{"_id":"3d89a7ee045dedd502000092","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"3d89a22a045dedd50200008f","content":"Retrieved an item for Fuegollax from the Flyline basement. He was protected from the protection...the tower's first floor was not. He wasn't warned beforehand and hasn't come to terms with the guilt."},{"_id":"3d89b10c045dedd502000093","treeId":"3c1b697ddde52d907200000d","seq":1,"position":4,"parentId":"3d89a22a045dedd50200008f","content":"Draconic Sorc 4/Rogue 3/Dragon Disciple 1\nIntimidating Prowess, Canny Observer\nDangerously Curious\nSkill Focus (UMD), Spell Focus (Evocation), Magical Tattoo (Evocation)\nFire Breath, Mage Armor, Touch of Gracelessness, Flaming Hands, Vanish"},{"_id":"3d8a443c045dedd502000094","treeId":"3c1b697ddde52d907200000d","seq":1,"position":5,"parentId":"3d89a22a045dedd50200008f","content":"Needs some sort of dragon minion...wyrmlings are still too high level for the party though"},{"_id":"3d8a7c52045dedd502000099","treeId":"3c1b697ddde52d907200000d","seq":1,"position":6,"parentId":"3d89a22a045dedd50200008f","content":"Belt of Mighty Constitution +2, Bonebreaker gauntlets"},{"_id":"3d8a9be5045dedd50200009a","treeId":"3c1b697ddde52d907200000d","seq":1,"position":7,"parentId":"3d89a22a045dedd50200008f","content":"Gnome was always interested in magic, but never had the talent. That was how Fuegollax got in. First gifts of magical trinkets, then rewards for jobs that slowly became more sinister. Gnome isn't a sorcerer through ancestry. Fuegollax has bestowed the power on him directly."},{"_id":"3df35419007576b2c60000b6","treeId":"3c1b697ddde52d907200000d","seq":1,"position":8,"parentId":"3d89a22a045dedd50200008f","content":"Voice like drunk Perry Cox"},{"_id":"3d8a4ade045dedd502000095","treeId":"3c1b697ddde52d907200000d","seq":1,"position":13,"parentId":"3c1b6ac8dde52d9072000010","content":"The Prancing One (Prance)"},{"_id":"3d8a4b5f045dedd502000096","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3d8a4ade045dedd502000095","content":"Half-Elf Cleric of Creak (Original) 7\nRevelry and Freedom Domains\nDancing Bard 3"},{"_id":"3d8a4bfe045dedd502000097","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3d8a4ade045dedd502000095","content":"Was gallivanting about while Crack was defeated, will be a major headache for the resurfacing leader if a willing ally."},{"_id":"3d8a5cff045dedd502000098","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"3d8a4ade045dedd502000095","content":"Horrible con\nGood dex\nGreat wis\nPoor str\nGood cha\nAverage int"},{"_id":"423572e6b0612fb88c0000ef","treeId":"3c1b697ddde52d907200000d","seq":1,"position":4,"parentId":"3d8a4ade045dedd502000095","content":"Pacifist"},{"_id":"3df3a7f3007576b2c60000b7","treeId":"3c1b697ddde52d907200000d","seq":1,"position":14,"parentId":"3c1b6ac8dde52d9072000010","content":"Walmot"},{"_id":"3df3a812007576b2c60000b8","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3df3a7f3007576b2c60000b7","content":"Marid that tends to mysteriously usurp mom and pop stores"},{"_id":"3f08199fe0bdc846e20000d3","treeId":"3c1b697ddde52d907200000d","seq":1,"position":15,"parentId":"3c1b6ac8dde52d9072000010","content":"Pointe"},{"_id":"3f081a90e0bdc846e20000d4","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3f08199fe0bdc846e20000d3","content":"Undead Lord Cleric 3/Undead Necromancy Specialist Wizard"},{"_id":"3f08254ee0bdc846e20000d5","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3f08199fe0bdc846e20000d3","content":"Undead Lord Zombie Half-Elf"},{"_id":"3f08331de0bdc846e20000d6","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"3f08199fe0bdc846e20000d3","content":"Goes around building an army of enslaved undead"},{"_id":"3f08354de0bdc846e20000d7","treeId":"3c1b697ddde52d907200000d","seq":1,"position":4,"parentId":"3f08199fe0bdc846e20000d3","content":"Gave up on finding her assigned creak temple"},{"_id":"3f083afae0bdc846e20000d8","treeId":"3c1b697ddde52d907200000d","seq":1,"position":16,"parentId":"3c1b6ac8dde52d9072000010","content":"Jonsey"},{"_id":"3f083d0ee0bdc846e20000d9","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3f083afae0bdc846e20000d8","content":"One of Twinkle's childhood baby sitters"},{"_id":"42357433b0612fb88c0000f0","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3f083afae0bdc846e20000d8","content":"Her mother's main enforcer"},{"_id":"3f65a1f5e5e426d9360000f6","treeId":"3c1b697ddde52d907200000d","seq":1,"position":17,"parentId":"3c1b6ac8dde52d9072000010","content":"Dreschiel"},{"_id":"3f65a225e5e426d9360000f7","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3f65a1f5e5e426d9360000f6","content":"+2 Intelligent Longsword"},{"_id":"3f65a9ace5e426d9360000f8","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3f65a1f5e5e426d9360000f6","content":"Int 10\nWis 15\nCha 13"},{"_id":"3f65ab23e5e426d9360000f9","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"3f65a1f5e5e426d9360000f6","content":"Allegro\nExquisite Accompaniment "},{"_id":"3f65cb44e5e426d9360000fa","treeId":"3c1b697ddde52d907200000d","seq":1,"position":4,"parentId":"3f65a1f5e5e426d9360000f6","content":"Redeeming angel secreted in the sword"},{"_id":"42561bf3eea9b66d4a0000f1","treeId":"3c1b697ddde52d907200000d","seq":1,"position":0.875,"parentId":null,"content":"#Gods"},{"_id":"4257114ceea9b66d4a000247","treeId":"3c1b697ddde52d907200000d","seq":1,"position":0.5,"parentId":"42561bf3eea9b66d4a0000f1","content":"These Gods are the ones the Library Thieves encountered in some form or another. They are generally worshiped in the year 98AN. Fern and Creak have been major religions for most of remembered history. However, the pantheon of the castle is and will always be in flux. These gods do not represent their alignments whole."},{"_id":"42561c78eea9b66d4a0000f2","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"42561bf3eea9b66d4a0000f1","content":"##Clink"},{"_id":"42561cdceea9b66d4a0000f3","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"42561c78eea9b66d4a0000f2","content":"###Alignment\nLawful Neutral"},{"_id":"425623bfeea9b66d4a0000f4","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"42561c78eea9b66d4a0000f2","content":"###Domains\nUndead, Trade, Thievery and Loyalty"},{"_id":"425624b7eea9b66d4a0000f5","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"42561c78eea9b66d4a0000f2","content":"###Origin\nSome say that Clink was a primordial force of order. Others say he was just a man who traveled the world building his collection for future profit. Whatever the truth, facts can also be collected—if not easily."},{"_id":"425625a3eea9b66d4a0000f6","treeId":"3c1b697ddde52d907200000d","seq":1,"position":4,"parentId":"42561c78eea9b66d4a0000f2","content":"###Organization\nThe clergy of Clink are initiated through referral. A Collector invites another person to join the ranks if they are found to be worthy of joining Clink’s collection. The exact nature of worth is maleable. Sometimes wealthy merchants are chosen. Other times young sons or daughters of rich houses. The rare youth of recognized talent is also included.\n\nHouses of Clink tend to arise at crossroads or trade hubs—places where there is ample trade of goods. Often, local governments will chose to use the Collectors for tax collection or customs. Their zeal in these offices is said to be unnerving. The church also happily performs funerary rights…as long as you don’t mind your loved ones lacking a grave."},{"_id":"4256265ceea9b66d4a0000f7","treeId":"3c1b697ddde52d907200000d","seq":1,"position":5,"parentId":"42561c78eea9b66d4a0000f2","content":"###Doctrine\nThievery is permitted so long as you are confident that you shall be making better use of that which you take than its current owner. Of course, things that have been misplaced or were once the property of the deceased should be acquired quickly. It is the only responsible thing to do. One should build your collection. Themed oddities are considered devotionals while merely having a large amount of similar items (i.e. gold, family, etc.) is considered to be admirable. Necromancy is a celebrated practice. After all, what is a dead body but another possession left behind carelessly."},{"_id":"42562718eea9b66d4a0000f8","treeId":"3c1b697ddde52d907200000d","seq":1,"position":6,"parentId":"42561c78eea9b66d4a0000f2","content":"###Prayer\nPrayers of the Uncanny Collector are budgets or itineraries of your collections. More advanced prayers tend to be meticulous plans for acquisition."},{"_id":"43426deabbd688daed0001ba","treeId":"3c1b697ddde52d907200000d","seq":56107,"position":1.5,"parentId":"42561bf3eea9b66d4a0000f1","content":"##Creak"},{"_id":"43427829bbd688daed0001bb","treeId":"3c1b697ddde52d907200000d","seq":56109,"position":1,"parentId":"43426deabbd688daed0001ba","content":"###Alignment\nChaotic Neutral"},{"_id":"434278c5bbd688daed0001bc","treeId":"3c1b697ddde52d907200000d","seq":56226,"position":2,"parentId":"43426deabbd688daed0001ba","content":"###Domains\nThe domains of Creak are Art, Love, Lust, Glory, Trickery, and War."},{"_id":"43428ab8bbd688daed0001bd","treeId":"3c1b697ddde52d907200000d","seq":56229,"position":3,"parentId":"43426deabbd688daed0001ba","content":"###Origin\nA force such as Creak might seem out of place in a static place such as a castle. Life, however, brings certain conceptual necessities. Creak is the zeitgeist of change, of passion, of conquest. Any artificial categoriser would throw his papers away in disgust at this divine amalgamation. However, alliances of different peoples means the alliance different concepts."},{"_id":"434296a7bbd688daed0001be","treeId":"3c1b697ddde52d907200000d","seq":56287,"position":4,"parentId":"43426deabbd688daed0001ba","content":"###Organization\nIt is rare that one intentionally studies to be a cleric of Creak. Worship begins in the tribe. Creak is often the glue that holds together alliances of usually rivaling races. Thus the clergy of Creak find themselves invested in the process of acquiring their natural places as elders or leaders. Creak is unpredictable with her divine gifts, producing a jaw dropping array of oracles within and without her communities.\n\nCreak has no houses of worship, and since the destruction of her Grand Stage, no public shrines. Insular shrines of Creak are maintained by those who find themselves blessed by her favor. Creak needs no house, she lives in the village whole. Unlike other more staid deities, Creak has many holidays of celebration where it is said she watches close for those who dance for her aid."},{"_id":"4342ca80bbd688daed0001c1","treeId":"3c1b697ddde52d907200000d","seq":56286,"position":5,"parentId":"43426deabbd688daed0001ba","content":"###Doctrine\nCreak celebrates achievements, with few exceptions. Personal edification is meaningless to her unless it leaves a mark on the world. Creak is pleased by conquest, creation, and contrivance. Nothing is forbidden, celebration by the community is the pinnacle of a virtuous life."},{"_id":"4342e3fdbbd688daed0001c2","treeId":"3c1b697ddde52d907200000d","seq":56290,"position":6,"parentId":"43426deabbd688daed0001ba","content":"###Prayer\nCreak is traditionally reached through performing arts, especially dance. Terpsichores of the god are respected in their communities as helpful deacons. Feats done in the name of Creak are beloved. It is common that each community under her has their own unique style of prayer. Her prayers are, again, far beyond those of other gods in variation, as myriad as her faithful will try."},{"_id":"42562f70eea9b66d4a0000f9","treeId":"3c1b697ddde52d907200000d","seq":56104,"position":2,"parentId":"42561bf3eea9b66d4a0000f1","content":"##Creak (of the Core)"},{"_id":"4342622abbd688daed0001b4","treeId":"3c1b697ddde52d907200000d","seq":56098,"position":1,"parentId":"42562f70eea9b66d4a0000f9","content":"###Alignment\nChaotic Evil"},{"_id":"4342642cbbd688daed0001b5","treeId":"3c1b697ddde52d907200000d","seq":56099,"position":2,"parentId":"42562f70eea9b66d4a0000f9","content":"###Domains\nThe domains of Creak are Murder, Art, Fear and Nightmare."},{"_id":"43426467bbd688daed0001b6","treeId":"3c1b697ddde52d907200000d","seq":56105,"position":3,"parentId":"42562f70eea9b66d4a0000f9","content":"###Origin\nCreak was once worshiped. And then she wasn't. And now she is again.\n\nCreak of the Core is the maddened divine spark of Creak. She was trapped between the plane of the castle and the surrounding prime material."},{"_id":"434264b3bbd688daed0001b7","treeId":"3c1b697ddde52d907200000d","seq":56101,"position":4,"parentId":"42562f70eea9b66d4a0000f9","content":"###Organization\nCreak's Mad Dancers are only known through the slaughter they leave in their wake. Somewhere between alive and dead, these fearful creatures place others into magical slavery to fight for them. They appear to have ceremony to promote others to Mad Dancers."},{"_id":"4342654dbbd688daed0001b8","treeId":"3c1b697ddde52d907200000d","seq":56102,"position":5,"parentId":"42562f70eea9b66d4a0000f9","content":"###Doctrine\nNothing is known beside a dance of death and fear."},{"_id":"434265c0bbd688daed0001b9","treeId":"3c1b697ddde52d907200000d","seq":56103,"position":6,"parentId":"42562f70eea9b66d4a0000f9","content":"###Prayer\nCreak is exulted by a celebration of her dark whims: dance and murder."},{"_id":"42562feaeea9b66d4a0000fa","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"42561bf3eea9b66d4a0000f1","content":"##Glimmer"},{"_id":"43421902bbd688daed0001a8","treeId":"3c1b697ddde52d907200000d","seq":56081,"position":1,"parentId":"42562feaeea9b66d4a0000fa","content":"###Alignment\nChaotic Good"},{"_id":"43421c83bbd688daed0001a9","treeId":"3c1b697ddde52d907200000d","seq":56082,"position":2,"parentId":"42562feaeea9b66d4a0000fa","content":"###Domains\nThe domains of Glimmer are Revelation, Moon, Sun, Redemption, Liberation and Exploration."},{"_id":"43421cfbbbd688daed0001aa","treeId":"3c1b697ddde52d907200000d","seq":56083,"position":3,"parentId":"42562feaeea9b66d4a0000fa","content":"###Origin\nGlimmer has never been considered a tangible force. As long as there has been moonlight, there has been a glimmer. He peaks through whatever may oppose him. In darkness, he thrives as if on stage. Other gods find him especially irritating as he refuses to be in their vision, by his nature always just out of sight."},{"_id":"43421d6ebbd688daed0001ab","treeId":"3c1b697ddde52d907200000d","seq":56084,"position":4,"parentId":"42562feaeea9b66d4a0000fa","content":"###Organization\nGlimmers priests are transients by nature. The Brothers and Sisters of Light journey so as to spread the revelation of the Hole in the Wall. Those that see the light feel an impulse to join immediately. The “Shinies” are generally treated as an acceptable nuisance. Their evangelism is loud and enthusiastic, only counterbalanced by generosity, altruism and magnanimity that seems uniform in their ranks.\n\nThere are two citadels of Glimmer. One lies in the rafters of the great hall above the Mansion Wing. The other deep in the sewers on the other side of the Vast Arboretum. In each there is only one permanent resident, the Mother of Light in the Sanctum of the Shinning Mirror and the Father of Light in the Sanctum of the Shimmering Torch. All others are only there for so long before they continue on their journeys. There are rumors of a third citadel hidden well."},{"_id":"43421ddebbd688daed0001ac","treeId":"3c1b697ddde52d907200000d","seq":56085,"position":5,"parentId":"42562feaeea9b66d4a0000fa","content":"###Doctrine\nGlimmer is a benevolent god. He commands his followers to spread hope wherever they may roam. The vehicle therein may be either philosophical or material. It seems to be a silly concept to those who have not seen the Light. The average believer is said to see only a fraction of Glimmer’s true light. The masters of the Sanctums see enough to blind lesser beings. Exploration is a secondary goal of the Children of the Light. For how can one see the light if one lives where light does not reach. (Of course, it reaches to all places, but some need it to be brighter to notice.)"},{"_id":"43421e51bbd688daed0001ad","treeId":"3c1b697ddde52d907200000d","seq":56086,"position":6,"parentId":"42562feaeea9b66d4a0000fa","content":"###Prayer\nGlimmer is pleased by oblations of hearty song, brightly light sacrifice and impassioned declarations of his goodness. These serve not his ego but further his reach."},{"_id":"4256301deea9b66d4a0000fb","treeId":"3c1b697ddde52d907200000d","seq":1,"position":4,"parentId":"42561bf3eea9b66d4a0000f1","content":"##Urp"},{"_id":"43425732bbd688daed0001ae","treeId":"3c1b697ddde52d907200000d","seq":56092,"position":1,"parentId":"4256301deea9b66d4a0000fb","content":"###Alignment\nLawful Good"},{"_id":"434259debbd688daed0001af","treeId":"3c1b697ddde52d907200000d","seq":56093,"position":2,"parentId":"4256301deea9b66d4a0000fb","content":"###Domains\nThe domains of Urp are Loyalty, Repose, Nobility and Friendship.\n"},{"_id":"43425a66bbd688daed0001b0","treeId":"3c1b697ddde52d907200000d","seq":56094,"position":3,"parentId":"4256301deea9b66d4a0000fb","content":"###Origin\nUrp is said to be the easiest god to whom to pray. She has existed as long as there has been just enough food to go around. "},{"_id":"43425af7bbd688daed0001b1","treeId":"3c1b697ddde52d907200000d","seq":56095,"position":4,"parentId":"4256301deea9b66d4a0000fb","content":"###Organization\nUrp's followers are organized around a central granary in the market district. From the center, loyal followers naturally gravitate towards being ordained clergy and disciples of the bountiful larder. The devout describe their awakening to the faith as far from an awakening. Most simply wake up one morning, decide to be ordained and then continue along their business. They have been living a faithful life out of habit in any case, nothing needs to change.\n\nThe church pays special attention to those who have the spirit of Urp but not the means. Calling such souls missionaries lacks nuance, as they do not proselytize. They lead by example. With the wealth of their organization supporting them, they travel to places in need and act with a natural justice and benevolence. Urp is not a god that grants hand-outs, but it is not so hard to deserve her bounty. Within months, Servers of Urp are almost always pillars of their community."},{"_id":"43425b95bbd688daed0001b2","treeId":"3c1b697ddde52d907200000d","seq":56096,"position":5,"parentId":"4256301deea9b66d4a0000fb","content":"###Doctrine\nUrp is served through rewarding industry, loyalty and goodwill. Piety is not ostentation but the subtle thanks of those who were in need. Those who would take what is not given are detestable in the eyes of Urp. Equally devoid of merit are those who would take what is given but not deserved. Food and drink, as perhaps the most base reward, are essential components of Urpian religion. Lesser places are taken by clothing, shelter, and small luxuries."},{"_id":"43425c95bbd688daed0001b3","treeId":"3c1b697ddde52d907200000d","seq":56097,"position":6,"parentId":"4256301deea9b66d4a0000fb","content":"###Prayer\nUrp is praised through the act of belching after a meal. More elaborate prayers gain weight every so often until such a point as believers inevitably realize how little meaning such gestures carry to her."},{"_id":"4256c768eea9b66d4a0000fc","treeId":"3c1b697ddde52d907200000d","seq":1,"position":5,"parentId":"42561bf3eea9b66d4a0000f1","content":"##Fern"},{"_id":"434315f9bbd688daed0001c3","treeId":"3c1b697ddde52d907200000d","seq":56305,"position":1,"parentId":"4256c768eea9b66d4a0000fc","content":"###Alignment\nNeutral Good"},{"_id":"434319a0bbd688daed0001c4","treeId":"3c1b697ddde52d907200000d","seq":56308,"position":2,"parentId":"4256c768eea9b66d4a0000fc","content":"###Domains\nThe domains of Fern are Trade, Seasons, Rivers, Ancestors, Plant, Growth, and Animal."},{"_id":"43432ad3bbd688daed0001c5","treeId":"3c1b697ddde52d907200000d","seq":56502,"position":3,"parentId":"4256c768eea9b66d4a0000fc","content":"###Origin\nFern is possibly the oldest god in the castle. The rituals attached to Fern once and still are practiced outside the castle to worship local fey. Beyond this information, little is known. The cultures that worship Fern rarely possess a written history."},{"_id":"4343565ebbd688daed0001c6","treeId":"3c1b697ddde52d907200000d","seq":56517,"position":4,"parentId":"4256c768eea9b66d4a0000fc","content":"###Organization\nThe holy men of Fern are best called witch doctors or shamans. They preform sacrifices, rites, and spend much of their time in contemplation for the betterment of the tribe. In cultures that worship the nature god, such as the centaurs of the Arboretum, druids are common. They act as stewards of the faithful and of nature as well as a role akin to guildsmen.\n\nThe traditions of Fern are passed down through fireside teachings in an oral tradition. Altars as civilized races see them are nonexistent. Most prayer and sacrifice are directed toward symbols drawn or carved in a natural material such as dirt or bark."},{"_id":"4343660ebbd688daed0001c7","treeId":"3c1b697ddde52d907200000d","seq":56573,"position":5,"parentId":"4256c768eea9b66d4a0000fc","content":"###Doctrine\nFern is never known to have proscribed any edict of note. When someone has harmed nature, Fern shows displeasure in return until its faithful treat the wound. Those who try to persuade Fern towards altering the natural state quickly find it futile. Fern only shifts the balance, never removes the weights. Nonetheless, Fern's desired state of the world proves relatively hospitable to wise races."},{"_id":"43436fc6bbd688daed0001c8","treeId":"3c1b697ddde52d907200000d","seq":56574,"position":6,"parentId":"4256c768eea9b66d4a0000fc","content":"###Prayer\nFern is petitioned through offerings. The more serious the intervention, the heavier the cost. This reaches to lifeblood and, yet farther, to life. The rituals to ask of Fern are surprisingly complex, containing many steps in preparation and invocation. It is said that the wiser among its shamans now secret tricks to increase the potency of their pleas."},{"_id":"4256c7b9eea9b66d4a0000fd","treeId":"3c1b697ddde52d907200000d","seq":1,"position":6,"parentId":"42561bf3eea9b66d4a0000f1","content":"##Pfffght"},{"_id":"434376d6bbd688daed0001c9","treeId":"3c1b697ddde52d907200000d","seq":56575,"position":1,"parentId":"4256c7b9eea9b66d4a0000fd","content":"###Alignment\nNeutral Evil"},{"_id":"5386c2d877c4ec6b04579447","treeId":"3c1b697ddde52d907200000d","seq":56620,"position":1.25,"parentId":"4256c7b9eea9b66d4a0000fd","content":""},{"_id":"43438b71bbd688daed0001cd","treeId":"3c1b697ddde52d907200000d","seq":56609,"position":1.5,"parentId":"4256c7b9eea9b66d4a0000fd","content":"###Domains\nThe domains of Pfffght are Evil, Darkness, Murder, Fear, Thievery, and Torture."},{"_id":"4343778bbbd688daed0001cb","treeId":"3c1b697ddde52d907200000d","seq":56583,"position":2,"parentId":"4256c7b9eea9b66d4a0000fd","content":"###Origin\nPfffght slowly came to being as fear in the darkness of the castle sewers crystallized into faith. The smell was pervasive, pungent, and noxious. Those who covered their mouths to pass through these odorous passageways unpursued would thank the smell. Eventually, the smell received their thanks."},{"_id":"43437ddbbbd688daed0001cc","treeId":"3c1b697ddde52d907200000d","seq":56604,"position":3,"parentId":"4256c7b9eea9b66d4a0000fd","content":"###Organization\nThe unholy followers of Pfffght are cruel men of few morals and much sadism. Those who would duck through the sewers are desperate men. They drag the secrets of passage through the lowest tunnels out of others in whichever way is most expedient. These secrets are rituals. Slowly, the sounds of sewer gas from decomposing sewage form a foul voice that leads them further into darkness.\n\nMost illicit organizations on the surface have a hidden room, stinking of rubbish, where the faithful may supplicate. To uninitiated members, the faint smell is an annoyance they can never place. Deep in the the darkest sewer, there is a river of pure excrement. On the walkways adjacent, the foul servitors chant their god's evil praises."},{"_id":"43438f98bbd688daed0001ce","treeId":"3c1b697ddde52d907200000d","seq":56616,"position":4,"parentId":"4256c7b9eea9b66d4a0000fd","content":"###Doctrine\nNever fail to cause suffering when one may. Never help others without cost. Never show oneself without need. Never let fear go unspread. The dogma of Pfffght is full of these noisome commands. If one can take pleasure, one takes it as long as the cost to oneself is small. All other things exist for the foul pleasure of believers."},{"_id":"5386c2d877c4ec6b04579449","treeId":"3c1b697ddde52d907200000d","seq":56622,"position":5,"parentId":"4256c7b9eea9b66d4a0000fd","content":"###Prayer\nThe truest supplication to Pffght is the corruption of something pure. If that is impossible, the destruction will suffice. Most spoken prayer is approximately begging his foulness for relief. Sacrifices are rarely destroyed but left to rot. For the speaking and breathing among the sacrifices, this means a slow death of hunger, wallowing in waste and sorrow."},{"_id":"4256c831eea9b66d4a0000fe","treeId":"3c1b697ddde52d907200000d","seq":1,"position":7,"parentId":"42561bf3eea9b66d4a0000f1","content":"##Shackle"},{"_id":"43439e49bbd688daed00031d","treeId":"3c1b697ddde52d907200000d","seq":56624,"position":1,"parentId":"4256c831eea9b66d4a0000fe","content":"###Alignment\nLawful Evil"},{"_id":"43439e9bbbd688daed00031e","treeId":"3c1b697ddde52d907200000d","seq":56627,"position":2,"parentId":"4256c831eea9b66d4a0000fe","content":"###Domains\nThe domains of Shackle are Evil, Torture, Tyranny, Slavery, Blood, Lust and Trap."},{"_id":"4343a31fbbd688daed00031f","treeId":"3c1b697ddde52d907200000d","seq":56647,"position":3,"parentId":"4256c831eea9b66d4a0000fe","content":"###Organization\nIn the faith of Shackle, one is always a slave to a higher power. This may be unknown or known, willing or forced. Often, clerics are several Links down from the devils that serve the Slaver's Chain, directly under powerful creatures or tyrants. Those who find themselves in the irons of the faith at a young age are tested. The strong are raised as holy warriors according to their aptitude, antipaladins prominent but fighter and rangers not unusual.\n\nThe doors that hide the homes of those tyrants face out to the street, strong and shut, guarded by hired hands who know not who presses coin into their palms. One must only look for a neighbor who seems far too private to find a Link."},{"_id":"4343b209bbd688daed000320","treeId":"3c1b697ddde52d907200000d","seq":56666,"position":4,"parentId":"4256c831eea9b66d4a0000fe","content":"###Doctrine\nShackle is the god of slaves and slavers. Her doctrine is cruel. The weak serve the strong. They have no other purpose. The strong command the weak. They have the right. Those who challenge their place are proven worthy only by success--usually through might. The god cares not for your pain unless it shows her authority over you. If you think otherwise, her followers would take grim glee in reminding you of your place"},{"_id":"4343ba97bbd688daed000321","treeId":"3c1b697ddde52d907200000d","seq":56673,"position":5,"parentId":"4256c831eea9b66d4a0000fe","content":"###Prayer\nThe worship of Shackle features a litany of abuse combined with mind-numbingly repetitive chanting. Most who have not merely been enslaved possess the tools to flagellate themselves or their possessions. Shackle rewards his slaves in measure to their devotion."},{"_id":"4256c87beea9b66d4a0000ff","treeId":"3c1b697ddde52d907200000d","seq":1,"position":8,"parentId":"42561bf3eea9b66d4a0000f1","content":"##The Smiling Red"},{"_id":"4343c372bbd688daed000322","treeId":"3c1b697ddde52d907200000d","seq":56676,"position":1,"parentId":"4256c87beea9b66d4a0000ff","content":"###Alignment\nTrue Neutral"},{"_id":"4343c3d2bbd688daed000323","treeId":"3c1b697ddde52d907200000d","seq":56684,"position":2,"parentId":"4256c87beea9b66d4a0000ff","content":"###Domains\nThe domains of the Smiling Red are none of your business. (Artifice, Thought, Magic, Solitude, Wards, Deception and Isolation.)"},{"_id":"4343e01fed7495208500015a","treeId":"3c1b697ddde52d907200000d","seq":56720,"position":3,"parentId":"4256c87beea9b66d4a0000ff","content":"###Organization\nThe clerics of the Smiling Red all possess their own professions, usually in service or trade. They are competent if unremarkable and distant. At the moment when the top is about to fall, they put a hidden finger to the edge and let it spin a while longer. They do so under cover of their own motivations, carefully constructed well in advance.\n\nTheir induction into his people comes from his manifestation. The picture of a smiling man dressed in red always appears where few would see it. One would not call its hanging point hidden but merely out of the way. Those of the right temperament find themselves knowing secrets and their source, the painting. They become more than shopkeepers or bartenders silently."},{"_id":"4343e04aed7495208500015b","treeId":"3c1b697ddde52d907200000d","seq":56725,"position":4,"parentId":"4256c87beea9b66d4a0000ff","content":"###Doctrine\nThe Smiling Red maintains the balance of the castle. He will stop at nothing to maintain that balance. Good, evil, law, and chaos are all forces to be juggled and tricked so that the gains of all never last for long. He parlays his knowledge of the secrets of the castle into the means and material to wage his strange war. Of course, his impartial eyes watch and his smile never fades."},{"_id":"4343e94aed7495208500015c","treeId":"3c1b697ddde52d907200000d","seq":56726,"position":5,"parentId":"4256c87beea9b66d4a0000ff","content":"###Prayer\nHe accepts no prayer. He aids who will aid his cause in precise measure."},{"_id":"4256cb67eea9b66d4a000100","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1.0625,"parentId":null,"content":"#Kingdoms/Areas"},{"_id":"4256fc20eea9b66d4a00010f","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"4256cb67eea9b66d4a000100","content":"##The Majestic People's Democracy of the Elven Kin"},{"_id":"425705e7eea9b66d4a000117","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"4256fc20eea9b66d4a00010f","content":"The East Side"},{"_id":"434427d0ed7495208500015d","treeId":"3c1b697ddde52d907200000d","seq":56979,"position":2,"parentId":"4256fc20eea9b66d4a00010f","content":"###Leadership\nThe Elven Halls as they are now known are headed by a council of elders of varying number. Admission to the ruling body is permitted once an elf reaches 248 years of age. The ruling entity de jure is the Lord Elder, a title conferred by majority vote, currently Elron Tonerdis. In his mental illness, several of the younger lords are acting as his ministers."},{"_id":"43451ddaed74952085000167","treeId":"3c1b697ddde52d907200000d","seq":57243,"position":2.5,"parentId":"4256fc20eea9b66d4a00010f","content":"###Geography\nThe Elven Halls are lined by the Great Corridor to the east. They span floor upon floor of winding halls and close set rooms. The edge beyond the Corridor has several port towns."},{"_id":"434529b3ed74952085000169","treeId":"3c1b697ddde52d907200000d","seq":57256,"position":2.75,"parentId":"4256fc20eea9b66d4a00010f","content":"###Encounters\nThe Elven Halls are mostly free of bandits and other forms of normal opposition. Nests of low CRs monsters are somewhat unavoidable in the south halls. (Dire Corbies, etc.) Other common monsters would be gargoyles and incorporeal undead."},{"_id":"4344471eed7495208500015e","treeId":"3c1b697ddde52d907200000d","seq":57204,"position":3,"parentId":"4256fc20eea9b66d4a00010f","content":"The Elven Halls are unsurprisingly primarily Elven. The core territory in the north halls are kept mostly without other uninvited races through quiet encouragement. The south halls are left more open, finding a mix of humans and visiting races. The nearby goblins are conspicuously absent from the territories.\n\nThe elves are more prone to wizardry and druidism than other common races. Their natural scholarship has led to several well-renowned libraries. In general, impressive stewardship of their adopted halls and a sharp eye towards recovered goods has let the elven gentry survive on luxury trade and elite tourism alone. The lower class manages subsistence living through scavenging."},{"_id":"4256fd69eea9b66d4a000110","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"4256cb67eea9b66d4a000100","content":"##The Kingdom of Devalis"},{"_id":"4257063aeea9b66d4a000118","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"4256fd69eea9b66d4a000110","content":"The West Side"},{"_id":"4344af73ed7495208500015f","treeId":"3c1b697ddde52d907200000d","seq":57172,"position":2,"parentId":"4256fd69eea9b66d4a000110","content":"###Leadership\nThe original exposition was headed by a son far in line from the throne. His son now heads the the \"Kingdom\". The dukes of Devalis haphazardly hold territory across the kingdom. They tax the individual settlements somewhat harshly. The strength of rule has become increasingly dubious."},{"_id":"434523bfed74952085000168","treeId":"3c1b697ddde52d907200000d","seq":57250,"position":2.5,"parentId":"4256fd69eea9b66d4a000110","content":"###Geography\nThe Kingdom is characterized by taller floors and bigger rooms than the Elven Halls. There are several large rooms that dot the Kingdom, all settled as villages."},{"_id":"434538eced7495208500016a","treeId":"3c1b697ddde52d907200000d","seq":57264,"position":2.75,"parentId":"4256fd69eea9b66d4a000110","content":"###Encounters\nBanditry is not unheard of in the Kingdom. There are some uncomfortable corners for evil things to hide in. Evil things are probably aberrations or high cr undead."},{"_id":"4344bafeed74952085000160","treeId":"3c1b697ddde52d907200000d","seq":57203,"position":3,"parentId":"4256fd69eea9b66d4a000110","content":"The kingdom is dotted with villages of various sizes and natures. The majority race is human. The borders are relatively nonexistent. The dukes have the power to repel major attacks combined, but consensus is rather unlikely without serious reason. Large groups of halls are unoccupied either through danger or lack of dominion."},{"_id":"4256fe54eea9b66d4a000111","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"4256cb67eea9b66d4a000100","content":"##The Market District"},{"_id":"4257069deea9b66d4a000119","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"4256fe54eea9b66d4a000111","content":"The Theater District"},{"_id":"4345431eed7495208500016c","treeId":"3c1b697ddde52d907200000d","seq":57276,"position":1.25,"parentId":"4256fe54eea9b66d4a000111","content":"###Geography\nThe Market District is open air. Stone builds of various original uses dot the ground. Between them, structures of dizzying construction web. There are streets and such, but it is equally possible for a skilled operator to move from building to building."},{"_id":"43453d1aed7495208500016b","treeId":"3c1b697ddde52d907200000d","seq":57274,"position":1.5,"parentId":"4256fe54eea9b66d4a000111","content":"###Encounters\nThe Market District has too many people for hidden monsters to stay that way. Visiting outsider may chosen to interact with the party for various reasons. There are gangs in the area, and the party may bite off more than they can chew."},{"_id":"4344cf66ed74952085000162","treeId":"3c1b697ddde52d907200000d","seq":57202,"position":3,"parentId":"4256fe54eea9b66d4a000111","content":"The market district is a true crossroads. Along with the Mansion District and the Courtyard, the market district comprises the attraction of the castle to outsiders. It possess the majority of the entertainment of the castle as well as a decent subset of the shops.\n\nThe halfling clans make both a backbone of the enterprises in the region and a constant annoyance to the travelers of the region as pickpockets and con men. "},{"_id":"4256ff37eea9b66d4a000112","treeId":"3c1b697ddde52d907200000d","seq":1,"position":4,"parentId":"4256cb67eea9b66d4a000100","content":"##The Grand Arboretum"},{"_id":"42570713eea9b66d4a00011a","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"4256ff37eea9b66d4a000112","content":"The Park"},{"_id":"4344f0aced74952085000164","treeId":"3c1b697ddde52d907200000d","seq":57302,"position":2,"parentId":"4256ff37eea9b66d4a000112","content":"The Park provides most of the food of the castle via the farms of the inhabiting centaur tribes. The centaurs are mostly rangers and druids. They send out parties of three centaurs with carts of food to trade for Neks. They usually bring along one or more human liaisons. Passage through the park requires permission from the Centaurs. They kill and eat all trespassers.\n\nVarious other monstrous races and plant creatures inhabit the park. Travel is dangerous with centaurs, without them it is just short of suicidal."},{"_id":"4257015deea9b66d4a000113","treeId":"3c1b697ddde52d907200000d","seq":56264,"position":5,"parentId":"4256cb67eea9b66d4a000100","content":"##The Palace Town/The Mansion District"},{"_id":"42570763eea9b66d4a00011b","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"4257015deea9b66d4a000113","content":"Wall Street"},{"_id":"43455c23ed74952085000173","treeId":"3c1b697ddde52d907200000d","seq":57301,"position":2,"parentId":"4257015deea9b66d4a000113","content":"###Leadership\nNek?"},{"_id":"4345608ced74952085000175","treeId":"3c1b697ddde52d907200000d","seq":57305,"position":2.5,"parentId":"4257015deea9b66d4a000113","content":"###Geography\nA grandiose subcastle of more traditional means. The inner area is an inaccessible maze but to those invited by Nek."},{"_id":"43455c93ed74952085000174","treeId":"3c1b697ddde52d907200000d","seq":57303,"position":3,"parentId":"4257015deea9b66d4a000113","content":"The Mansion district showcases some truly impressive hotels and spas. Only the most wealthy come there for reasons of business or pleasure."},{"_id":"425701ebeea9b66d4a000114","treeId":"3c1b697ddde52d907200000d","seq":1,"position":6,"parentId":"4256cb67eea9b66d4a000100","content":"##The Docklands"},{"_id":"4257085deea9b66d4a00011c","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"425701ebeea9b66d4a000114","content":"South Street"},{"_id":"43456342ed74952085000176","treeId":"3c1b697ddde52d907200000d","seq":57309,"position":2,"parentId":"425701ebeea9b66d4a000114","content":"###Geography\nA collection of docks, quays, and marinas almost never used for intended purposes. The ever present places to hide make for unfortunate traveling"},{"_id":"434566cfed74952085000177","treeId":"3c1b697ddde52d907200000d","seq":57312,"position":3,"parentId":"425701ebeea9b66d4a000114","content":"The dominion of the goblin ninja guilds and far worse groups of mercenaries and bandits. Few tred the docklands without a purpose and several armed guards."},{"_id":"4257031beea9b66d4a000115","treeId":"3c1b697ddde52d907200000d","seq":1,"position":7,"parentId":"4256cb67eea9b66d4a000100","content":"##The Warehouse District"},{"_id":"425709e3eea9b66d4a00011d","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"4257031beea9b66d4a000115","content":"West Harlem"},{"_id":"43455769ed74952085000171","treeId":"3c1b697ddde52d907200000d","seq":57297,"position":2,"parentId":"4257031beea9b66d4a000115","content":"###Geography\nA large series of interconnected storage rooms"},{"_id":"43455853ed74952085000172","treeId":"3c1b697ddde52d907200000d","seq":57298,"position":3,"parentId":"4257031beea9b66d4a000115","content":"The warehouse district houses the headquarters of all of the castle guilds as well as several academies for more aggressive studies. It makes the average denison stuffy yet eccentric."},{"_id":"425703efeea9b66d4a000116","treeId":"3c1b697ddde52d907200000d","seq":57314,"position":8,"parentId":"4256cb67eea9b66d4a000100","content":"##The Emerald Republic of Aranor"},{"_id":"42570a6ceea9b66d4a00011e","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"425703efeea9b66d4a000116","content":"The East Village"},{"_id":"43456ce2ed7495208500017a","treeId":"3c1b697ddde52d907200000d","seq":57327,"position":1.5,"parentId":"425703efeea9b66d4a000116","content":"###Leadership\nThe Emerald \"Republic\" has been a military dictatorship for its entire life."},{"_id":"4345687fed74952085000178","treeId":"3c1b697ddde52d907200000d","seq":57319,"position":2,"parentId":"425703efeea9b66d4a000116","content":"###Geography\nAs the boundary between the higher castle and the yard, the republic enjoys some truly impressive walls and several floors of proper castle. The rooms tend to be spartan and the halls straight. To the east, a functioning port serves an unfortunate bevy of pirates."},{"_id":"43456c95ed74952085000179","treeId":"3c1b697ddde52d907200000d","seq":57335,"position":3,"parentId":"425703efeea9b66d4a000116","content":"Mostly populated by humans, currently allied with the goblins to the north. A rough area with many \"tolls\""},{"_id":"42570b0ceea9b66d4a00011f","treeId":"3c1b697ddde52d907200000d","seq":1,"position":9,"parentId":"4256cb67eea9b66d4a000100","content":"##The Courtyard"},{"_id":"42570cc0eea9b66d4a000120","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"42570b0ceea9b66d4a00011f","content":"The Village"},{"_id":"434501a9ed74952085000165","treeId":"3c1b697ddde52d907200000d","seq":57222,"position":2,"parentId":"42570b0ceea9b66d4a00011f","content":"###Leadership\nThe Dwarves loosely control the area. They are not much for negotiations so the clans operate entirely on a system of favors, bribes, and obligations. Thus the most prosperous clan at the time are the de facto rulers of the area."},{"_id":"43454a32ed7495208500016e","treeId":"3c1b697ddde52d907200000d","seq":57285,"position":2.5,"parentId":"42570b0ceea9b66d4a00011f","content":"###Geography\nThe Courtyard is almost entirely mortal constructions of wood and stone. Walls criss-cross the yard with original structures attached. The dwarves have dug into the sewers and somehow convinced the castle to recognise these underhalls as part of itself. They are growing more and more complex."},{"_id":"434511abed74952085000166","treeId":"3c1b697ddde52d907200000d","seq":57234,"position":3,"parentId":"42570b0ceea9b66d4a00011f","content":"The dwarves work their industry in the area and are frequently seen strutting around in their finery. The Courtyard is the foremost place to commission fine work of any nature. Movers and shakers tend to buy mansions in the neighborhood as an elegant and quiet area."},{"_id":"42570d39eea9b66d4a000121","treeId":"3c1b697ddde52d907200000d","seq":1,"position":10,"parentId":"4256cb67eea9b66d4a000100","content":"##The Rolling Wastes"},{"_id":"42570de2eea9b66d4a000122","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"42570d39eea9b66d4a000121","content":"Harlem"},{"_id":"434555beed7495208500016f","treeId":"3c1b697ddde52d907200000d","seq":57295,"position":2,"parentId":"42570d39eea9b66d4a000121","content":"###Leadership\nCrack and Co."},{"_id":"4345563ded74952085000170","treeId":"3c1b697ddde52d907200000d","seq":57296,"position":3,"parentId":"42570d39eea9b66d4a000121","content":"###Geography\nShanties and rolling hills"},{"_id":"42570e16eea9b66d4a000123","treeId":"3c1b697ddde52d907200000d","seq":1,"position":11,"parentId":"4256cb67eea9b66d4a000100","content":"##The Krigog Alliance"},{"_id":"42570f20eea9b66d4a000124","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"42570e16eea9b66d4a000123","content":"The Lower East Side"},{"_id":"43457054ed7495208500017b","treeId":"3c1b697ddde52d907200000d","seq":57336,"position":2,"parentId":"42570e16eea9b66d4a000123","content":"###Leadership\nThe goblin kingship passes from head to head for as long as they aren't rolling."},{"_id":"4345718aed7495208500017c","treeId":"3c1b697ddde52d907200000d","seq":57342,"position":3,"parentId":"42570e16eea9b66d4a000123","content":"###Geography\nThe castle rapidly begins to gain floors as one goes farther north. The rooms appear to mostly be servants quarters and rooms like kitchens and workrooms."},{"_id":"43457442ed7495208500017d","treeId":"3c1b697ddde52d907200000d","seq":57353,"position":4,"parentId":"42570e16eea9b66d4a000123","content":"The goblins are poorly organized and bellicose. Worse still, being small easy prey, they have attracted some of the worst predators of the castle. Nonetheless, their natural instinct for treasure regularly finds truly impressive items i their possession."},{"_id":"42570f7deea9b66d4a000125","treeId":"3c1b697ddde52d907200000d","seq":1,"position":12,"parentId":"4256cb67eea9b66d4a000100","content":"##The Grand Empire of the Kfah"},{"_id":"536f1b474de898da06851462","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"42570f7deea9b66d4a000125","content":"Washington Heights"},{"_id":"42572793eea9b66d4a000249","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"42570f7deea9b66d4a000125","content":"###Pre-Castle\nThe empire of Kfah had much the same structure outside the castle as it does now. The war-party from Old Kfah was headed by the Third Prince with the majority of his holdings mobilized."},{"_id":"42572bf5eea9b66d4a00024a","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"42570f7deea9b66d4a000125","content":"###Politics\nThe Grand Empire is a feudal monarchy centered around the house of Kfah. The overwhelming tendency, as Pre-Neck, is to be isolationist."},{"_id":"42572e26eea9b66d4a00024b","treeId":"3c1b697ddde52d907200000d","seq":1,"position":4,"parentId":"42570f7deea9b66d4a000125","content":"###Racial Makeup\nThe ruling class of Kfah are Tengu. They are served by a Myconid (?) serfdom. There is a class of Ratfolk freemen that form a variety of roles in between."},{"_id":"4342add7bbd688daed0001bf","treeId":"3c1b697ddde52d907200000d","seq":56265,"position":13,"parentId":"4256cb67eea9b66d4a000100","content":"##The Rafters"},{"_id":"4342ae2ebbd688daed0001c0","treeId":"3c1b697ddde52d907200000d","seq":56266,"position":14,"parentId":"4256cb67eea9b66d4a000100","content":"##The Sewers"},{"_id":"4256cbaeeea9b66d4a000101","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1.15625,"parentId":null,"content":"#Racial Customs and Traits"},{"_id":"4256cdeaeea9b66d4a000102","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"4256cbaeeea9b66d4a000101","content":"##Halflings"},{"_id":"4256cf4eeea9b66d4a000103","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"4256cdeaeea9b66d4a000102","content":"Halflings typically form large clans in specific areas. It is a truly broken Halfling that resorts to begging but many find jobs in \"street employment\": pickpocketing, begging, giving tours, and working as as couriers. Halflings otherwise find work in a variety of eccentric careers that benefit from their natural inquisitiveness and acrobatic talent."},{"_id":"4256d582eea9b66d4a000104","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"4256cdeaeea9b66d4a000102","content":"Halflings possess a scruff. This combined with their innate balance and jumping ability leads scholars to posit that they are akin to catfolk and other animalkin."},{"_id":"4256da0eeea9b66d4a000105","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"4256cbaeeea9b66d4a000101","content":"##Dwarves"},{"_id":"4256da73eea9b66d4a000106","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"4256da0eeea9b66d4a000105","content":"Dwarves are communal creatures that near always bear membership in a clan. These clans form familial guilds, with most members of each clan trained in some trade. These range from merchanthood to garbage collection. In the case of interclan marriage, the young dwarflet choses between his parents clans when he comes of age."},{"_id":"4256e09feea9b66d4a000107","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"4256da0eeea9b66d4a000105","content":"Dwarven women do possess beards of a finer quality than their menfolk. While dwarven men are likely to use metal bands, plain ribbons, and bangles to decorate their beard, women will use patterned ribbons, metal ornaments, and dyes. "},{"_id":"4256e4a9eea9b66d4a000108","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"4256da0eeea9b66d4a000105","content":"Dwarves possess immense pride in their appearance. If a dwarf looks a certain way, it is because she has chosen to look so. In the market district, it is not uncommon to see Dwarves decked in rings, decorative helms of fine metal, and mail of tiny colored steel rings."},{"_id":"4256eba7eea9b66d4a000109","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"4256cbaeeea9b66d4a000101","content":"##Elves"},{"_id":"4256ebe3eea9b66d4a00010a","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"4256eba7eea9b66d4a000109","content":"Elves are perhaps the least suited to life in the castle. Confined within their insular nation, few understand how the Elven economy functions. The truth is that Elves have combined a knack for understanding the castle's pathways with a gift for trading to make a pocket economy of recovered luxuries and tourist destinations."},{"_id":"4256f19aeea9b66d4a00010b","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"4256eba7eea9b66d4a000109","content":"Traditional dress for an elf is a woven tunic over a leaf skirt. This is a surefire way to recognize a nobleman, who else could afford wearing plants in a castle?"},{"_id":"4256f3c7eea9b66d4a00010c","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"4256eba7eea9b66d4a000109","content":"Elves experience a form of senility as they age. They rarely truly forget but their temperament becomes more and more like the fey. \"Elfsheimers\""},{"_id":"4256f74eeea9b66d4a00010d","treeId":"3c1b697ddde52d907200000d","seq":1,"position":4,"parentId":"4256cbaeeea9b66d4a000101","content":"##Kobolds"},{"_id":"4256f781eea9b66d4a00010e","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"4256f74eeea9b66d4a00010d","content":"Life for the kobold in the castle is one of stress. Either it is the stress to suppress their natural urges for thievery and graft among \"civilized races\" or it is the pressure of the grind working for Dragon Corp or one of its lesser competitors."},{"_id":"3f3b6da5c11181a2160000c3","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1.25,"parentId":null,"content":"#Monsters"},{"_id":"3f3b720dde1266c5300000c2","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3f3b6da5c11181a2160000c3","content":"Butcher's Fright"},{"_id":"3f3b72b9de1266c5300000c3","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3f3b720dde1266c5300000c2","content":"Large Undead"},{"_id":"3f3b73e5de1266c5300000c4","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3f3b720dde1266c5300000c2","content":"Alignment"},{"_id":"3f3b7ff8de1266c5300000ce","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3f3b73e5de1266c5300000c4","content":"Neutral Evil"},{"_id":"3f3b7833de1266c5300000c6","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2.5,"parentId":"3f3b720dde1266c5300000c2","content":"Attributes"},{"_id":"3f3b7878de1266c5300000c7","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3f3b7833de1266c5300000c6","content":"Str 18"},{"_id":"3f3b79e8de1266c5300000c8","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3f3b7833de1266c5300000c6","content":"Dex 12"},{"_id":"3f3b7a69de1266c5300000c9","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"3f3b7833de1266c5300000c6","content":"Con -"},{"_id":"3f3b7b3dde1266c5300000ca","treeId":"3c1b697ddde52d907200000d","seq":1,"position":4,"parentId":"3f3b7833de1266c5300000c6","content":"Int -"},{"_id":"3f3b7b7dde1266c5300000cb","treeId":"3c1b697ddde52d907200000d","seq":1,"position":5,"parentId":"3f3b7833de1266c5300000c6","content":"Wis 18"},{"_id":"3f3b7c28de1266c5300000cc","treeId":"3c1b697ddde52d907200000d","seq":1,"position":6,"parentId":"3f3b7833de1266c5300000c6","content":"Cha 17"},{"_id":"3f3b741cde1266c5300000c5","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"3f3b720dde1266c5300000c2","content":"HP"},{"_id":"3f3b7f9ade1266c5300000cd","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3f3b741cde1266c5300000c5","content":"76 (9d8+27)"},{"_id":"3f64b4dee5e426d9360000f4","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3.5,"parentId":"3f3b720dde1266c5300000c2","content":"AC"},{"_id":"3f64b508e5e426d9360000f5","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3f64b4dee5e426d9360000f4","content":"17"},{"_id":"3f3b812bde1266c5300000d0","treeId":"3c1b697ddde52d907200000d","seq":1,"position":4,"parentId":"3f3b720dde1266c5300000c2","content":"Saves"},{"_id":"3f3b8153de1266c5300000d1","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3f3b812bde1266c5300000d0","content":"Fort"},{"_id":"3f3b8199de1266c5300000d2","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3f3b8153de1266c5300000d1","content":"5"},{"_id":"3f3b889ede1266c5300000d3","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3f3b812bde1266c5300000d0","content":"Ref"},{"_id":"3f3b88cade1266c5300000d4","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3f3b889ede1266c5300000d3","content":"3"},{"_id":"3f3b8aa0de1266c5300000d5","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"3f3b812bde1266c5300000d0","content":"Will"},{"_id":"3f3b8ac7de1266c5300000d6","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3f3b8aa0de1266c5300000d5","content":"9"},{"_id":"3f3b8de8de1266c5300000d7","treeId":"3c1b697ddde52d907200000d","seq":1,"position":5,"parentId":"3f3b720dde1266c5300000c2","content":"BAB"},{"_id":"3f3b8e1dde1266c5300000d8","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3f3b8de8de1266c5300000d7","content":"6"},{"_id":"3f3b8eb1de1266c5300000d9","treeId":"3c1b697ddde52d907200000d","seq":1,"position":6,"parentId":"3f3b720dde1266c5300000c2","content":"MAB"},{"_id":"3f3b8edbde1266c5300000da","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3f3b8eb1de1266c5300000d9","content":"10"},{"_id":"3f3b970bde1266c5300000dd","treeId":"3c1b697ddde52d907200000d","seq":1,"position":6.5,"parentId":"3f3b720dde1266c5300000c2","content":"CMB"},{"_id":"3f3b9731de1266c5300000de","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3f3b970bde1266c5300000dd","content":"15"},{"_id":"3f3b9a3ade1266c5300000df","treeId":"3c1b697ddde52d907200000d","seq":1,"position":6.75,"parentId":"3f3b720dde1266c5300000c2","content":"CMD"},{"_id":"3f3b9a66de1266c5300000e0","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3f3b9a3ade1266c5300000df","content":"16"},{"_id":"3f3b8f63de1266c5300000db","treeId":"3c1b697ddde52d907200000d","seq":1,"position":7,"parentId":"3f3b720dde1266c5300000c2","content":"Attacks"},{"_id":"3f3b9513de1266c5300000dc","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3f3b8f63de1266c5300000db","content":"4 Slams +10 (1d6+6)"},{"_id":"3f3b9d33de1266c5300000e2","treeId":"3c1b697ddde52d907200000d","seq":1,"position":8,"parentId":"3f3b720dde1266c5300000c2","content":"Special Abilities"},{"_id":"3f3b9e96de1266c5300000e3","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3f3b9d33de1266c5300000e2","content":"Stench (DC 17)"},{"_id":"3f3b9fecde1266c5300000e4","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3f3b9d33de1266c5300000e2","content":"Fear (10', DC 17)"},{"_id":"3f3ba33fde1266c5300000e5","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"3f3b9d33de1266c5300000e2","content":"DR 10/bludgeoning"},{"_id":"3f3bb75bde1266c5300000e8","treeId":"3c1b697ddde52d907200000d","seq":1,"position":4,"parentId":"3f3b9d33de1266c5300000e2","content":"Blindsight 30'"},{"_id":"3f3c011bde1266c5300000e9","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3f3b6da5c11181a2160000c3","content":"Gauging troops"},{"_id":"3d8ac852045dedd50200009b","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":null,"content":"# Presession Notes"},{"_id":"3d8ac8b9045dedd50200009c","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3d8ac852045dedd50200009b","content":"Feb 7"},{"_id":"3d8ad123045dedd50200009d","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3d8ac8b9045dedd50200009c","content":"Attack them with some mook dancers"},{"_id":"3d8ad50b045dedd50200009e","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3d8ac8b9045dedd50200009c","content":"Prance prophecies a heist to pay his way uptown."},{"_id":"3d8ad62e045dedd50200009f","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"3d8ac8b9045dedd50200009c","content":"Dragon corp processing building has a mcguffin coming through."},{"_id":"3d8ae8c3045dedd5020000a0","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3d8ad62e045dedd50200009f","content":"Mcguffin is a manual of quickness"},{"_id":"3d8af591045dedd5020000a1","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3d8ad62e045dedd50200009f","content":"Daytime staff: 30 kobold clerks (experts lvl 1-10), magical attache (diviner 5 with trasmutation focuses), 6 mook guards (standard race fighter 2), 3 kobold agents (1 umd expert and 2 alchemists), 1 contractor (venedaemon)\n\nNighttime staff: 4 kobold clerks, magical attache, 12 mook guards, 2 kobold agents, the contractor"},{"_id":"3d8b7ac7045dedd5020000ac","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2.5,"parentId":"3d8ad62e045dedd50200009f","content":"Guards all carry warning horns"},{"_id":"3d8b2eb4045dedd5020000a2","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"3d8ad62e045dedd50200009f","content":"Should give fair warning about the daemon for them to align their weapons or something"},{"_id":"3d8b3a02045dedd5020000a3","treeId":"3c1b697ddde52d907200000d","seq":1,"position":4,"parentId":"3d8ad62e045dedd50200009f","content":"Built inside a small gatehouse in a broken wall"},{"_id":"3d8b3b52045dedd5020000a4","treeId":"3c1b697ddde52d907200000d","seq":1,"position":5,"parentId":"3d8ad62e045dedd50200009f","content":"## Entrances\n"},{"_id":"3d8b4ab7045dedd5020000a6","treeId":"3c1b697ddde52d907200000d","seq":1,"position":0.5,"parentId":"3d8b3b52045dedd5020000a4","content":"Back gate is boarded up. It is also alarmed by the attache. If taken down, it is connected to a non-essentials hallway. (A)"},{"_id":"3d8b494f045dedd5020000a5","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3d8b3b52045dedd5020000a4","content":"Front gate is guarded by three mooks and leads to the main floor. (B)"},{"_id":"3d8b525e045dedd5020000a7","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3d8b3b52045dedd5020000a4","content":"Sewer entrance leads to a guarded loading dock (C). Otyugh lurks in the local sewer."},{"_id":"3d8b6603045dedd5020000a8","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"3d8b3b52045dedd5020000a4","content":"The only open window leads into the attache's study (D). He takes walks using a rope trick spell that he casts outside most evenings."},{"_id":"3d8b71bb045dedd5020000a9","treeId":"3c1b697ddde52d907200000d","seq":1,"position":6,"parentId":"3d8ad62e045dedd50200009f","content":"## Rooms"},{"_id":"3d8b7266045dedd5020000aa","treeId":"3c1b697ddde52d907200000d","seq":1,"position":1,"parentId":"3d8b71bb045dedd5020000a9","content":"A: The non-essentials hallway connects to the restroom, breakroom, the records room, and a stairway up and down (C,E). It ends in the workfloor."},{"_id":"3d8b7707045dedd5020000ab","treeId":"3c1b697ddde52d907200000d","seq":1,"position":2,"parentId":"3d8b71bb045dedd5020000a9","content":"B: The workfloor has desks for 20 kobolds. The reception area is in front. One alchemist agent is on the floor during the day."},{"_id":"3d8b7e1e045dedd5020000ad","treeId":"3c1b697ddde52d907200000d","seq":1,"position":3,"parentId":"3d8b71bb045dedd5020000a9","content":"C: The loading dock will be alarmed. It has a single podium and a winch from the sewer floor to lift from boats. The local sewer is quite deep with a 10' walkway on the far side (~15 feet). There is a gated door that leads to the stairway. Along the small hallway, there is illusory wall that covers the door to the Contractor's room. The door has a window in it. Be afraid."},{"_id":"3d8b8725045dedd5020000ae","treeId":"3c1b697ddde52d907200000d","seq":1,"position":4,"parentId":"3d8b71bb045dedd5020000a9","content":"D: The attache's room contains a nice sized alchemy kit, a small private library, a comfortable chair, an oversized bed, and a fireplace. During the day, he might be in the room 40% of the time working on alchemy or research, the other 60% is giving magical advice and casting divinations. It also contains a monocle for discern value and the wizard's spell book. (400gp of powdered gemstone is saved for him by the quartermaster.) The room connects to the second floor hall (E). The attache carries on his person a pouch of 5 pearls of power."},{"_id":"3d8ba3f7045dedd5020000af","treeId":"3c1b697ddde52d907200000d","seq":1,"position":5,"parentId":"3d8b71bb045dedd5020000a9","content":"E: The second floor hall connects to the Attache's room, the quartermaster's office, the convenience rooms, and a board room."},{"_id":"3d8ba623045dedd5020000b0","treeId":"3c1b697ddde52d907200000d","seq":1,"position":6,"parentId":"3d8b71bb045dedd5020000a9","content":"F: The Contractor's room has several soul gems in a small pewter bowl. It does not sleep so there is no bed. The creature adorns the walls with trophies from vanquished spellcasters. An careful sweep will turn up a few ripped pages from spellbooks, an arcane text or two, and multiple scrolls. "},{"_id":"3d8bb3b1045dedd5020000b1","treeId":"3c1b697ddde52d907200000d","seq":1,"position":7,"parentId":"3d8b71bb045dedd5020000a9","content":"G: The quartermaster's office has a simple desk with some petty change in a locked drawer. The door is thoroughly trapped at night. The back half of the room is behind a locked grate wall. There is some collection of trade goods, utility scrolls, several deeds and contracts to be sent out."},{"_id":"3d8bc07c045dedd5020000b2","treeId":"3c1b697ddde52d907200000d","seq":1,"position":8,"parentId":"3d8b71bb045dedd5020000a9","content":"H: The third floor hallway has a locked door on the stairs. This level has the head clerk's office, and the room for extra expensive things. (I)"},{"_id":"3d8bd237045dedd5020000b3","treeId":"3c1b697ddde52d907200000d","seq":1,"position":9,"parentId":"3d8b71bb045dedd5020000a9","content":"I: The treasure room has an alarmed and locked door. Behind it are two guards. Behind them is a hallway with a slashing cage trap. Behind that is a sonic trap. Inside are several very lucrative documents, the manual and some sandals of the lightest step."},{"_id":"3d8beb31045dedd5020000b5","treeId":"3c1b697ddde52d907200000d","seq":1,"position":10,"parentId":"3d8b71bb045dedd5020000a9","content":"J: The roof area has a small rookery and a locked and alarmed door. The roof guards are equiped mostly with ranged weapons and are under orders to retreat and arm traps under conflict."},{"_id":"3e4eb19c31c3e7f49e0000ce","treeId":"3c1b697ddde52d907200000d","seq":1,"position":7,"parentId":"3d8ad62e045dedd50200009f","content":"Just have one agent in residence. He's a summoner 6. Invisible summoning ability means fuck this dude. Summon a bunch of fiendish wolves and a dretch for good measure. Oh, and glitterdust the players after the dretch. Constantly eagle's splendored"}],"tree":{"_id":"3c1b697ddde52d907200000d","name":"Manhattanberg","publicUrl":"manhattanberg"}}